Slide 1 : Online English learning community English for kids aged 5-12 Stephan Læssøe Stephensen
Founder and CEO
stephan@mingoville.com
Combining Virtual worlds and education to kids : Combining Virtual worlds and education to kids 2 Highly entertaining education combined with the community elements and other addictive elements Addiction through games Education Social community The users can buy clothes for their avatar and stuff for their own private homes
The activities earn the user feathers and coins and provides a feeling of progress.
The user can increase his/her level by earning feathers. Higher levels gives access to new items and areas.
The user may collect pocket money every day and his/her home is sad, if he/she has not logged in recently (tamagotchi effect) The user can access learning games inside the universe. The score is converted into coins
Completing learning activities inside Mingoville converts to feathers and coins
There are characters in the MMOngoville that want to talk to the user - in English audio
Mastery of English gives the user discounts and allows him to access new areas of the universe The program awards collaboration and successful communication with coins
The program provides a chat
The user can listen to the songs of other users and to the words and phrases they have recorded
The market for English learning and small pc’s is rapidly increasing… : The market for English learning and small pc’s is rapidly increasing… There are currently 1.6 billion English learners worldwide, and the market for English learning is increasing with CAGR of 9% from 2005 to 2010
Within 3-4 years, nearly a third of the world’s population will be learning English
In many countries English learning in primary schools is initiated earlier and earlier
Demand for qualified English teachers is exceeding supply at an accelerating rate 3 Internet and pc coverage is continously increasing world wide, but the market for small pc’s has the most significant growth rates
The small pc’s are especially user friendly for children, and the market will partially be driven by governments purchasing large numbers for primary education
Gartner predicts that in 2009 21 million micro ”netbooks”-PC’s will be sold and that number will reach 50 million in 2012 Market for English learning Small “children friendly” pc’s
Next generation of parents. : Next generation of parents. Today's parents try to limit their kids’ internet usage, as it mostly consist of entertainment
Parents would not limit kids’ internet usage, if they were engaged in learning activities Target Group Content Young Old Entertainment serious Mingoville creates an
educational online
community for kids – Learn
English the fun way! Approved by:
Parents
Teachers
Kids 4
Many stakeholders : Kids Many stakeholders 5 Teachers Parents Governments
Mingoville can be used all day : Mingoville can be used all day Mingoville is used in school as well as at home
What is allowed in school is allowed at home – parents do not have reason to limit usage All-day usage
Slide 7 : Partnerships, events, CSR etc.
Online vs. Off line – or publisher vs. media? : Online vs. Off line – or publisher vs. media? 8 Off line Online
Many platforms : Many platforms 9
Learning Management Systems (LMS) : Learning Management Systems (LMS) Promises
Possibilities
Focus on the individual
Tools that does the job
Learning
Single sign on
But reality
How to organise
How to follow
How give homework
How to communicate
Learning? Not!
Single sign on? Not! 10 LMS = bottleneck
Teachers role : Teachers role Classroom:
Traditional teaching
Horse shoe layout – attention on the teacher
PC room
Facilitator
Walk around to the individual and point them in the right direction 11