The real value of educational computers is found in the design of the software, not the hardware. Many different educational games were developed in the 1980s and early 1990s for the Apple II, NES, and other 8-bit systems. We can review the history and efficacy of these games as models for the types of games appropriate for the TV-Computer. Independently, it is important to identify the skills that are important to socio-economic success within the specific contexts of our target market.Several groups have investigated the efficacy and design of computer-aided learning software for use in education programs in developing countries.
The Poverty Action Lab Investigated the use of Computer Aided Learning Software to teach math within 100 Schools within India, 2003. Used both off-the-shelf math games and developed games with Mumbai partner Media-Pro. "The computer-assisted learning program was also very effective, increasing math scores by 0.36 standard deviations the first year, and by 0.54 standard deviation the second year. " View Web Page Read Paper
Leigh Linden also investigated whether Computer-Aided Learning was most effective when it supplemented teachers or replaced them, in a developmental context. He found that supplemental use was far more effective, especially for underachieving and older students. http://www.columbia.edu/~ll2240/Gyan_Shala_CAL_2008-06-03.pdf
MILLEE Matthew Kam and MILLEEhave done incredible work to develop learning games for mobile phones in developing countries. They have published numerous papers about their iterative game design process. http://www.cs.berkeley.edu/~mattkam/millee/
Our primary goal as an organization is to construct a full development process for the creation of new content (games and software) on the low-cost TV-Computer.The real value of educational computers is found in the design of the software, not the hardware. Many different educational games were developed in the 1980s and early 1990s for the Apple II, NES, and other 8-bit systems. We can review the history and efficacy of these games as models for the types of games appropriate for the TV-Computer. Independently, it is important to identify the skills that are important to socio-economic success within the specific contexts of our target market.