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Going Global: Adapting High-Quality Ed Tech Games for Low-Resource Settings

The mEducation Alliance held its first event in the  2020 virtual Symposia series on Play and Technology for Lifelong Learning on June 19, 2020

Going Global: Adapting High-Quality EdTech Games for Low-Resource Settings featured ten US-based educational game developers who have received prior US government grant support for their high-quality educational games and are hoping to expand the international reach of their products.

This event, as well as others in the series, was designed to share compelling ed tech innovations and to foster partnership opportunities. We were delighted to co-host this event with the institutional members of the EdTech Hub and the Global Innovation Exchange.

 

Link to Recording of Going Global Event

Agenda and Presenters  

Links to each of the organizations are provided and you can click on the headshots of the presenters for a short bio. The list of discussants can be found at the bottom of the page.

Moderator: Anthony Bloome, Senior Technology for Development Specialist, USAID and Founder, mEducation Alliance

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Hour 1: Math and Numeracy Games 

Muzology writes and produces modern hip youth-facing learning songs performed by professional industry artists for teaching K12 students hard to learn mathematical concepts.

Link for Slides

Video Demonstration

Dr. Lana Israel – Founder & CEO, Muzology

 

 

 

7 Generation Games has designed a number of educational math learning games to teach students math through a cultural lens. All games already work with offline capabilities to be accessible in low resource areas across the digital divide.

Link for Slides

Video Demonstration

Maria Burns Ortiz – CEO and Co-Founder, 7 Generation Games

 

 

 

MidSchoolMath has a game called EMPIRES, which is an epic story-based narrative mathematics game set in Ancient Mesopotamia which allows algebra to be coherently used and learned in context.

Link for Slides

Video Demonstration

Scott Laidlaw – CEO, MidSchool Math

 

 

 

Teachley has a suite of math game apps that support fact fluency and promote math strategy development for students in kindergarten to grade five.

Link for Slides

Video Demonstration

Kara Carpenter – Co-Founder, Teachley

 

 

 

Mathalicious engages students in real-world questions using middle and high school math. The lessons are meant to put teachers and students in a position to have interesting conversations that foster a classroom culture of curiosity and rigorous mathematical thinking.

Link for Slides

Video Demonstration

Ginny Stuckey – Managing Director, Mathalicious

 

 

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Hour 2 – STEM and Literacy Games 

Future Engineers uses an online platform to offer free STEM/STEAM challenges for students in kindergarten to grade 12, such as NASA’s “Name the Mars Rover” competition which engaged 28,000 students.

Link for Slides

Deanne Bell – Founder and CEO, Future Engineers

 

 

 

PocketLab allows students to use a sensor (a small wireless device that transmits scientific data using Bluetooth to a smartphone, tablet, or computer) which then enables them to complete real-world experiments that produce scientific data from the experiments.

Link for Slides

Dr. Clifton Roozeboom – CEO and Co-founder, PocketLab

 

 

 

Words Liive integrates hip-hop song lyrics with traditional classroom text-based lessons to promote literacy learning. It delivers free, accessible content through Google Drive, text message, SMS based apps, and social media.

Link for Slides

Video Demonstration

Sage Salvo – Founder and President, Words Liive

 

 

 

Sirius Thinking owns a platform called Lightning Squad for tutors to work with struggling readers in grades 1 to 3 using digital books, multimedia activities, such as games, puzzles, and videos, and a dashboard to track student progress and provide instructional resources.

Link for Slides

Video Demonstration

Christopher Cerf – President and CEO, Sirius Thinking, Ltd.

 

 

Dr. Robert Slavin – Director, Center for Research and Reform in Education, Johns Hopkins University

 

 

 

Dr. Nancy Madden – CEO, Success for All Foundation

 

 

 

Vidcode is an online coding platform that teaches students from grade three and up computer science, computational thinking, and JavaScript through multimedia art projects.

Link for Slides

Video Demonstration

Alexandra Diracles – Co-founder and CEO, Vidcode

 

 

Leandra Tejedor – Co-founder and CPO, Vidcode

 

 

Discussants

We want to thank our seven volunteer discussants who will be asking each of the educational game developers questions following each of the presentations. We know each of them will provide the presenters with valuable insights as they move to the international market.

  • Agustin Porres, Regional Director for LATAM, Varkey Foundation
  • Michael Trucano, Senior Education & Technology Policy Specialist and Global Lead for Innovation in Education, World Bank
  • Robert Hawkins, Senior Education & Technology Policy Specialist and Global Lead for Technology and Innovation in Education, World Bank
  • Suraj Shah, Lead, Centre for Teaching and Learning, Mastercard Foundation
  • Juan Pablo Giraldo Ospino, Education & Innovation Specialist, UNICEF
  • Stefano De Cupis, Senior Communications Officer, Association for the Development of Education in Africa (ADEA)
  • Jesus Trujillo Gomez, Strategic Business Executive, Google Cloud, Education

 

Additional Information

For additional information about this year’s Virtual Symposia Events, please contact us at medalliance@meducationalliance.org.


The mEducation Alliance Symposium is hosted annually by the the members of the mEducation Alliance . The Alliance was founded in 2010 and is an international collaborative effort between bilateral and multilateral donors, NGOs, foundations, private sector partners, and academic researchers.  Our collective agenda is to: highlight and catalyze promising information and communications technology for education (ICT4E) practices and initiatives, particularly in low-resource and developing country context; to reduce duplicative efforts; to promote collective knowledge-sharing, and to identify and support efforts to evaluate and scale promising ICT4E interventions.