Given their low costs and increasing ubiquity, even in very poor communities, much has been written about the potential for mobile phones to aid in the delivery of 'anytime, anywhere' education. But what might such educational practices look like in practice? The MILLEE project (Mobile and Immersive Learning for Literacy in Emerging Economies) has been examining this issue for the last six years, beginning with low-income communities in the urban slums and villages in India.
In a recent presentation at the World Bank, Matthew Kam, the founder of MILLEE, shared experiences from ten rounds of iterative small pilot field studies in developing and testing mobile phone gaming applications that enable children to acquire language literacy in immersive, game-like environments. One goal of this work is to investigate how to make localized English language learning resources more accessible to underprivileged children, at times and places that are more convenient than schools. (A short video profile of the project is available here; it is not embedded for direct viewing on this blog because it features a 15-second commercial at the beginning.)