Mashable recently published an intriguing article on the use of “gamification” in education, highlighting its success, which sits perfectly with Mingoville’s learning philosophy in creating our “learn-through-play” e-learning products that are used in classrooms in several countries today.
As advocators of (virtual) gamification in education, Mingoville embraces a learning philosophy where learning is both self-directed and learner-centered in designing our e-learning platforms – Mingoville English and Mondiso Maths – both have tasted success.
However, while Mingoville English and Mondiso Math universes both had gamification applied in their development process, we went one step further, and have found the success of our platforms to hinge on the high quality of animation characters and real voice actors.
Developing them, took over a million dollars but we believe it’s worth it. As it currently stands, our belief stems from understanding how gamification in education offers a holistic and cohesive learning approach as online learning materials are often fragmented and text-based.
Our cohesive and dialogue-based game design approach not only enables a learner to begin to take ownership of their learning at a young age but is also an excellent trigger for focus and for lifelong learning. True learning is often inspired, gamification in education can do just that.
Yet as one of the pioneers in virtual gamification in education, we say to reach the full potential of gamification, virtually at least, requires for game developers to pay attention to the quality of the multi-sensory experience in developing its equally high quality cohesive content.
I remember when I was growing up, heading to the school’s computer room for an hour of IT activities each week was a highlight of my school week.
Fast forward two decades on, it is interesting to note that not only do students find having a tech-savvy day at school a luxury, teachers are buying in to “actively using technology to make their work more effective”.
Technology has evolved from being an extra-curricular activity to what teachers are using to “facilitate and enhance the learning and teaching processes”. This evolution aligns with Mingoville’s heartbeat no less.
When we launched Mingoville e-learning English virtual world in 2007, it was the beginning of our commitment to position our products as the preferred literacy development supplementary tools for teachers across the world.
We achieved a milestone in 2009 when we teamed up with the Chilean Ministry of Education to implement Mingoville English e-learning in schools.
If you are from a school, a city, a province or a country searching for tech tools in your classrooms, we may have exactly what you need. Write to us.
At this point, we remember already back in 2009, Mingoville had teamed up with the Portuguese government (Ministry of Education) to integrate our award-winning Mingoville English e-learning program for children on half a million Intel’s Classmate PCs in Portugal.
The Portugese Government had conceived an ambitious and realistic plan to provide all school children with an affordable (or in some cases completely free of charge) laptop. Besides Portugal, 10 laptops were ordered to be sent to Kosovo and 1000 pieces to Botswana.
It feels a revival of some sort lately, or potentially an aggressive trend in ICT for education on the rise, with Apple’s education-focused iPad and News Corp’s development of an education curriculum to integrate into their Amplify machine for schools. Exciting times ahead.
This spring, we will be releasing a preschool edition app of our Mingoville English e-learning product, which will be available on iOS and Android. As one of the pioneers in providing ICT English and Math education content, we are definitely ready to be part of the game.