NOTE: This is not a NetHope-sponsored webinar and is posted as a courtesy.
Antura and the Letters and Feed the Monster—the winning apps from our EduApp4Syria competition—instigated a new era in utilizing digital gaming to improve literacy and psychosocial wellbeing outcomes for children. Both games have undergone a rigorous impact evaluation. The results have just been released and will be shared in this webinar.
To complement the discussion, you’ll hear from the authors of the newly-released Guide to Developing Digital Games for Early-Grade Literacy for Developing Countries.
Join our webinar to learn about the power of digital gaming to enhance early grade literacy outcomes.
Participant of the webinar will learn:
- results of our ground-breaking research revealing the impact of digital gaming on children’s literacy skills and well-being,
- how to make children’s games engaging and strengthen ease of use, and
- principles from the newly released Guide to DevelopingDigital Games for Early-Grade Literacy for Developing Countries
Overview of Antura and the Letters and Feed the Monster game development process.
- Liv Marte Nordhaug, Head of Digital Empowerment Project, Norwegian Agency for Development Cooperation (Norad)
Impact evaluation findings, game enhancements, and future vision
- Antura and the Letters – game developer consortium representative
- Feed the Monster – game developer consortium representative
Contributions of the impact evaluation findings to the digital gaming for literacy sector
- Nedjma Koval, Principal, INTEGRATED
Key principles from Guide to Developing Digital Games for Early Grade Literacy for Developing Countries
- John Comings, guide co-author and lead literacy expert, All Children Reading: A Grand Challenge for Development
- Kenneth Y. T. Lim, guide co-author and research scientist at Singapore's National Institute of Education
Moderated by: Rebecca Leege, World Vision project director, All Children Reading: A Grand Challenge for Development