By Ernst Wittmann, global account director for MEA and country manager for Southern Africa, at TCL Communications
Mobile technology has transformed the way we live and work, and it can be expected to rapidly change the ways in which children learn as smartphones and tablets become more widely accepted at primary and high schools. By putting a powerful computer in every learner’s schoolbag or pocket, smartphones could play an important role in improving educational outcomes in a country where so many schools are under-resourced.
Here are some ways that mobile technology will reshape education in the years to come:
Organisation and productivity
For many adults, the real benefit of a smartphone comes from simple applications like messaging, calendaring and email. The same goes for schoolchildren, many of whom will get the most value from basic apps like sending a WhatApp message to friends to check on the homework for the day, keeping track of their extramural calendar, or photographing the teacher’s notes from the blackboard or whiteboard. One study of young people’s mobile phone use in Ghana, Malawi and South Africa confirmed that many of them got the most value from using their phones to complete mundane tasks.
One of the major benefits smartphones can bring to the classroom is boosting learners’ engagement with educational materials through rich media and interactivity. For example, apps like Mathletics use gamification to get children excited about doing mathematics—they turn learning into a game, with rewards for practicing and hitting milestones. Or teachers can set up a simple poll using an app like Poll Everywhere to ask the children in a class what they think about a character’s motivation in their English set-work book.
Mobile technology opens the doors to more
For example, teachers can provide recommended educational materials for children who are racing in ahead of their peers in some of their subjects. Or they can suggest relevant games for children who learn better through practical application of ideas than by listening to a teacher and taking notes.
In future, we can expect to see teachers, perhaps aided by algorithms and artificial intelligence, make use of analytics to track how students engage with educational content on their mobile devices and use these insights to create more powerful learning experiences.
South Africa has a shortage of teachers in key subjects such as mathematics and science, which disproportionately affects learners in poor and rural areas. According to a statement in 2017 from the Department of Basic Education, it has more than 5,000 underqualified or unqualified teachers working around the country. Though technology cannot substitute for a qualified teacher, it can supplement human teaching in remote or poor areas where teachers are not available or not qualified to teach certain subjects. Video learning and videoconferencing sessions offer the next best thing where a math or physical science teacher is not physically present in the classroom.
Knowledge is power and the Internet is the world’s biggest repository of knowledge. Schoolchildren can access information and expertise about every subject under the sun from their smartphones – whether they are reading the news on a portal, watching documentaries on YouTube, downloading electronic books, using apps to improve their language skills, or simply Googling facts and figures for a school project.
Take a mobile-first approach
Technology has a powerful role to play in the South African school of the future, but there are some key success factors schools must bear in mind as they bring mobile devices into the classroom:
- Use appropriate technology—in South Africa, that means taking a mobile-first approach and using the smartphones many children already know and use.
- Thinking about challenges such as security – put in place the cyber and physical security needed to keep phones and data safe and secure.
- Ensuring teachers and children alike are trained to make the most of the tech – teachers need to take an active role in curating content and guiding schoolchildren’s use of their devices. To get that right, they will need training and access to reliable tech support.
Google announces its ‘Netflix for gaming’
The new gaming platform, Stadia, promises high-definition gaming on TVs, computers, and mobile devices, writes BRYAN TURNER.
Google has announced that it has moved into the gaming space, and it focuses on two big aspects of gaming: streaming of games for gamers, which will allow gamers to game anywhere with a fast, low-latency Internet connection; and audiences that watch gamers in-game.
This is a big move in making gaming accessible to more gamers, as it reduces hardware costs, by utilising the benefits of low-latency cloud computing. This will be achieved by using a globally connected network of Google data centres. Gamers who stream games are most likely already using a high-speed, low-latency Internet connection, so access to the Stadia platform will be an added expense.
Through the Stadia platform, gamers will be able to access a large library of games at all times, with no installation time, on virtually any screen. Scaling of hardware like CPU, GPU, memory, and storage is also possible, as one would for cloud server resources.
Google will be leveraging its other platforms, like YouTube, with Stadia streaming. It claims that 200-million people are watching game-related content daily on YouTube. This allows, for example, Stadia players to jump in with other Stadia players – no downloads, no updates, no patches, and no installs.
For console players, Google has designed a custom controller.
The controller was designed to establish a direct connection from the Stadia controller to Google’s data centre through Wi-Fi for the best possible gaming performance. The controller also includes a button for instant capture, saving, and sharing gameplay in 4K resolution. It sports a Google Assistant button and built-in microphone, as many Google products do, for voice control.
The device is expected to be released later this year, pending FCC approval.
Nintendo announces Stranger Things 3 game
The Netflix Original show is set to launch a retro-style game on the Nintendo Switch.
In collaboration with Netflix, developer BonusXP has created Stranger Things 3: The Game. It is the official companion game to Season 3 of the hit original series. The game and latest season are expected to launch on US Independence Day, the 4th of July, a date that will, of course, stick in American gamers’ memories.
This adventure game blends a distinctively retro 16-bit art style, reminiscent of games from the time when the series was set. It is claimed to have modern gameplay mechanics to deliver nostalgic fun with a fresh new twist. Players will be able to experience their favourite show through a mix of exploration, puzzles, and combat.
Just ad in the show, teamwork is at the heart of Stranger Things 3: The Game. Players can team up in a two-player local co-operative, or in single player mode alongside an AI partner. Players can choose to play as one of twelve characters from the show, each with different abilities and attributes. Together, they’ll play through familiar events from the series, while also uncovering never-before-seen Stranger Things secrets, ensuring a fun experience for those new to the world of Stranger Things as well as for those familiar with the series.
- Experience the show in a new way, exploring the eerie world of Hawkins to uncover new mysteries beyond what’s seen in Season 3.
- Jump right into the action of this pick-up-and-play adventure: gameplay mechanics that allow players from beginner to advanced skill levels to get in on the fun.
- Take your game to a higher level by trying out different character combinations and collecting all the secrets the expansive world of Hawkins has to offer.
- Team up with a friend, leveraging drop-in/drop-out local co-op to take on the mysterious monsters of Hawkins together. While playing solo, use a collection of “buddy commands” to control both characters and still experience all the fun.
- Choose from 12 playable characters, each with their own unique talents and stats.