DescriptionNeeds
Teens and kids of Generations Z (2000-2015) and Generation Alpha (2015-…) are people that can be described as following:
- Digital Lovers
They were born respectively with and in the digital wave: use of digital tools (laptop, tablet, smartphone, camera, …) and contents (mobile applications-YouTube, Instagram, … and videos, pictures) are something normal for them and they interact with them in their daily life (digital native). Video media are currently kids’ favorite means of learning and discovering concepts, far beyond textbooks. - Continuous Learners
They are willing to learn both inside and outside the classroom, using the channel and the way that they prefer, and generally by interacting with they peers. On the other hand, parents like to get involved in their child education and support them at home when they have to replace teachers. The latter try to make their pupils more involved and interested with an adaptative learning and extended education ecosystem. - Collaborative Leaders
They are aware of the importance to move the world towards a more sustainable and fairer future. In learning opportunities and achievements, there is still a gap which is explained by socioeconomic background reasons. The goal is to fairly enrich kids with knowledge and skills so as to enable them to become the next leaders and contribute at their turn to the development of society.
Challenge
To provide an educational experience that will be complementary to traditional classroom education, that be also appropriate for pupils of Z/Alpha generation and that will finally promote equality in learning.
Proposition
The best way to involve children in their own learning and to reinforce their academic knowledge, is to make them teachers. Besides, the children who are learning from their peers are more interested in the way’s notions are explained and shared: they maybe both use the same language and mindset to speak about a lesson.
The aim of this project is to combine those two advantages, that is to say: firstly, peer learning as a method, and secondly, digital tool/platform as a canal in order to propose a new informal educational experience, in addition to traditional classroom lessons given by teachers.
Segment
The main users of the application will be:
- Kids, in elementary school: 6 to 12- year-old
- Teens, in secondary school: 13 to 18- year-old
The usage and needs are different for those to kind of beneficiaries: the best way is to think about a tailored solution for each segment. (balance knowledge vs skills, gamification, collaboration network, video format…)
There are two other type of users who will interact as well with the platform, at different level according with the main user segment (kids or teens):
- Teachers that may assist kids in filming, use the application as support of the educational program, curriculum
- Parents that may control access, use the platform to have at home digital content available to supplement what’s being taught in school
Help to Improve This Idea.