Professional Documents
Culture Documents
EDTECH LANDSCAPE
Using Technology as a Force Multiplier to address the Education Emergency
The Pakistan Edtech Landscape Report has been completed in collaboration with
The views expressed in this document are those of the authors and do not necessarily
reflect the views and policies of Ilm Ideas or the donors who have funded this study.
Copyright 2015 Ilm Ideas
Design and Layout by: Hifza Sajjad and Rimsha Ali Shah
Table of Contents
Table of Contents
1. Introduction
1.3
11
13
2.1 e-Learning
15
2.2 m-Learning
19
22
26
28
32
34
35
37
39
47
53
54
56
5. Appendices
59
60
66
KG
K12
KPK
LACAS
LMS
LUMS
MDEC
MDGs
MELT
MIT
MOIT
MOOC
MSC
NAPPA
NEP
NESTA
NUST
NVCA
OER
OLPC
OS
P@SHA
PEARL
PIF
PITB
PSI
PTA
SMILE
SSIS
T2T
TCF
TPI
TRC
TSS
TSS
UNDP
UNICEF
UNESCO
USAID
USD
VLE
VU
Kindergarten
Kindergarten through Grade 12
Khyber Pakhtunkhwa (Province)
Lahore College of Arts and Sciences
Learning Management System
Lahore University of Management Sciences
Multimedia Development Corporation
Millennium Development Goals
Millennial Enhanced Learning and Teaching
Massachusetts Institute of Technology
Ministry of Information Technology (Government of Pakistan)
Massively Open Online Courses
Multimedia Super Corridor
National Parenting Publications Association
National Education Policy
National Endowment for Science, Technology, and the Arts
National University of Sciences and Technology
National Venture Capital Association
Open Educational Resources
One Laptop Per Child
Operating System
Pakistan Software Houses Association of IT and ITES Companies
Project on Radio Education for Adult Learners
Pakistan Innovation Foundation
Punjab Information Technology Board
Preparatory School Islamabad
Pakistan Telecommunications Authority
Stanford Mobile Inquiry-based m-Learning Environment
Smart Schools Integration Solution
Text2Teach
The Citizens Foundation
Technology for People Initiative
Teachers Resource Center
Telekom Smart School
The Smart School
United Nations Development Programme
United Nations Childrens Fund
United Nations Educational, Scientific, and Cultural Organisation
US Agency for International Development
US Dollar
Virtual Learning Environment
Virtual University
EXECUTIVE
SUMMARY
The Pakistan Edtech Landscape report was funded by Ilm Ideas through its Education Innovation Fund in
2014. Carried out over the course of several months, the Pakistan Edtech Landscape study is not only a
standalone reference to better understanding the emerging Edtech eco-system in Pakistan. It was also a
preparatory activity for a national education innovation challenge The Ilm Apps Challenge aimed at
encouraging professionals, entrepreneurs, and innovators as well as educationists, developers, designers,
content creators, non-profits and social-sector activists to create Edtech platforms and content to address
Pakistans educational emergency through solutions that address quality, access and governance of K-12
education in Pakistan.
Although the Ilm Apps Challenge was open to all innovative ideas seeking to address the educational emergency, those especially interested in exploring ideas that require use of technology in early grade learning;
Math, Science, Civics, English and Urdu; children with special learning needs; tracking student and teacher
attendance; assessing learning outcomes; teacher training and support; and critical thinking, cognitive, and
holistic learning skills were given priority.
The underlying purpose of the IlmAppsChallenge was twofold:
First, it sought to bring to the education space the developer and designer community, including mobile
apps and game designers, that traditionally do not engage with education, in general, and Pakistans
education space, in particular. By providing follow-on funding as an incentive, the IlmAppsChallenge sought
to lower the barriers to entry for some of these players to encourage new entrants into the market.
Second, it provided an opportunity to create the evidence-base that is necessary to scale educational
technology ventures. The follow-on (Phase 2) funding for the IlmAppsChallenge promised successful entries
and teams with funding to fully develop and pilot test their proposed solutions in real-life settings within
schools.
The IlmApps Challenge ran from April 2014 to September 2014. More than 175 entries and ideas were
received and these were short-listed to 50+ entries that participated in the three Hackathons across the
country in June 2014. Then, the twenty winners of the Hackathons participated in a 1.5 month long product
development bootcamp where they received mentoring and training on specific problem areas. Eight teams
were declared finalists of the IlmAppsChallenge and were requested to submit a proposal to Ilm Ideas for
funding. Finally, three were deemed successful. These teams received funding to fully develop and pilot their
ideas during the first half of 2015 and, in doing so, demonstrate how their proposed interventions can make a
positive and concrete impact on learning in Pakistan.
Preface
This Edtech report has been a work in process through the course of the IlmApps Challenge. Besides its
immediate use as a guide for the IlmAppsChallenge process, we also believe this report will serve as an
important document for other policy and implementation actors within the education space as well as
professionals and entrepreneurs within the development and design community as they plan to embrace
educational technology as one of the potential solutions to Pakistans educational emergency.
Research for the report was conducted through two months of fieldwork, interviewing key stakeholders and
actors, both face-to-face and on the telephone. These stakeholders were identified through a nation-wide
solicitation of expressions of interest and capability through prominent English newpapers, desk research,
and word-of-mouth snowball sampling. Even though impact data is hard to come by an attempt was made,
usually through an interview or a demonstration, to understand and assess the claims being made by edtech
developers or implementation entities. To this effect, the report does not take any responsibilty or make
representation as to the veracity of individual claims.
This report is organized in five sections. After briefly introducing the terminology and basic motivations for
the use of educational technology, it then focuses on describing the edtech landscape into several sub-categories (such as e-learning, m-learning, content, etc.) and delves into the current state of play and challenges
of educational technologies globally. It presents a high-level historical overview of the use of educational
technologies in Pakistan detailing key stakeholder categories and identifying more prominent actors within
those categories and the key technical and marketing challenges within each.
Some conclusions and recommendations follow. Finally, a number of prominent case studies global and
Pakistan-specific are presented.
Briefly, the landscape report makes several recommendations including
Recommendation 1: Create programmes and opportunities that encourage rapid prototyping and
experimentation with new platforms and content;
Recommendation 2: Focus on investing in low-cost scalabe solutions customized to the state of Pakistans
education sector;
Recommendation 3: Generate evidence of impact and rapidly learn through implementation
within variety of deployment contexts;
Recommendation 4: Document, disseminate, and adopt best practices and lessons learnt from
implemented programs;
Recommendation 5: Create master trainer programmes for Edtech and IT integration in the curriculum;
Recommendation 6: Take a proactive approach to creating culturally aware, socially economical,
appropriate and cutting edge educational content;
Recommendation 7: (For the State to) Take a strategic view towards making proactive policies and
strategies for enhancing use of ICT in education.
In short, with the supply of content rapidly increasing and hardware costs declining, the educational
technology in Pakistan does have the potential to become a serious force multiplier for the education
sector in Pakistan, provided the key sectors - most notably government, come together to resolve the
various challenges outlined in this report.
Evidence of impact and experience on ground is required for the potential of this incredible opportunity to
be realized. We also believe there is dire need to encourage experimentation to fullfill the requirement of
creativity within the sector to enable rapid learning and the emergence of the dominant design (or designs)
that works best within the Pakistani context. Once such a model emerges, it could then be deployed, at scale,
to address the educational emergency in Pakistan. While the international donor community and entrepreneurship platforms may play a role in the experimentation phase, scale would require a mix of private initiative and public support.
INTRODUCTION
The Challenge of Learning
Edtech and ICT4E Defined
Specific Drivers of Edtech in Pakistan
Asking whether technology can improve education is asking whether experiments can improve
science education.
- UNESCO, 2012
Introduction
1 INTRODUCTION
At a somewhat higher level, the challenge of learning is to accommodate the transformation of life, in
general, and the workplace, in particular. There is
widespread recognition now that the expectations
for what it means to be a literate and participating
member of society have also changed and education must respond accordingly.2
c
H
A
L
L
E
N
G
A R N
I
N
G
1
2
4 HEART, (2014), Educational Technology Topic Guide, Health and Education Advice and Resource Team, Department
Introduction
6 Kala, Bannayan et al., (2012), ICT in Primary Education: Analytical Survey - Volume 1: Exploring the Origins,
7
HEART, 2014
8
Ibid.
Oman, Palestine and Qatar of evidence of improvement in learning outcomes associated with use of
computers was weak and mixed and could be
attributed to variations in socio-economic status.
Similarly, a randomized control trial of computer
assisted learning programme in India revealed that
while it could lead to positive learning gains
(0.4-0.69 standard deviations) amongst the weakest
of the students when used as a replacement to
in-school learning for out-of-school children, it
actually was found to be detrimental to learning
9
when used within the school.
Regardless, there is often a clear intention by a wide
range of governments to establish ICT as a critical
part of their programme to improve and update
primary education.10
9 Ibid.
10 Kala, Bannayan et al., (2012)
11 8.9 million children are out of school at the primary level according to PSLM survey. Source: Pakistan Social and Living Standards
Bernie Trilling and Charles Fadel, (2009), 21st Century Skills, Jossey-Bass
Our schools need to be places that set our kids hearts on fire that they can
figure out what they are passionate about, where we can give them opportunities to pursue it, and that we can give them a place to make a difference
now. One of the things Ive learnt over and over from doing this kind of thing
with my students is that our students will often exceed our expectations of
them if we only give them the opportunity.
2.1
e-Learning
Broadly defined, the e-learning category here
includes all forms of student-focused learning
interventions (except those using mobile devices)
which in its simplest form, could be anything from
old-fashioned TV or radio to a computer or the
internet. In modern times, new terminologies have
emerged to focus on both platform and
pedagogical differences to include web-based
learning,19 online learning, blended learning,
networked learning, distributed learning, or flexible
learning.
E-learning may not necessarily substitute
classroom-based learning and can be self-paced, or
20
instructor-led. It may either alter the structure,
nature, and presentation of information (i.e. be
expository) or the nature of dialogue and
conversation (i.e. be tutorial) in the classroom. It
may also impact learning in several ways such as
21
enabling individual tutoring or freeing up teachers
time often spent in one-way delivery to pay
more emphasis on creating insights and inculcating
critical thinking.22
Challenges
38, 39
40
Docebo, (2014), E-Learning Market Trends & Forecast 2014 2016, available at: http://www.docebo.com/landing/contactform/
elearning-market-trends-and-forecast-2014-2016-docebo-report.pdf.
24 One Laptop per Child, (2014) http://www.olpc.asia/en/vision/our-mission.html
25 One Laptop per Child, (2014) http://one.laptop.org/about/countries
26 HEART, (2015)
27 UNESCO, (2006), Using ICT to Develop Literacy, Paris, France
28 Dighe. A, Use of ICTs in Literacy and Lifelong Learning http://www.unesco.org/education/aladin/paldin/pdf/course01/unit_14.pdf
29 BBC.com, (2014), available at: http://www.bbc.co.uk/mediaaction/where_we_work/africa/somalia/literacy.html (accessed: August 2014)
30 UNESCO, (2004), Adapting Technology for School Improvement, a Global Perspective, Paris, France
Docebo, (2014), E-Learning Market Trends & Forecast 2014 2016, available at: http://www.docebo.com/landing/contactform/
elearning-market-trends-and-forecast-2014-2016-docebo-report.pdf.
31 Pulist, S. K., (2013), E learning in Commonwealth Asia, available at:http://cemca.org.in/ckfinder/userfiles/files/eLCA2013_Report_l
owres.pdf
32 Javed, M. A., Pasha, S. A., Khan, R. A. G., & Khan, M. A., (2012). E-learning; Development, Advantages and disadvantages in the capital
of Pakistan, European Journal of Economics, Finance and Administrative Sciences
33 Shaikh, Z. A & Khoja, S. A., (2011) Turkish Online Journal of Educational Technology; Jan2011, Vol. 10 Issue 1, available at:
http://www.academia.edu/2525729/Role_of_ICT_in_shaping_the_future_of_Pakistani_higher_education_system
34 Pappas, C., (2014), Top-10 e-Learning Statistics for 2014 You Need to Know on eLearningIndustry.com available at:
http://elearningindustry.com/top-10-e-learning-statistics-for-2014-you-need-to-know
35 Case Study Pakistan Intel Teach Program, available at: http://cache-www.intel.com/cd/00/00/44/15/441553_441553.pdf
36 UNESCO, (2012), ICT in Primary Education, Paris, France
37 Commonwealth of leaning (2006), E-Learning- A Guidebook of Principles, Procedures and Practices
38 Pakistan, (2012), Country Report on ICT in Education. Islamabad: NEMIS-AEPAM Ministry of Education
39 UNESCO, (2014), Information and Communication Technology (ICT) In Education in Asia:A comparative analysis of ICT integration
and e-readiness in schools across Asia, Paris, France, available at:http://www.uis.unesco.org/Communication/
Documents/ICT-asia-en.pdf
40 Watters, A., (2012), The Failure of One Laptop Per Child, available at: http://www.hackeducation.com/2012/04/09/the-failure-of-olpc/
41 Cox, M., Preston, C & Cox, K., (1999), What Factors Support or Prevent Teachers from Using ICT in their Classrooms? available at:
http://www.leeds.ac.uk/educol/documents/00001304.htm
23
42
UNESCO, (2012)
GSMA, (2013), The Mobile Economy 2013, London, United Kingdom, available at: http://www.gsmamobileeconomy.com
/GSMA%20Mobile%20Economy%202013.pdf
44
GSMA, (2012), quoted in UNESCO (2013) p 7, available at: http://unesdoc.unesco.org/images/0021/002196/219641e.pdf
45
Gallup Pakistan, (2013), Use of Mobile Money in Pakistan: Findings from FITS Study, Islamabad, Pakistan, available at:
http://gallup.com.pk/wp-content/uploads/2015/02/Mobile-Money-Cyberletter.pdf. FITS Study is also reported
at: www.intermedia.org/wp.../FITS_Pakistan_FullReport_final_REV1.pdf
43
47
Challenges
50
UNESCO, (2012), Working Paper Series on Mobile Learning: Global Themes, Paris, France
UNESCO, (2013), Future of Mobile Learning: Implications for Policymakers and Planners, Paris, France
52
Ibid.
53
UNESCO, (2012), Working Paper Series on Mobile Learning, Mobile Learning for Teachers, Paris, France
54
UNESCO, (2012), Working Paper Series on Mobile Learning: Global Themes, Paris, France
55
UNESCO, (2013), Technology, broadband and education, Paris, France
51
2.3
56
57 Gustafsson, J, (2003), What do we know about the effects of school resources on educational results, In Swedish Economic Policy
58
Table 2.3: Key Drivers and Challenges of Technology for Teachers and Teacher Education
Key Drivers
Demand far outstripping supply: The demand for
teachers particularly in the developing world is far
outstripping supply, forcing teacher trainers to look at
technology.
Ubiquity of Technology: The use of computers,
tablets, and mobile phones is making ICT4E a more
viable and acceptable concept today.
Reduction in Costs: Technology is becoming cheaper
and more affordable and hence more available in the
classrooms and computer labs.
Content and Learning Management Systems: There
is a plethora these days of content and learning
management systems that are far more capable than
in the past. Also there is a proliferation of decent
quality content videos, in particular on the internet
to pick and choose from.
60
Challenges
Lack of proper methodology: Most teacher training
programmes suffer from a lack of proper methodology
for teaching through technology or helping teachers
integrate technology in the classrooms. Sometimes
delivery of the ICT Syllabi is itself a challenge due to
lack of qualified teachers, infrastructure, or technology.
Lack of quality teacher training institutions: There is
a dearth of good quality teacher training institutions in
the developing world where technology can be
deployed.
Quality of Educational Content: There is a need for
proper quality assurance and credentialing of educational content on the web so teachers can easily
incorporate it in lessons.
Not enough relevant content: While the quantum of
content available on the web is growing fast, there is
still very little content available that perfectly fits the
national curriculum and is localized.
61
UNESO, (2012), Implications for Policy Makers and Planners, Paris, France
Ayala Foundation,(2011)
63 UNESCO, (2012), Turning on Mobile Learning in Latin America, Paris, France
64
UNESCO, (2012), Mobile Learning for Teachers in Asia, Paris, France
62
Educause, (2010), Things you should know about LMS Alternatives, available at: https://net.educause.edu/ir/library/pdf/ELI7062.pdf
Paulson, M. (2002)
70
Sharma,A. & Vatta, S. (2013), Role of Learning Management Systems in Education
71
Steven, (2009)
72
Guild Research, (2009), Evolution of the LMS From Management to Learning, available at:
http://www.blackboard.com/resources/proed/guild-lmsreport.pdf
69
In fact, LMS have been a part of the Edtech eco-system for more than 15 years to the extent that, in the
eyes of some, both have become almost
73
synonymous. A 2009 report by Guild Research puts
74
the global LMS market at $750 million. In 2013, this
market was expected to be at $2 billion with further
75
growth potential to about $7 billion by 2018.
Moodle is leading the way as one of the most
popular LMS products and the most commonly
used learning management system globally.
Moodle comprises an open source virtual learning
environment that allows users to manage content
as well as other functionality necessary for seamless
use. Many institutions use Moodle to supplement
classroom-based instruction with online content,
known as blended learning. Basic building blocks of
Moodle include registration and enrollment, course
management and lesson planning,
communications, site management, and user
76
management. Currently, there are 174,350
registered sites using Moodle to offer almost 12
million courses to around 112 million users across
the globe in 255 countries. This makes Moodle the
most widely used learning platform.77 (Please see the
appendices for more details.)
Ibid.
McIntosh, (2014), Vendors of Learning Management and e-Learning Products, available at: http://www.trimeritus.com/vendors.pdf
78
http://anisakai.com/wp-content/uploads/2014/04/Why_SAKAI.pdf
79 http://dotlrn.org/
80 http://www.blackboard.com/platforms/learn/overview.aspx
75
81
Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
and Angela McFarlane, C. (2006), Literature Review in Games and Learning Futurelab series. Report 8
82 Kirriemuir,J.
Although the gamification of education is a relatively new and emerging phenomenon it has gained a
wide support among researchers as well as educators who believe that games simulate productivity
84
and creative inquiry among learners. Advancements in mobile technology and networked devices
expand opportunities for game play and allow
participants to engage any time from any place.
Educators need to figure out that how mobile
platforms and technology-rich activities can be
employed for instructional purposes to enhance
educational learning.
Challenges
Fleming, N. (2012). Gamification: Is it game over? BBC Future, available at: http://www.bbc.com/future/story/20121204-can-gaming
-transform-your-life
94 Kirriemuir,J. and Angela McFarlane, C. (2006), Literature Review in Games and Learning Futurelab series. Report 8
95 Richards et. al., (2013), Games for a Digital Age: K-12 Market Map and Investment Analysis, The Joan Ganz Cooney Center at Sesame
Workshop, available at: http://www.joanganzcooneycenter.org/wp-content/uploads/2013/01/glpc_gamesforadigitalage1.pdf
96
Ambient Insight, (2012), The 2011-2016 Worldwide Game-based Learning Market: All Roads Lead to Mobile, available at:
http://www.ambientinsight.com/Resources/Documents/AmbientInsight-Worldwide-GameBased-Learning-Market.pdf
97
Ibid
98
99
Ibid.
Ibid.
development and delivery of content and implementation resources such as intellectual property
licenses to publish material.102
The Massive Open Online Courses (or MOOCs) have
gone a step further to provide tools (such as peer
grading) for large scale participation in these OERs.
A number of platforms, such as, EdX, Coursera,
Udacity, P2PU, championed by traditional universities offer free educational courses designed by top
professors, with the aim of providing access to a
large number of learners.103
One of the most visible and popular content development efforts is the Khan Academy. The Khan
Academy Platform features a number of key
elements including: a library of content coveringmath, science and humanities, with playlists on
finance and history. Students can make use of this
extensive library of content, including interactive
challenges; videos that can be accessed from any
computer with access to the web; practice problems
that test learners capabilities to answer questions;
feedback on time spent and where that time is
spent that allows teachers (coaches) and parents
can also have unprecedented visibility into what
their students are learning and doing on Khan
Academy. The website features around 5,500
instructional videos and 100,000 practice problems
for a variety of topics. The website also sequences
content through a knowledge map and makes use
of gamification elements such as badges, etc. to
incentivize children to learn. The platform serves
nearly 10 million students across the world in 200
countries every month.
In the appendices, we discuss Khan Academy as one
of the most famous content development initiatives
in the world. It has become so famous that a
number of clones have come up around the world,
including some in Pakistan.
102
OECD, (2007)
103 Conole, G. MOOCs as disruptive technologies: strategies for enhancing the learner experience and quality of MOOCs, available at:
http://www.um.es/ead/red/39/conole.pdf
104 http://ocw.mit.edu/index.htm
105 http://www.oeconsortium.org/
106 UNESCO., (2012), ICT in Primary Education, Paris, France
Open Education Consortium seeks to scale educational opportunities by providing free and open
access to high quality educational resources globally. Moreover, people can share resources and
exchange material, researchers can build new
networks, and teachers are enabled to explore new
ways to assist students. 105
Tatweer is a Saudi Royal initiative launched in 2006
with the aim to reform public education in Saudi
Arabia. The objectives are to enhance learning,
encourage students, teachers and experts to
produce digital content that will help to provide a
rich learning environment for all. 106
Any child born since the beginning of this century is growing up in a digital
world. Those born at the start of the century, already in the middle years of
primary school, have been dubbed the net generation or, more descriptively, digital natives. Theirs is a world of television, text messaging, camera
phones, iPods, MP3, and interactive video games. They can watch television,
listen to their iPods, send text messages, and work online all at the same
time.
Jumani, N.B., Rahman, F., Chishti, S. H., and Malik, S., (2011), Teacher Training through Distance Mode at Allama Iqbal Open
University Pakistan, in Turkish Online Journal of Distance Education-TOJDE April 2011 ISSN 1302-6488 Volume: 12 Number: 2 Article 5
3.2
Mahboob Mahmoud, Scalable Quality Education in Pakistan at the Ilm Apps Challenge Hackathon in Lahore at LUMS on
June 25, 2014.
109
Mahboob Mahmoud, Scalable Quality Education in Pakistan at the Ilm Apps Challenge Hackathon in Lahore at LUMS on June 25, 2014.
Type of Initiative
Incidence
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Stage Development
Platform-Content Developers
Sabaq.PK
ToffeeTV
Knowledge Platform
TeleTaleem
Communicators (BroadClass)
EDeQUAL
Punjab E.Learn
3iLogic
NUST ITE
Arbisoft
Agnitus
Rehan School
Rabtt
3Restart
PiLabs
AMAL
GeniTeam
The Reading Room Project
Academic Achievement Plus
JugnuTV
Jugnoo Media
FESF
B
Implementors
Beaconhouse ELE
Roots Millennium Schools
The Citi School
The Citizens Foundation
Allied Schools
Care Foundation
Focus Grades
Subjects
NUST ITE
Arbisoft
Agnitus
3Restart
PiLabs
AMAL
GeniTeam
The Reading Room Project
Academic Achievement Plus
Rehan School
Rabtt
JugnuTV
Jugnoo Media
FESF
B
Implementors
Beaconhouse ELE
Roots Millennium Schools
The Citi School
The Citizens Foundation
Allied Schools
Care Foundation
S
LM
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Int
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Ass
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3iLogic
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Punjab E.Learn
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Types of Intervention
Type of Initiative
Acumen Fund
P@SHA (Launchpad)
P@SHA Social Innovation Fund
MIT Enterprise Forum - Pakistan (MIT EFP)
Invest2Innovate (i2i)
Pakistan Innovation Foundation (PIF)
Plan 9 and X
WECREATE - Pakistan
The Nest i/o
LUMS Centre for Entrepreneurship
IBA Invent
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AKU-IED
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Teacher Training
Incidence
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Subjects
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Ass
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Gra
-5
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Types of Intervention
Teacher Training
AKU - IED
Ali Institute of Education
VM Institute of Education
Teach for Pakistan
DSD - Punjab
Allama Iqbal Open University
Educational Entrepreneurship
Acumen Fund
P@SHA (Launchpad)
P@SHA Social Innovation Fund
MIT Enterprise Forum - Pakistan
Invest2innovate
Pakistan Innovation Foundation (PIF)
Plan 9 and X
WECREATE - Pakistan
The Nest i/o
LUMS Centre for Entrepreneurship
IBA Invent
110
SAHE and Alif Ailaan, (2014), The voice of teachers: learning from teachers across Pakistan, Islamabad: Alif Ailaan. xii-122 pp.
111
UNESCO-USAID, (2006), Situation Analysis of Teacher Education in Pakistan: Towards a Strategic Framework for Teacher Education and Professional Development, UNESCO
112
Ibid.
CONCLUSIONS AND
RECOMMENDATIONS
Conclusions: Gaps in Pakistans existing Edtech Eco-System
Policy Recommendations
The real role of leadership in education its true at national, state, and
school level is not and should not be command and control. The real role
of leadership is climate control. Creating a climate of possibility. And if you
do that people will rise to it and achieve things that you completely did
not anticipate and could not have expected.
4. CONCLUSIONS AND
RECOMMENDATIONS
The sections above provide a brief snapshot of Pakistans e-/m-learning landscape. This section
summaries these ideas and lessons learnt to define the gaps within the e-/m-learning eco-system of
Pakistan.
and localized considerable portion of Khan Academys lectures and added to it and made it available for
free. ToffeeTV has developed animated nursery rhymes in Urdu primarily aimed at the expatriate market.
Dheere Bolo is another venture that has delved into the local content market as have Jugnoo
Media and JugnuTV. There are several others but their numbers are insignificant as compared to what
would be required to meet the content challenge. A similar situation prevails vis--vis the need for
localized content in the aftermath of the 3G/4G auctions.
There is an under-developed market for educational software and content in Pakistan.
Most of the localized content is available for free and not monetized thus seriously undermining efforts
to create commercial ventures aimed at local content creation. On the whole, there is not yet a fully
developed market for either educational software or content thus dampening the enthusiasm of
market players to enter. There are several reasons for this, including lack of enforcement of intellectual
property rights, small market size, lack of quality certification, absence of verifiable performance and
impact data, among others. Most efforts right now are either an entrepreneurs unfunded labour of love
or supported by donors like Ilm Ideas or Sub-National Governance Programme (SNG), among others.
There is insufficient information and sharing of best practices within the educational
technology sphere.
There are no organized platforms for sharing of information and best practices within the educational
technology sphere. This often results in multiple efforts trying to do the same thing thus leading to
duplication, inefficient use of resources, and a slow learning curve for the industry. For instance, there
are now a number of potential players seeking to develop local content for grades K-12, many of them
using Khan Academys content to dub it in local language / dialect. Yet, nobody knows who is doing
what and how to coordinate this distributed and fragmented content development effort so that things
could be done better and faster. Similarly, a few players are beginning to experiment with blended
learning and have learnt to lower the device-to-pupil ratios. However, this knowledge is not trickling
down to those who are still looking for budgets to buy laptops or tablets for every child.
Learning initiatives in Pakistan, particularly within the public sector, are usually hardware
focused.
As with most other development work, hardware takes priority and is preferred over software. Yet, in
the case of educational technology initiatives, technology is merely a small part of the overall solution.
Content, as they say, is the king, and this is where most Pakistani initiatives particularly those within
the public sector - seriously lack. Most conversation about learning innovation and interventions begin
with setting up a computer lab or buying the best (or the cheapest) tablets without much a conversation about how would the content be created, who will choose it, and what would it cost. Subsequently,
while hardware is procured with much fanfare, content development only receives cursory interest as an
after-thought and is usually collected in a haphazard manner.
Creating effective solutions in Pakistan requires innovating within the constraints defined by
the countrys unique situation.
Electricity, for instance, is a major challenge in Pakistan and remains the single most important road
block to implementing e-/m-learning solutions particularly in rural areas, but also increasingly in urban
areas. Most initiatives that we looked at face the lack of electricity as a major challenge rendering some
literally worthless. Other challenges may include cultural bottlenecks, poverty, security, and even availability of the internet and these must be kept in mind as entrepreneur-innovator-implementors seek to
launch e/m-learning initiatives.
Affordability must be uppermost in the decision calculus when deciding hardware-software
combinations for e/m-learning interventions.
It is important to design interventions and pick hardware-software combinations with purchasing
power and affordability in mind. This means tablets will probably not become a mass solution for Pakistans educational problem for at least the foreseeable short-to-medium term future and lower-cost
devices (SMS phones, or one-to-many terminals) will remain the hardware of choice. Also, this demands
that designers of products and services optimize the use of hardware (e.g. using lower power device,
where possible) and make use of low-cost options such as Arduino or the Raspberry Pi.
Most e/m-learning initiatives in Pakistan lack the strategy to scale.
Most importantly, most e/m-learning initiatives in Pakistan fail to progress beyond the pilot scale and do
not have a viable strategy to scale where they could begin to make a dent in Pakistans educational
challenge. A classic case in point is the UNESCO-Bunyad Foundation project, which delivers high impact
for minimal cost and yet has not been able to scale beyond a few thousand people over a half-a-decade.
Initiatives must be planned and designed for scalability. Given the important role of the public education sector in achieving scale and creating a robust and vibrant ICT for education market, the lack of a
government strategy on the subject is a major deterring factor.
There is little or no impact data or evidence on what works and what does not work.
Finally, there is little or no impact data or scientific evidence on what works and what does not, and
under what circumstances. Before one can begin to think about scaling an intervention, it is important
to know that the intervention works. Even beyond impact data, there is considerable opportunity to
learn from various e-/m-learning initiatives. The insights gleaned from actual implementations even if
they did not achieve the desired impact can be invaluable in planning new interventions or scaling
those already tried.
It is important that these lessons learnt - gaps and failings within the e-/m-learning eco-system are
internalized and addressed for e/m-learning to make a noticeable impact on Pakistans educational
challenges.
and while these could become accessible to ordinary people in the medium to longer run, the solution
of the immediate future requires something that is low cost and high impact. There is a need to invest in
solutions that are appropriate to the local environment and are likely to be replicable and scalable very
fast. It is also important that we learn from the examples of projects like the OLPC and Simputer and,
rather than trying to reinvent the wheel, use low-cost off-the-shelf components. Similarly, there is a need
to fund projects that leverage technology through sharing of devices such as using low-cost clickers vs.
other high cost devices, or blended learning systems that utilize one computer for every four students
than systems that user one computer per student, and putting technologies in the hands of teachers
(e.g. projector phones) than putting them in the hands of students (e.g. tablets in the classroom).
Recommendation 3: Generate evidence of impact and rapidly learn about implementation
challenges within variety of deployment contexts.
Following from Recommendation 1, there is a clear need to generate evidence of impact as well as
create a better understanding of the implementation challenges in a variety of deployment contexts.
More often than not, while a lot of effort and resources go into creating the intervention in the first
place, impact assessment or monitoring gets neglected for want of resources and the desire to move
forward. A properly resourced research element to measure both qualitative and quantitative impact of
the intervention needs to be part of the programme design upfront. This impact assessment should be
independent and carried out in a manner that it gets due care to capture important insights about
implementation as well. For example, answers to questions like, does a particular kind of intervention
only work in urban settings, and not rural schools? or does a particular intervention achieve differential
impacts under different circumstances? provide invaluable guides for policy-making and scale up.
Recommendation 4: Document, disseminate and adopt best practices and lessons learnt from
implemented programmes.
As evidence on implemented initiatives begins to grow, there will be value in creating a public repository of successful programmes and best practices in the implementation process. This resource should be
detailed and available to all those seeking to develop, copy, or deploy an Edtech intervention. There are
several examples of such resources and the most recent and notable one is the study carried out by the
National Endowment for Science, Technology, and the Arts (NESTA) in the United Kingdom that explored
the global landscape of learning innovation and captured best practices from a large number of
programmes worldwide. Once a community of Edtech professionals and initiatives begin to emerge,
there will also be value in having annual conferences, training workshops, and other platforms for
113
sharing of best practices from both national and international front.
Recommendation 5: Create master trainer programmes for Edtech and IT Integration.
There is considerable dearth of teacher skills and competency to use ICT and Edtech within the curriculum. Most efforts that we examined were somewhat haphazard and sought to take an easier route
rather than properly integrate ICT within the curriculum and the classroom. This is understandable given
that most teachers are either not formally IT literate or trained in how to integrate IT with the curriculum,
or both. Even when they are pushed by the institution to do so, their lack of formal training becomes a
major bottleneck and they are often restricted to merely showing videos in the classroom, or using word
processer and power point software. Formal teacher training and credentialing at a massive scale are
necessary to make Edtech deliver in the classrooms. We recommend using a master trainer approach
whereby several teacher trainers are first trained and certified by a competent authority who can then
go ahead and train teachers in various cities.
113
NESTA, 2011, Decoding Learning Report, National Endowment for Science, Technology, and the Arts, London, United Kingdom
Appendices
Edtech Initiatives - International
Edtech Initiatives - Pakistan
Every education system in the world is being reformed at the moment. And its
not enough. Reform is not enough anymore because thats simply improving a
broken model. What we need is not evolution but a revolution in education.
This has to be transformed into something else.
- Sir Ken Robinson, Educational Critic and Edtech Evangelist, in Bring on the
Learning Revolution
Appendices
A1: Global Best Practice Case Study 1 - Malaysian Smart Schools Project
114
Context
The Smart Schools Project was one of the seven flagship applications of the Multimedia Super Corridor (MSC) initiative as a catalyst for high-value jobs in the country. The conceptual blueprint launched
in 1997 by Tun Mahathir Mohamed identified democratization of education and creating a technology literate workforce as key objectives and created a collaborative effort between the Ministry of
Education (MoE), the Multimedia Development Corporation (MDeC), and Telekom Smart School (TSS)
industry consortium.
Intervention
Five elements are key to the Smart School Integrated Solution(SSIS), namely, Teaching-Learning
Materials (1,494 items of courseware and printed material for students from Year 1 to Form 5 in four
subject areas: Bahasa Melayu, English, Science, and Mathematics); Smart School Management System
software for managing and administering student enrolment, educational resources, school finances,
human resources, external resources, facilities, technology, and hostel facilities); Technology Infrastructure provided to schools such as hardware, software and other equipment; Systems Integration
(to ensure integration between the various components and processes and to ensure data integrity
and security) and Support Services (such as Help Desk services, maintenance and support).
Impact
A Frost & Sullivan benchmark study of the Smart School Integrated Solution with eight other countries (including Australia, Britain, Canada, Singapore, and United States) rated it as an exceptional
educational initiative and found that it resulted in more efficient school processes both in management and teaching.
Critical Success Factors
Strong government leadership throughout the conceptualization, development, and phased
implementation of the SSIS initiative across the entire country;
A public-private partnership between Government and the private sector for development and
deployment;
A focused effort to develop locally relevant course content that is compatible with the curriculum.
114 This case study draws heavily from Kala, Bannayan et al., (2012), ICT in Primary Education: Analytical Survey - Volume 1:
A2: Global Best Practice Case Study 2 Stanford Mobile Inquiry-based m-Learning Environment
Context
Stanford Mobile Inquiry-based Learning Environment (SMILE) aims to help students develop critical
thinking, creativity, and reading and writing skills through interactive learning. The SMILE programme
was first launched in February 2011 in India and Malaysia, and later implemented in Argentina. It
seeks to actively engage primary school students in underserved communities in learning, in group,
through asking questions.
Intervention
The SMILE mobile platform consists of two basic modules, namely, Junction Quiz which is a
mobile-based application that enables students to create multiple choice questions and share them
with peers, and a Junction Quiz Controller that allows the teacher to control and monitor progress of
all of the students activity in real time. Student are divided into groups and encouraged to explore
and discuss content to deepen their understanding and knowledge. They then create multiple choice
questions using multi-media enhancements and post them on SMILE platform through a smart
phone. The teacher (and other students) then review each question and answers with the students.
The group with most correct answers wins. The platform enables interactivity as well as ensures high
level of engagement with the content.
Impact
SMILE claims to have encouraged teamwork and critical thinking among students by asking them to
work in groups as they create multimedia multiple-choice questions. The group work also creates
opportunities for participating students to discuss their concerns and it stimulates collaboration
within groups as well as healthy competition between them. 115
Critical Success Factors
The following features are intentionally designed to maximize the effectiveness of the SMILE
programme:
Use of multimedia such as graphics and imagery, enhances learners involvement;
Self directed learningencourages the develop deeper understanding of the content;
The process of creating multiple choice questions require deeper comprehension and critical
thinking skills;
116
Peer learning and peer-assessment creates a non-pressured competitive learning environment;
An initial workshop and ongoing support prepares teachers to apply the SMILE method and
117
technology
115
Kim and Buckner, Integrating Technology and Pedagogy for Inquiry Based Learning: The Stanford Mobile Inquiry-based Learning
Environment (SMILE) available at: http://www.academia.edu/2047298/Integrating_Technology_and_Pedagogy_for_Inquiry_Based
_Learning_The_Stanford_Mobile_Inquiry-based_Learning_Environment_SMILE_
116 Seol, S., Sharp, A., Kim, P., (undated), Stanford Mobile Inquiry-based Learning Environment (SMILE): Using mobile phones to
promote student inquires in the elementary classroom, available at: https://gse-it.stanford.edu/sites/default/files/worldcomp
11_SMILE.pdf
117 UNESCO, (2012), Mobile Learning for Teachers in Latin America, Paris, France
Appendices
A3: Global Best Practice Case Study 3 Text2Teach Teacher Training Programme in the
Philippines
Context
Text2Teach is a mobile learning initiative of BridgeIT in the Philippines. BridgeIT is a global network
comprising Nokia, the International Youth Foundation (IYF), Pearson and the United Nations Development Programme (UNDP). The organization aims to improve the basic standards of education across
nations focusing on the underprivileged schools in developing countries and enabling teachers to
118
utilize digital resources to supplement the local curricula. This is done through delivering digitized
education content to in-classroom TV sets through mobile technology.
Intervention
Each school is given a mobile phone, a TV set, a satellite dish, and a storage device that also serves as
a video player. Teachers use mobile phones to order videos by sending an SMS containing the
catalogue number of the desired video and to communicate with other teachers to compare notes, or
share their experiences. The material is downloaded with help of a high memory smartphone loaded
with Nokia proprietary software and stored, ready for viewing. The smartphone can be connected to
the TV or a projector to screen the video to the whole class. The instructional design of the project is
aligned with the Department of Educations basic education curriculum for Maths, English and
Science (Grades 5 and 6).
Impact
More than half a million students in 555 schools in 9 provinces of the Philippines have benefited from
Text2Teach. More than 1,500 teachers have also been trained in Math, English and Science subjects, as
119
well as on how to use the ICT (T2T) tools for teaching. The project has had a considerable impact on
education. It helped students achieve learning gains in English and Science, improved teachers ICT
using skills, and reduced absenteeism and dropout rates. The M&E team at T2T also concluded that
T2T increases students attentiveness. Children are more interested in watching interesting videos that
enables a longer retention of the concepts.120
Critical Success Factors
There have been a number of factors that have contributed to the success of the BridgeIT programme
in the Philippines and elsewhere. An effective project methodology and phased rollout that learns
from earlier deployments is one of them as is the presence of a strong partnership of the right kind of
institutions and buy-in from the national educational policy agencies. However, the most significant
success factor of the BridgeIT programme is its focus on teachers rather than students as the ultimate
user though not necessarily the beneficiaries of technology. Instead of using technology to bypass
them, the project acknowledged the essential role of teachers and helped expand their pedagogical
and curricular repertoires by training them to leverage technology. Each video is accompanied by a
lesson plan there by reducing teachersworkloads and making their jobs simpler. Teachers are also
trained in how to integrate the videos into lessons and to use the mobile devices to share best practices and experiences with peers.
118
119
UNESCO, (2012), Implications for Policy Makers and Planners, Paris, France
120
A4: Global Best Practice Case Study 4 Moodle Learning Management System (LMS)
Context
Moodle is an acronym for Modular Object-Oriented Dynamic Learning Environment.121It was originally
developed as a free Course Management System (CMS) by Martin Dougiamas, an Australian graduate
student in 1999 and the platform was released to the public in 2002. Moodle was designed from two
basic components PHP (the language for building dynamic web pages) and MySQL (Structured
Query Language which is one of the world's most popular open source database) as a flexible
environment to help educators create online courses and promote collaborative learning. Currently,
122
there are 174,350 registered sites using Moodle to offer almost 12 million courses to around 112
million users across the globe in 255 countries. This makes Moodle the most widely used learning
platform.123
Intervention
Many institutions use Moodle to supplement classroom-based instruction with online content, known
as blended learning. Basic building blocks of Moodle include registration and enrollment, course
management and lesson planning, communications, site management, and user management. It can
124
accommodate a variety of activities such as chat, choice, forum, glossary, lesson, quiz, resource,
survey, wiki, workshop etc. Moreover, based on its ease of use it suits for low resource organisations
like schools, non profits and small businesses. Additional features in a recent version (2.5) include
support for game based learning. Moodle Gamification toolkit includes group formation, results
block, progress bar, certificates, activity completion, and badges that can be awarded after
125
completing a certain activity or a course.
Impact
Moodles impact has not been formally studied, although there are conferences, including a Moodle
Research Conference that has been organized to study the impact of Moodle on learning. It was
attended by 70 delegates from 22 countries. One measure of Moodles success would be the level of
126
deployment. In August 2014, Moodle had a user-base of 88,070 registered sites with 76,675,352 users
in 8,324,096 courses in 241 countries. The site with the most users, moodle.org, has 66 courses and
127
1,090,234 users. Following a 5 million investment in 2005, The Open University, UK is the
second-largest Moodle deployment by user-base, with 714,310 users and 6,093 courses. A large
128
Moodle developer community around the globe has emerged which is supported by a core team of
20 developers at Moodle HQ, further supported by tightly connected global developers, testers,
129
documentation writers.
Success Factors
As with any free and open source software, one of the most important hallmarks of Moodles success
is its ability to assimilate user-driven feedback and innovation as it is created and refined by a global
community of designers, developers, and testers many of whom are themselves early-adopters and
users i.e. teachers who bring in in-depth knowledge of what works within the classroom and what
doesnt along with the passion and energy that drives an open source movement. The fact that
Moodle is free to install also means that this user-generated experience is relatively inexpensive and
removes the ambiguity and additional layer of information loss between users and developers.
121
Appendices
Context
Minecraft is a popular game developed by Mojang of Sweden (recently acquired by Microsoft).
Minecraft allows players to build constructions out of textured cubes in a 3Dgenerated world. Activities include exploration, resource acquisition, crafting, and combat. The game can be played in
multiple ways including survival modes where the player must acquire resources to build the world
and maintain health, a creative mode where players have unlimited resources to build and the ability
to fly, and an adventure mode where players play custom maps created by other players. As if October
2014, nearly 54 million copies have been sold across all platforms, making it one of the best-selling
video games of all time.131Playing Minecraft leads to several educational benefits as well and many
have commented on it. In 2012, Cody Sumter, a researcher at MIT, for instance, has said "Notch hasn't
just built a game. He's tricked 40 million people into learning to use a CAD program."
Intervention
In 2011, an educational organization named MinecraftEdu was formed with the goal of introducing
Minecraft into schools. The group works with Mojang to make the game affordable and accessible to
schools.MinecraftEdu transforms Minecraft into a teacher-directed virtual learning environment. All of
the open-ended possibilitiesof the base game still exist in MinecraftEdu, but with dashboard features
that allow teachers more control. With MinecraftEdu, teachers can quickly host servers and build
custom maps with integrated content as well as create and administer assignments and lessons. There
is also a useful set of classroom management tools that make it easy to define player abilities and
items, to freeze, mute, and teleport students, and to create specific building areas with player permissions. For an example, one teacher built a world consisting of various historical landmarks for students
132
132
to learn and explore. Another teacher uses MinecraftEdu to set up a class on Middle East.
Impact
In September 2012, MinecraftEdu said that approximately 250,000 students around the world have
133
access to Minecraft through the company. A number of teachers have reported using MinecraftEdu in
classroomswith a variety of benefits 126
including greater student interest, encourage creativity and
collaboration, among other things.
Success factors
Building on already existing networks: MinecraftEdu creates the network effects necessary for
adoption;
Developer Communities: MinecraftEdu depends upon a growing community of developers (within
Mojang and outside) as well as content creators often teachers themselves to quickly adapt and
create that keeps the platforms to date;
Structured Discovery: MinecraftEdu provides additional features and control for the teacher that
allows students gameplay structured and objectives-oriented that enabling them to learn what is
intended rather than getting bogged down with the fun part of the game only.
130
Appendices
A6: Global Best Practice Case Study 6 Content Development through Khan Academy
Context
Khan Academy is a non-profit educational website, founded by accidental educationist Salman Khan
to provide "a free, world-class education for anyone, anywhere." The organization produces micro
lectures in the form of YouTube videos. The purpose is to transform traditional classroom based
learning to a personalized learning experience and provide learners with educational resources for
free in any part of the world. The viewers listen to conversational tutorials and view step-by-step
doodles and diagrams on an electronic board. While tutorials can be paused, a classroom lecture
cannot be. Therefore, learners can take breaks to reflect upon the knowledge gained and integrate it
with their prior information.
Intervention
The Khan Academy Platform features a number of key elements including: a library of content
covering math, science and humanities, with playlists on finance and history. Students can make use
of this extensive library of content, including interactive challenges, videos that can be accessed from
any computer with access to the web; practice problems that tests learners capabilities to answer
questions; feedback on time spent and where that time is spent that allows teachers (coaches) and
parents can also have unprecedented visibility into what their students are learning and doing on
Khan Academy. The website features around 5,500 instructional videos and 100,000 practice problems for a variety of topics. The website also sequences content through a knowledge map and
makes use of gamification elements such badges, etc. to incentivize children to learn.
Impact
The platform serves near 10 million students across the world in 200 countries every month. The
website has received a lot of visibility and celebrity endorsements including from Bill Gates and
President Obama and a number of Khan Academy clones have come forward to localize its content to
different areas. Many non-profit organizations have also distributed the offline versions of these
videos to rural areas in Asia, Latin America and Africa. Systematic studies of learning impact of Khan
Academys videos are only now being carried out in controlled environments in certain Schools in San
Jose.
Context
Funded by Ilm Ideas (DFID funded) and implemented by the Communicators (Pvt.) Limited in
collaboration with Power 99 FM Radio station, Broadclass uses interactive Radio Instruction (IRI) to
improve literacy, numeracy and healthy habits among young children (Age 3-8).
Intervention
The programme delivers 45-minute radio broadcasts daily, except for Sundays, exam days, and
holidays, which are followed by students in teacher-facilitated classrooms as well as out-of-school
children aimed at Math, English, and Healthy habits. Short pauses in the scripts enable teachers and
students to participate in the radio programme by responding verbally and physically to questions
and activities posed by radio characters. The content and pedagogy are based on the national
134
curriculum. A dry battery radio was provided to each target classroom to ensure that schools where
129
there are frequent
electricity outages do not miss out on lessons.
Impact
The programme has been initially piloted in 45 schools in five urban and rural areas of Islamabad,
reaching approximately 120 classrooms (KG Grade 1). Moreover, for lessons to be as effective as
possible, it incorporates evaluations and feedback from parents throughout the year that further
improves the quality of lessons. In contrast to other IRI programs, Listen to Learn radio programme
135
gives greater attention to student interactivity and prompts their imagination.
Critical Success Factors
Teacher Training: Teachers were provided an initial 3-day training on how Interactive Radio works
and how to facilitate the classes along with additional 20-minute teacher-focused radio broadcasts
featuring teacher guides and other educational material.
Localized content: The content and activities of the radio program are mapped to the Pakistani
national curriculum and are delivered through a series of structured learning episodes in which
students are prompted to respond, do individual and group work, and perform learning tasks.
Stakeholders involvement: The project successfully engaged various stakeholders, including the
Federal Department of Capital Administration & Development (CADD), Provincial and District Education Departments in Punjab and Khyber Pakhtunkhwa (KPK), heads of participating schools, teachers
as well as the children, and established an effective partnership.
134
135
The Communicators Presentation, (2013), Broad Class Listen to Learn, available at: http://www.meducationalliance.org/
docs/Symposium-2013/Presentations/The%20Communicators_Broad%20Class%20Listen%20to%20Learn%20
Presentation.pdf
Center for Education Innovations (2014), Broad Class - Listen to Learn, available at:
http://www.educationinnovations.org/program/broad-class-listen-learn
Appendices
B2: Local Best Practice Case Study 2 UNESCO-BUNYAD: Literacy Promotion through m-Learning
Context
Literacy Promotion through Mobile Phones Project was initiated in 2009 in Lahore, Pakistan as a
collaboration between UNESCO, Bunyad Foundation, and the mobile service provider, Mobilink. The
project uses mobile phones to deliver basic literacy material to out-of-school youth, particularly
women, to sustain interest in learning and enhance retention.
Intervention
The participants are first taught a basic literacy course and then provided with mobile phones that
received SMS messages. Messages contain basic literacy content in a fun and engaging style and
learners are invited to read and respond. The participants copy messages in notebooks, reading out
repeatedly, and answer questions through SMS. Teachers properly trained to use mobile phones
interact and follow progress of students.
Impact
The project was piloted with 250 female learners in 3 districts in Punjab. Target and control groups
were used to assess the impact of the intervention. 60% of the girls who used the system
(target)earned
an A grade on the assessment while only 28% of those who did not use the system
136
(control) thus demonstrating significant learning gains in an affordable (about $50 per student)
137
manner. Moreover, the learners reported enjoying the use of mobile phones resulting into greater
self-confidence, especially girls who shared their skills with family members.
Success factors
Blended learning approach: The programme used a blended learning approach whereby
face-to-face (in-class) instruction was supplemented with mobile learning and not any one of these
alone;
Low cost mobile phones: The programme used low-cost mobile phones with simple text (SMS)
based instruction that are already popular and relatively available in Pakistan. Distributed phones had
other spillover benefits for participants too;
Compatibility with curriculum:The mobile-based post literacy programme was compatible with
existing basic literacy programmes being implemented in Pakistan;
Strong local partnerships: The programme depended upon strong local partnerships, particularly
with Bunyad Foundation, an NGO with strong local roots, and Mobilink to ensure take up and success.
136
137
B3: Local Best Practice Case Study 3 AKU-IED: ICT Integration through Teacher Training
Context
While ICT4E has been in vogue in Pakistan for at least a couple of decades, most teachers are not
properly trained to integrate ICT in the educational process. As a result, they end up using technology
in a very superficial and rudimentary manner. For instance, ICT4E interventions often focus on teachers presenting lectures on power points or forcing students to do the same falling far short of taking
full advantage of the range of capabilities that new media and technology provides. This can only be
addressed through focused pedagogical training that enables teachers to integrate technology in the
curriculum.
Intervention
The Aga Khan Universitys Institute of Education Development (AKU-IED) has, for many years, offered
a 6 month immersive teacher training programme that is attended not only by teachers from across
Pakistan but also throughout AKUs international network that focuses on technology integration in
the curriculum rather than just technology adoption. Teachers are selected through a process whereby principals nominate teachers who are often already engaged in ICT education with an understanding that they will provide these teachers with considerable autonomy to apply the lessons learnt
during training. Teachers undergo an initial period of face-to-face instruction followed by a mix of
onsite lectures and offsite implementation that maximizes learning.
Impact
The project has had considerable impact on a majority of the participants. The phased approach
allows participants to fully absorb content before they are required to start applying it in real-life
situations within their own careers and this allows for immediate impact. Analysis of programme
reveals that participants who are likely to be in decision-making positions are more likely to deliver
impact than those that dont.
Success factors
Blended learning approach: The programme uses a blended learning approach whereby
face-to-face (in-class) instruction is supplemented with offsite practical application of the work;
Top-level buy-in: The programme enables top-level buy-in by requesting that school principals
nominate the teachers for the programme with explicit understanding that their support would be
forthcoming to enable the teachers to apply what theyve learnt in the classrooms;
Focus on pedagogy: The programme focuses heavily on the pedagogy of integrating technology
within the classroom and fully equips the teacher with the tools necessary to make technology
meaningful.
Appendices
B4: Local Best Practice Case Study 4 3iLogic: A Moodle-based Learning Management System
Context
3iLogic is an e-learning and corporate training solutions provider in Karachi. It creates proprietary
content as well as does custom content development for clients. Content types include lessons,
games, animations, simulations, assessments etc. In particular, 3iLogic uses Moodle-based solutions
and have customized these for corporate learning and educational markets. 3iLogic has also been
very active in the Moodle Developer Community having created several Moodle responsive themes
and plugins.138
Intervention
3iLogic has developed a range of different interventions based on the Moodle Platform. These
include: Moodle Theme Plugins available-for-free onthe Moodle community three of which have
been among Top 20 Theme Downloads at the Moodle community website; Moodle Block Plugins are
add-ons that integrate with Moodle such as SMS Notifier, Learning Plan, Advanced Learning Plan,
Course Status Tracker, etc.; Management Reports that provide users with detailed reporting features;
Enperio LMSis a Moodle based corporate and educational learning management system solution;
low-cost LMS for education; and Mobile Moodle Solutions.
Impact
3iLogics Moodle products have been well-received. Three of 3iLogics Moodle responsive themes are
listed in Moodles Top 20 Downloads list at the Moodle Community with 30,000+ downloads globally.
Its Moodle users include businesses, educational institutions, non-profits and government departments in more than 30 countries. Recently, 3iLogic has been awarded as an official Moodle partner for
Pakistan.
Success factors
Instead of reinventing the wheel, 3i Logic used a pre-existing and mature solution and sought to
create value on top of it.
3iLogic experimented and invested resources in in-house R&D to develop capability and excellence in a narrow domain.
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B5: Local Best Practice Case Study 5 -- Agnitus: Cutting Edge Educational Games for Export
Context
Agnitus Inc. is a US-based venture funded start-up with founder roots and a development office in
Pakistan that seeks to gamify education for learners of Grades K through 5. Agnitus Learning App
provides access to over 60 titles that claim to improve learning capabilities and literacy retention
while enhancing thinking and reasoning skills. Agnitus believes in fun and engaging education that
allows kids to learn more.
Intervention
Agnitus claims to provide the curriculum necessary for a child to experience and master a broad
variety of skills: recognizing colors and shapes, basic counting and sorting, enabling someone from
preschool to 3rd grade for just-right entry into structured learning environments. Curriculum is
divided into foundation skills, writing and language, math, and the world. The most critical foundation skills include development readiness (i.e. visual scanning, memory, motor control, attention), arts
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and music, as well as pattern classifications, etc. Progress reports and analytics are generated on a
daily basis so that the right measures can be taken at the appropriate time to rectify problems.
Different educational apps are available through a monthly subscription; while kids can choose from a
variety of available games, parents have the ability to get detailed progress that enables them to track
their childs progress over time.
Impact
Agnitus Learning Platform has been well-received and it has won accolades, including 2014 NAPPA
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Gold Award for National Parenting Publications Association and two KAPI (Kids@Play) Awards for Best
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Childrens App (for pre-readers) and Best Education Technology. There is currently no publicly available usage data available on Agnitus Learning Platform.
Success Factors
Key success factors in Agnitus success is its visually pleasing graphics, extensive use of game
elements, data-driven reporting and use of learning theory to drive interaction.
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http://www.agnitus.com/curriculum.html
http://www.agnitus.com/blog/
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http://kapiawards.com/2014-kapi-awards/agnitus/
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Appendices
B6: Local Best Practice Case Study 6 Sabaq Foundation: A Khan Academy Clone
Context
In Pakistan quality of instruction in the classrooms is quite poor with teacher absenteeism rampant
particularly in the public sector schools. Even if the teacher does come to the class, his (or her) credentials and quality of delivery is far from perfect leaving the students with no other access to materials
and instruction. Access to online materials is also severely limited and most materials are not available
in local languages. According to a mapping carried out by Sabaq Foundation, about 70% of material
on Khan Academy for grades 6-10 is easily mapped to the national curriculum and may only need
some investment in localization.
Intervention
Sabaq Foundation mostly takes instructional videos in Maths, Science (Physics, Chemistry, Biology)
from Khan Academy and produces similar videos localized from a language and culture perspective
for the Pakistani curriculum. Videos for other areas of curriculum that do not easily match with
already available material are produced from scratch. These are then mapped onto the national
curriculum and uploaded on a website. Sabaq has so far completed Maths and Science curriculums
for grades 6-10 as well as O/A levels. These videos are available for free for anyone to view online.
Intervention
Sabaqs videos have received considerable recognition and traction. These have been downloaded a
few hundred thousand times and are being used by a number of institutions such as Citizens Foundation, SOS Childrens Village, Read Foundation, and Dar-e-Arqam Schools. Having recognized lack of
internet access as a major roadblock, Sabaq is in discussions with Punjab Government (Chief Ministers
Office) to put these videos on CDs and make these available to students directly. Upto 100,000 of
these CDs are planned to be distributed. Punjab E.Learn the Governments e-learning portal also
uses Sabaq Foundations videos alongside its content. Thus far, there has been no systematic study of
learning impact carried out by Sabaq Foundation.
Success factors
The most critical factor for the growing acceptance of Sabaq Foundations videos is their price, zero.
This, unfortunately, is also a major weakness. Students may be able to try a no-cost option. However,
they may not take it as seriously as they if they were paying to use the videos. (Note: The completion
rate for free courses is between 4 and 6%). Selling these videos for a fee may require considerable
reputational investment not unlike tuition centers that sell seats for hefty sums on the basis of the
reputations of rock-star tutors.
B7: Local Best Practice Case Study 7 TeleTaleem: Using Evidence to Scale Edtech Solutions
Context
TeleTaleem (T2) is a social enterprise that spun-off from Comcept (Pvt.) Ltd. a fairly successful telecom
hardware and software company based in Islamabad. T2 leverages its deep expertise in of the telecom
sector coupled with that of the learning cycle to create a technology and content delivery platform that
platform that seeks to address Pakistans Educational Challenges. One of the key features of T2s offering is
the mobility through the use of a fully equipped mobile van (School Garee) an independent self-contained connectivity platform to deliver education services in remote settings. The School Garee has
satellite based internet connectivity, IT infrastructure, and an uninterrupted power supply to deploy a
digital classroom, on demand, in any location.
Intervention
T2 offers a number of specific learning interventions, namely, Rapid Assessment, Learning Boost, and
Learning Mela, among others. T2 services are delivered through an Advanced Learning Environment
(ALE), which is a combination of five sub-systems; Learning Management System, Content Management
System, Virtual Classroom, Assessment System and Reporting Portal. The Learning Boost is a full spectrum
teacher training program to work on multiple teaching-learning dimensions to achieve significant gains
in teacher-student competencies. It offers, for instance, provides schools with specially developed and
curated content, delivered through a mix of onsite and offline facilitators, teachers, and teacher facilitators, followed by an assessment of outcomes through the use of tablets already available in the package.
Content is either adapted or produced.
Located remotely and connected via the digital classroom, Master Trainers (MTs) interact live with teachers, to provide training and mentoring. Every teacher is provided with a tablet containing all the content
used during training and beyond. The tablets also contain an assessment app, used by teachers to formatively assess their students before coming in for training; teachers are guided by MTs to better diagnose
and respond effectively to learner needs. The assessment results are uploaded from tablets to a reporting
portal, accessible to MTs, school administrators, education managers and parents. Results are also disseminated via SMS.
All of this is delivered through the fully equipped mobile van which makes it possible for schools in
far-flung districts to also benefit from T2s offerings.
Impact:
In all, T2 has implemented 7 technology enabled education programs, with a total value of US$ 2.5m. The
geographic spread covered 6 different districts, with the ADB assignment covering even a broader
footprint in KP and Punjab, deploying a team of about 200 professionals and consultants.
The Learning Boost has been incrementally refined through two phases of deployment, starting from 46
schools in Balakot, KPK, in 2013 and scaling to 200 public primary schools in Vehari and Mandi Bahauddin
in Punjab and 100 schools in Haripur, KPK, in 2014. Learning Boost is now poised to go to scale. Rapid
Assessment has undergone a year-long commercial trial working with a broad category of private sector
schools including foundation assisted, NGO managed and low cost private schools. Similar trials have
been done with encouraging response for Learning Mela, with a current ongoing project servicing 70
schools in Nowshera, under the Sub-National Governance program.
B7: Local Best Practice Case Study 7 TeleTaleem: Using Evidence to Scale Edtech Solutions (Contd)
Learning Boost has been most rigorously evaluated and has demonstrated statistically significant learning
gains in both phases of the program. In the pilot Phase I, it achieved an effect of 0.62(Medium Effect) in
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case of Numeracy, whereas an effect of 0.96 (Strong Effect) for Grade V Maths. In case of literacy, the
weakest students mean score for comprehension increased by 26% for control group and 50% for
treatment group while reading accuracy increased by 17% for control group and 34% for treatment
group.
In Phase-II, statistically significant results were achieved in both Literacy and Numeracy, with Literacy
showing an even stronger result than Phase I. Teacher performance improved on pedagogy, content
knowledge, and attitude. Formal endorsements and requests for scale-ups were received from EDOs and
Teacher Associations.
T2s interventions have been featured in and written up for premier international conferences like UNES143
COs Mobile Learning Week and IEEEs International Conference on Advanced Learning Technologies and
well-received by local donor community active in education reform, including DFID, DFAT, World Bank and
ADB.
Key Success Factors
T2 has taken a deliberate approach to creating a technology bundle (including content delivery,
assessment tools, and deployment infrastructure) that is particularly suited to address peculiar challenges
(such as lack of internet access, power shortages, maintenance, etc.) faced by Edtech providers in
Pakistan. This optimized technology bundle creates a formidable advantage, at least initially, to provide T2
with a strong point of entry into the market.
T2 has had access to a strong network of educationists and Edtech experts to develop and refine not
just its technology platform but also content geared towards the technology bundle.
T2 has focused on generation of systematic and rigorous data and evidence on learning impact of its
interventions and have developed a step-by-step approach towards piloting, assessing and demonstrating impact, and then achieving the necessary stakeholder buy-in to scale.
T2 has carried out extensive research, including, systematic and formal market research to better
understand market sizes, segments, preferences of users and key stakeholders, etc. and have prioritized
and revised interventions aimed at market needs.
Zualkernan, I. A., Burki, E., and Lutfeali, S., 2014, School Garee: Harnessing mobile technology to bring
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Learning gains for treatment and control groups were normally distributed (Anderson-Darlington; p>0.15). A two sample singlesided t test shows that learning gains for the treatment group (M=0.211, SD=0.22) were significantly higher than those for the
control group (M = 0.077, SD=0.24), t(200)=-3.73, p= 0.000. The effect as measured by Cohens D was found to be 0.62 which
can be interpreted as a medium effect. Cohens D also had a fairly tight 95% confidence interval of [0.56, 0.67] indicating that
there is a 95% probability that the Cohens D is between 0.56 and 0.67. Since age, r(200)= 0.165, p<0.05 and pre-score, r(200) =
-0.461, p<0.05 were correlated with the overall learning gain, an Analysis of Covariance (ANCOVA) using age and pre-score as
covariates was carried out. After controlling for the effects of age and pre-score, treatment was found to be significant F(185,1) =
23.9, p<0.000. A Cohens f value of 0.29 for the ANCOVA also indicates a moderate effect after adjusting for the covariates
where was 0.08.
Zualkernan, I. A., Lutfeali, S., and Karim, A., 2014, Using tablets and satellite-based internet to deliver numeracy education to
marginalized children in a developing country, IEEE Gobal Humanitarian Technology Conference (GHTC), San Jose, CA
available at: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6970295
Zualkernan, I. A., Burki, E., and Lutfeali, S., 2014, School Garee: Harnessing mobile technology to bring math and literacy
content to the hardest to reach, UNESCO Mobile Learning Week, Paris, France. Available at:
http://www.unesco.org/new/en/unesco/themes/icts/m4ed/unesco-mobile-learning-week-2014/symposium/breakoutsessions/school-garee/
Zualkernan, I. A., and Karim, A., Using a Traveling Van to deliver Blended Learning in a Developing Country, The 13th IEEE
International Conference on Advanced Learning Technologies, July 15-18, 2013, Beijing, China.
B8: Local Best Practice Case Study 8 Knowledge Platform: Combining Content with Analytics
Context
The Knowledge Platform is a next generation knowledge solutions company based out of Singapore with
the development office in Pakistan. Started in 2001, Knowledge Platform initially focussed on IT Market
Consulting and Corporate e-Learning businesses but has, since the acquisition of its corporate RiskManagement business, focssed on learning technology solutions aimed at K-12. Knowledge Platform delivers
a four-pronged offering to its clients, namely, consulting, content, technology, and support. While majority of Knolwedge Platforms clients are currrently in Asia (China and Indonesia, in particular, it has recently
moved inroards into the Pakistani Edtech market as well and was the winner of the Ilm Ideass Ilm Apps
Challenge pilot grant in 2014-15. Knowledge Platform is looking to scale in 2016.
Intervention
The Knowledge Platforms principal technology product is its Ultrabot learning management system,
which is now in its ninth generation and is available for both educational institutions and corporate firms.
KP has designed, developed and deployed a low cost teaching and technology model, in which a single
laptop and projector is deployed in a school or a classroom, and students are provided low-cost clickers
to take assessments. All content and technology is loaded on to the laptop and the solution may be
deployed without the need for an Internet connection. After lessons, student performance data is
synchronized through a mobile connection so that results are available and integrated globally, and
any student who may have an Internet connection at home can continue to study the same lessons that
were taught in class.
The Ultrabot learning management system has a content management system and an adaptive assessment engine that enables the organization of content, teacher lesson plans and homework and provision
of reports based on mastery subjects. To make it easier to track student performance, each mastery skill
is tracked for each student through five performance badges (Proficient, Review, Struggling, Novice and
Not Started).
Last year, Knowledge Platform launched Learn Smart Pakistan - Pakistans first ever digital learning
challenge by providing an online learning platform for students and teachers. Learn Smart Pakistan aims
to extend the contest for both Mathematics and English, empower students to focus on self-study and
teachers to demonstrate their commitment to strengthen their online teaching skills. The teacher and
student boot-camps tend to provide learning opportunities to innovative ways of teaching and learning.
The online learning challenge is followed with pre-award tests, a writing contest and national education
forum with an awards ceremony.
Impact
In 2014, LSP included a total of 167 students (65% girls) and 28 teachers from 39 schools across the
country with access to more than 200 video lectures and 160 math drills and 2500 assessment questions
covering the 9th grade Math curriculum and could achieve mastery over 45 topics.144
This year, LSP launched with a much bigger mandate and ambitious outreach exercise and had, until the
writing of this report, engaged 1,500 participants enrolled in the digital challenge, including 1,314
students and 219 teachers, from 78 locations and 325 schools across Pakistan. Students egaged with 40
mastery topics (23 in maths and 17 in English), 190 skills, 100 learning videos, 200 exercises and drills, 15
writing assignments, and 4500 assessment questions.
This year, Knowledge Platform also completed the pilot of its blended learning model funded by Ilm Ideas
across 5 schools with . The results have been encouraging. Average class scores imporved between
14-25% in 3 out of the 5 schools; 98% of the students felt that teaching quality improved; 51% of the
students used the Ultrabot system from home despite the lack of access; 97% of the students felt that the
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curriculum was relevant and would be helpful in preparing them for their board exams.
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145
Knowledge Platform, (2014), Learn Smart Pakiostan Report 2014, available at: http://www.knowledgeplatform.com/reflectionfrom-learn-smart-pakistan-pakistans-first-digital-learning-challenge/
Knowledge Platform, (2015), Blended Learning Pilot: Evaluation Highlights, Knowledge Platform, Islamabad
B8: Local Best Practice Case Study 8 Knowledge Platform: Combining Content and Analytics
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