Giving Compass' Take:

• Writing for AVPN, Janine Teo analyzes the different challenges in global education and explains how blended learning and the incorporation of mobile gaming in the classroom is paving the way for opportunity and innovation in education. 

• How can we make sure students from every background has access to breakthrough edtech? Are there concerns that, even with such apps as described here, kids are getting too much screen time in school?

Read more about engaging students through the use of video games


The provision of universal education is no easy task. Data from the UNESCO Institute of Statistics show that there are approximately 263 million out-of-school children and youth today. To put that into context, that is around 1 in 5 children around the world. What’s more is that progress towards reducing out-of-school numbers have remained stagnant over the last 5 years. These statistics call for urgent and targeted action towards delivering quality education, particularly for those that are living in marginalized and underprivileged communities around the world.

Blended learning, which combines digital and face-to face learning, is commonly used at universities to enhance students’ learning experience. In the context of out-of-school children, EdTech is both a scalable and sustainable approach to deliver education for the disadvantaged. Not only does it reduce traditionally high logistical costs, but it also incentives youths to learn[2]. According to MIT Open Learning, digital education can enable students to connect theory and application more adeptly as well as engage in learning more readily. This is a particularly important factor for marginalised children who struggle with the motivation to learn.

Dawn of Civilization (DoC) is an educational gaming app developed by Solve Education! to create a fun environment that would increase their students’ motivation to learn. It combines game mechanics, social media elements, and artificial intelligence to provide engaging educational opportunities for students who otherwise would not attend school or have an adequate education[3].

Read the full article about mobile gaming leading innovation in education by Janine Teo at AVPN.