Abstract

Smile and Learn is an intelligent platform with more than 4500 educational activities for children aged 3–12. The digital material developed covers all courses of primary education and most of the subjects with the different topic-related worlds with activities in the field of logics and mathematics, science, linguistics and tales, visual-spatial and cognitive skills, emotional intelligence, arts, and multiplayer games. This kind of material supports active learning and new pedagogical models for teachers to use in their lessons. The purpose of this paper is to explore the usage of the platform in three pilot groups schools from different regions of Spain, outlining future directions in the design of such digital materials. Usage is assessed via descriptive analysis and variance analysis, with data collected from users interacting with the intelligent platform. The results show a high use of STEM (Science, Technology, Engineering and Maths) activities among all the activities that could be chosen. Cross-curricular activities are also used. Continuation in the development of such materials is concluded necessary, focusing integration of different fields, accentuating games over quizzes, and the value of teacher training for improving their use in schools.

Highlights

  • Introduction and BackgroundThe use of digital materials and electronic devices has boomed since their emergence, and has influenced how humans interact with the world [1]

  • This high use of Science and Logic worlds coincides with the results obtained in a different analysis for mobile applications [3], which highlighted the use of scientific activities

  • This study proposed an exploratory analysis of the usage of an educational intelligent platform, after the first year of implementation in public schools of three pilot groups from different regions of

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Summary

Introduction

Introduction and BackgroundThe use of digital materials and electronic devices has boomed since their emergence, and has influenced how humans interact with the world [1]. Implementation of digital material in schools has increased due to the large number of devices available: digital whiteboards, tablets, mobile phones, computers [2,3,4]. This led some schools to allocate funds to replace textbooks with electronic devices implementing a “one to one” model. In many centers there is some sort of technology to support student learning, there are still limitations in many of them that do not have the required resources for a full digitalization Another model followed by certain schools is called “Bring your own device”

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