


India
India – Radiophone, Using 3G Mobile Technology to Provide Quality,
Early Learning Experiences for Underserved Migrant Children
Sesame Workshop India, the organization behind Galli Galli Sim Sim
(the Indian Sesame Street), develops and distributes high quality and
engaging content that aims to facilitate young Indian children’s basic
academic and life skills. Wireless Reach collaborated with Sesame
Workshop in 2010 to produce Radiophone, a service that distributes
Sesame Workshop India’s radio content with fun lessons about healthy
living via mobile devices. Now, a second project, Play and Learn,
includes engaging game-based educational applications for children
ages 6 to 8. Approximately 40 children in a low-income area of New
Delhi are currently using the games. Project stakeholders plan to
expand the program to additional underprivileged areas, and to add
an in-school component.
Singapore
WE Learn, Building the 21st Century Classroom with 3G Smartphones
By putting the power of computers in the pockets of 3rd and 4th grade
students at Nan Chiau Primary School in Singapore, the WE Learn
mobile education project uses 3G-enabled Snapdragon® smartphones
to transform learning into a student-centric and inquiry-oriented
model. Access to resources in and out of the classroom allows students
to acquire and practice 21st century competencies and knowledge.
As a result of the project, students’ test scores on self-directed and
collaborative learning skills improved significantly. Teachers are also
adapting their teaching methods to incorporate technology and reflect
the positive results and responses from students.
United States
Augmented Reality Experience Enables Students to Explore
New Worlds
Wireless Reach has teamed up with School in the Park (SITP), The San
Diego Museum of Art, the San Diego Zoo and the San Diego History
Museum to develop unique educational Augmented Reality (AR)
experiences using 3G-connected mobile devices. AR experiences in
SITP overlay digital educational material onto physical environments
using Qualcomm Vuforia™ on MoGo’s FreshAiR™ platform. By enhancing
teaching and engaging students, SITP is using valuable 21st century
technologies to support learning in informal settings. Overall, student
survey responses show a positive shift in their attitudes about their
ability to understand focal topics and draw connections between what
they are learning in class and the real world.
Japan
3G Smartphone and Tablet x Digital Textbook
With 3G- and LTE-enabled smartphones and tablets and 24/7 access
to educational content, students at Renaissance High School, a private
correspondence school in Japan, can conveniently study anywhere,
anytime, with the aim of earning diplomas, while seeking vocational
training or holding part-time jobs. The 3G Smartphone and Tablet x
Digital Textbook project, a collaborative venture between Wireless
Reach and Renaissance Academy Corporation, provides students with
tools and content relevant to their lives and helps them to complete their
education. Surveys show that students enrolled in the 2013 school term
overwhelmingly favor smartphones and tablets over PCs for learning.
In addition to the English course, Renaissance High School now offers
all subjects on both the smartphone and tablet, including math, science
and social studies.
EDUCATION
India
United States
Japan
SNAPDRAGON® IS A PRODUCT OF QUALCOMM TECHNOLOGIES, INC.
VUFORIA™ IS A PRODUCT OF QUALCOMM TECHNOLOGIES, INC.
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