Gamifying The Classroom: The Little Smart Planet Case

Gamifying The Classroom: The Little Smart Planet Case

Gamifying The Classroom: The Little Smart Planet Case

How Little Smart Planet Is Gamifying Different Subjects At The Spanish Public And Private Schools

Juan Baixeras firmly believes that learning does not have to be boring. Through the Little Smart Planet company he spends most of his professional career to introduce educational games based on the official curriculum in classrooms. "There should always be a fun space or a gamified space in learning to complement the practical aspect and the rote aspect," Juan says. "It's a complementary way to learn compared to traditional ways. I do not think the game will serve to learn when you are outside the classroom, I think it has to be induced by the community of teachers to be experienced in the classroom, and to be used every week to learn through play and to progress and strengthen traditional content that the student is studying, but through play. It is a mechanism that would help improve the results".

What Does Juan Baixeras Think On Gamification In Education In Spain Compared To Other Countries?

"Overall", he says, "it is happening something very similar to what happens with the traditional education system. In Spain, I think we are behind the social reality of what this country is, because we have a very parceled out, compartmentalized, with 17 different educational realities, complex educational system, and not having a uniqueness in the educational aspect causes that each part does what they think they have to do. There are public schools in different regions that are great, and there are public schools in other regions that are not so great. There are private schools in which the same happens and there are also private schools in the same case. We have a dispersed and inefficient educational system, because different governments coming change the education law, but they are not dedicated to increasing quality".

"Gamification in England is much more established; in Scandinavia is much more established, but there are countries that are not as developed as it can be Lithuania, for example, where they have opted for digital education and gamification in education and they have had surprisingly good results. It is a matter of will, of wanting to do well. If you do not encourage it and you do not finance it, you will hardly have an educational system aligned with the current technological reality, and it's a shame, because today gamification works wonders".

"If you get out from Europe and then go to Latin America (...), you're going to find very similar standards to the Spanish one. If you leave Europe and you go you to the US, the gamification is a true reality and it works like a shot, it is a wonder, and in public schools. There are schools who work professionally with tablets with extraordinary results. It is also true that the Anglo-Saxon education has a component of pragmatism that is higher than the Spanish education".

"In Spain we are going through a worrying situation. There are many countries that are more advanced than us. An educational reform that would have to be very deep is needed, and within the world of gamification I believe that technology has arrived today to help students, guided by the teacher and the educator. The student will be delighted because technological advances are always fun for kids, but you have to know how to use them and what results they can give you".

"What I believe is that we should try to learn by playing, because I think the game is a mechanism for strengthening education. There should always be a fun space or a gamification space for learning to complement the practical aspect and the rote aspect. The game does not replace traditional training, but it complements it. Well created and well thought games will help the educational progress. Those are games designed for students to progress while having fun. It is a complementary way to learn compared to traditional ways. All what is needed is to be guided by teachers for students to try it in class".

"The experiences that are now through the game I think they are all positive. We have examples such as that of Smartick, which is a reality that has shown today that the students progress as they play. Those are mechanisms that are pedagogically tested. I would ask as a wish that teachers could lose their fear and that they could introduce games a little time every week to try and see how this works in relation to the progress of their students. If they see progress, then they could incorporate it; if they see no progress, then they can reject it or do not use it, but refusing it on principle and thinking that technology is a nuisance that is not within the curricula is a huge mistake. We especially have to induce the teachers to encourage their students to try any possible gamification tool in class".

What Does Little Smart Planet Gives To Gamification?

"From the point of view of the product, in Little Smart Planet we now have three tools in the world of gamification", John explains:

Gamifying Secondary class

Gamifying programming

Gamifying The Classroom

"From the point of view of the market, -says Juan- we have developed in two different ways , the B2B and B2C":

Partners

"From the business point of view there are several new features that were closed in December 2015":

On the one hand, an entity called Buongiorno has entered the company, buying an important part of it. It is a company of Italian origin who is primarily engaged in the marketing of games and mobile solutions and that has the large operators in the world as large customers. It is a company of NTT Docomo, which is a Japanese company. NTT Docomo bought Buongiorno in 2012 and Boungiorno has bought a significant part of Little Smart Planet because they want to complement their children's play offer, called Kidzinmind, from zero to six years, with an offer of curricular games for Primary and Secondary.

"We have closed a circle with them that is very important to us, because Buongiorno gives us the experience of working with many operators as a value added service in many parts of the world and they are experts in digital marketing. It is a great help. What we have found is an industrial partner who knows our product and that can help us to develop it in a really important way, so I'm delighted."

"Buongiorno 's CEO, Fernando González Mesones, is overturned in helping us from the point of view of mentoring. It is people who have a huge market experience and that helps us by saving a lot of steps to us."

"We have also signed an agreement with a company called Grammata Education that works great and that has large institutional arrangements in Latin America. We will also close a deal with them to enter Peru and Ecuador during the first quarter of 2016 at an institutional level and we will bring everything that is the value of gamification."

"On the other hand, we have the agreement to access schools with Samsung School. Sell technology to schools is very complicated. Samsung provides a technological solution through its tablets. It can offer agreements to sell tablets at very good prices and with  great financing, and we will work in this direction. They have realized that they need agreements with certified dealers where what it is offered to schools is a complete solution. It includes connectivity, technology, content... It includes the full circle, so that from the school, the principal or responsible for ICT does a single negotiation that involves a bit of everything. Right now we are negotiating with each new Samsung distributors to enter schools also helped in this way".

"I am also trying to work with the big publishers as distributors, either SM, whether Anaya, Santillana... who are living their own battle, which today is the digitization of content: How to bring that content to the world of ipads and tablets. What we need to assume is that this has come to stay. Tools used are already digital tools and gamification comes to complement it."

"On the other hand, we would have to reach an agreement with a company that is dedicated to teacher training in a more comprehensive way. Ideally we would have to reach an agreement with someone like SM, and that SM with its vendors were able to go to the schools to visit the teachers and go training them in the use of the tool. It is true that all the tests we are doing in schools are derived from a demonstration and prior training, because we have visited schools to teach them how the tool is used and what are the advantages, but we should be doing so in a stronger way, because the teachers when you give these trainings, are enchanted and they begin to use it in a much more organized way that without such training".

Growth Strategy

"We are now in a growth strategy in two ways", says Juan:

Results

"I am optimistic, cautiously optimistic with schools, but in a reasonably long term; ie here the next two years is when we will begin to see some results, but it is a very difficult, complicated, slow, very protected market, where defenders of what should be the introduction of technology and aid coming through technology in schools, which are teachers, are very comfortable with the paper book, in the territories that they already dominate and control. They have trouble getting out of those territories."

"What's going on? We are realizing that different mechanisms of gamification are gradually entering in schools that are doing this work. There are teachers who are younger, who have more momentum, more willing to try new things, because they see that when they try these new things, the results are very positive. We are in a time of experimentation and meanwhile of growth."

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