The Challenge

What We do?

Design of a new online education model for children from preschool to sixth grade to improve the quality of learning and their experience in virtual environments; generating a comprehensive strategy that meets the different needs of the people involved to reach different rural and vulnerable areas in Mexico. It is about changing the experience of those involved in education: teachers, instructors, tutors, parents, aunts, grandparents, administrators, educational institutions, managers, and above all children, who will be one of the main axes of this work acting as active beings, builders of knowledge, independent and purposeful.

Students

The student becomes the center of training, with autonomous communication skills and attitudes.

Teachers

The teacher is a guide and facilitator of learning and knowledge, rather than a central element in the transmission of knowledge.

Parents

Parents, in addition to being mediators, currently adopt a very important role for the transmission of knowledge, since they become assistants and companions during classes.

The people who are part of the community

Roles in online education

The approach we adopted was based on the thinking of the Reggio Emilia pedagogical current, making the community the center for imparting education by encouraging research as a source of creativity, curiosity, discovery and independence in children. With this, children become active beings who propose their methods and topics of interest to discover their environment and learn at their own pace. With this, it was suggested that the content had a lot of sound, moving images, videos, small amounts of content (or try to), and the idea of showing rather than telling. Research supported our persona hypothesis as young children between 4-11 years old. The core use scenarios as:

· Children alone on a device at home


· Children with sibling or parent on a device at home


· Children with siblings, grandparents or uncles on a device at home


· Children with a device in transit not at home

Joan, Varela and Leo were our top three people as the typical age range of children the platform wants to target. Diana represented an older brother who is our negative person, Violeta and Ale as facilitators or teachers, Miriam, Alejandra, Israel, and Andrés as a parent entity, based on some behavioral use case scenarios identified in our intimate investigation. We used personas throughout the project to drive emotional empathy, design decisions and the fulfillment of Reggio Emmilia's community goals.

Student

Per Grade

Preschool, Elementary, Middle School, High School, College, Graduate, Special Classes, etc.

Older adults

Person 60 years of age or older.

Different capacities

Physical, Sensory, Intellectual, Mental, Visceral and Multiple disability.

With or without experience

Knows how to use the tools and the teaching platform.

Teachers

Per Grade

Preschool, Elementary, Middle School, High School, College, Graduate, Special Classes, etc.

With experience

In classroom and online classes. With technological tools.

Without experience

Has no experience in online education, or the use of technological tools and LMS platforms, but has experience in face-to-face classes

Family

Father or mother

It depends on the activity is how it is categorized

Grandparents

They are the family with whom they leave the children

Brother or sister

They are role models or learn from the eldest

Dads of friend / Neighbors / Uncles

They are used as trusted people when an unforeseen event occurs

Institution

Public

It sustains it financially the state.

Private

You pay a monthly fee and a tuition per year.

Administration

Education authorities

Decision makers and regulators.

Managers

They are in charge of the institution.

School Services

Direct contact with the institution.

Friends/Classmates

Bestfriend

They exchange ideas, compare.

Cousin

Family reference to compare academic level.

Neighbor's son

Reference to compare progress.

Support

Instructional Designer

Design instructional experiences that make the acquisition of knowledge and skills more efficient.

Pedagogues

The best teaching-learning method, Know the best practices.

Education Experts

They know the discipline.

Customer Success

Maintenance and attention to any point of the service.

Developers

Product development.

Functionality and pay form

LMS Top benchmark

We have realized that many of the problems as mentioned in the beginning, our users tell us in their interviews, this entire community influences decision-making for the design of the solution, how we improve online education, how we provide a better learning process, what do we do so that students do not get bored and do not spend so much time in front of the computer during class hours; that teachers can be trained without investing too much time and energy waste; that parents act as a bridge without taking activity out of their routine; how we reach students from vulnerable conditions; how we design an inclusive online educational ecosystem; what is happening with the education of children with different disabilities, what we do to solve it.

Below is a benchmark that was made to different existing platforms, their functionalities, payment formats and tools. In order to gather more information and have a vision of what exists in the market and what is being innovated.

Yes to the learning experience and excite your students, no to boring content
A better life for all

The solution

The strategy

The strategy goes in the sense of getting closer as a community, as a country, as humans, today a pandemic separated us and is to see the other approach, "CLOSE TO ME" refers to the opposite sense of what we are living today, get closer to me, see me, worry about me, I am next to you, think about me, focus on me, discover who I am, what I like, what I lack, what I need, what I want ... because I am, you and you are, me.

Let us manufacture the future that is built by thinking about the other so that it lasts.

From a systemic approach is how “CLOSE TO ME” develops, to meet various guidelines that improve people's quality of life, aimed at favoring the achievement of universal access to education in the high-quality, equitable early childhood.

The product

These problems will be solved by developing a free online education platform, based on x-learning, which can be installed anywhere in the world, on any device (even if it is obsolete in communication functions) and operating system, without the need for internet.

Platform based on DIY and on generating emotion in learning for students, teachers and parents, creating and developing emotions to capture and trap them. By identifying what they like and what motivates them, your experience can be made more personalized. This type of content is the hook that will give continuity and use in places without internet access, also adding effort from gamification.

"+ME" is the name of this platform, which will also help people with different abilities, studies on usability have been compiled to detect which are the best practices, in addition to this, tests were carried out for color blind people (one in 30,000 people suffer achromatopsia, dyschromatopsia affects one in 12 men and one in 200 women.) to use the appropriate color palette both for this segment and for people with low vision.

Campaign to collect obsolete devices for the installation and distribution of software. These devices will first be brought to vulnerable areas.

Content generated so that it is not constantly being updated.

The content will be based on exciting students, who will participate in their development.

Machine Learning will be used to detect behavior patterns to provide greater adaptability and personalization, it will be activated on devices that are connected to the internet.

Each task and process will be focused on DIY, encouraging the independence that children desire, this with the aim of continuing to develop decision-making and problem solving.

Plus one of the many characters who will be as help and guide on the platform for those who do not have internet will be developed, they will act as facilitator. Augmented reality will be used.

This platform will have the appearance of a game, it is not only about telling a story but also about visualizing and living it. There will be a decision-making tree. (Black Mirror: Bandersnatch).

The model will be a hybrid synchronous and asynchronous, allowing students to decide when to take their classes, which will be recorded to be consulted at any time.

Voice assistant is incorporated for anyone who wishes to occupy it, designed mainly for people with different abilities.

The problem as the axis of learning and the experiential learning model where usability, design and, ultimately, the learning experience that the student lives is the key.

Within the model, there will be a space for interaction and non-face recreation, a living room where you can live, play, etc. All in one (Ready Player One)

Instant Learning will be of primary help to make the content more didactic, by dividing a topic into small, quick-response activities.

+ M E It will serve teachers who want to get certified or take courses, the platform contains a space dedicated to development for teachers and parents.

Students will be open to choosing what they want to specialize in, likewise, they will be able to detect what is not going well and take regularization.

The use of Open Innovation and Blockchain produces a democratization of data and new technologies, making companies of the same nature contribute and unite to create an ecosystem without a monopoly player.

Sponsorship will be sought and with the help of the government so that the model reaches anywhere, and that the scope in infrastructure is greater, since in phase 2 it is intended to bring the internet to rural areas from the company Viasat or Hughesnet.

The videos that are already uploaded will have a YouTube format, small series-type capsules, with the aim of making it more of a journey than something tired and repeated.

Subtitles in all languages will be used in all videos.

The platform will adjust to the needs of all those involved, giving constant monitoring.

Connection of all your social networks

Some views of the platform