Industry & Demo Track 3 Videos

Theme: Apps and Games for Language Learning and Literacy I
Wunder: The All-In-One Parenting Assistant
by Vera Sticker
How does Wunder bring parents the right information at the right time? Our Education Director explains the fundamentals of Wunder’s pedagogy, the design and educational thinking behind its two major components, and a new feature currently in development in response to COVID-19.

A Procedural Approach to Learning to Read
by David Morgan
This industry submission from David Morgan Education invites research interest in the new Poop Deck learn-to-read app for 4-5 year olds. It uses the innovative trainertext visual phonics approach that has been proven to work with struggling readers as an intervention (where learners gained an average of 2 years of reading age in 4-6 months of lessons).

Lilheads Contextual learning assistant
by Meir Biton
Lilheads is a contextual assistant to accompany you as you consume text or video-based media. We are building a deep learning analytics matrix to interpret the strengths and preferences of different readers for different media formats.

Theme: Apps and Games for Language Learning and Literacy II
The iRead Project Personalised Reading apps for primary school children: The Navigo Game
by Seray Ibrahim, Drew Wilkins
As part of the EU H2020 iRead project, FIAB, UCL and our consortium partners are a team of designers, education researchers, and industry partners working together to develop new personalised technology that supports primary school children to become confident and skilled readers. We are working with teachers in six European countries to support new ways of teaching with technology. Navigo is a game designed to support primary school children in developing their reading skills. It has been designed for supervised use in the classroom and home learning. It covers the first three to four years of learning to read across the primary curriculum, and is designed to cater to older struggling readers. The game is available in English, Spanish, German and Greek. It is based on a personalised approach that adapts to different learners and draws on the latest research in literacy, game design and personalised learning, while taking into consideration ongoing feedback from teachers and students.

Little Bridge: Social English Language Learning
by Layla Yarjani; Emma Rogers
Little Bridge connects kids aged 6-12 years from around the globe, in a social community where they learn English together. In Little Bridge, real communication with other English language learners around the world drives our methodology and the child’s language acquisition. Users develop international friendships and build competences through personalised, pedagogically-proven, English language learning interventions, stories and games. Purpose is a key factor in the effective development of overall proficiency and communication skills in English. Our research-backed and communication-led approach provides a strong purpose and uses a unique combination of functionalities to enable strong learning outcomes, this means children who can actually use the English language as a functional skill globally.

The iRead Project Personalised Reading apps for primary school children: The Amigo Reader
by Seray Ibrahim
As part of the EU H2020 iRead project, Dolphin Computer Access, UCL and our consortium partners are a team of designers, education researchers, and industry partners working together to develop new personalised technology that supports primary school children to become confident and skilled readers. Through our work with schools, we are working with teachers in six European countries to support new ways of teaching with technology. The Amigo Reader has been collaboratively designed through user centred design activities with teachers and students with the goal of supporting students to reinforce their literacy skills. For students with dyslexia and English as a foreign language, text-to-speech capabilities provide students with exposure to age-appropriate vocabulary and pronunciation. Amigo Reader also offers on-demand access to word level strategies that support the process of decoding and comprehension, ensuring students are able to apply their skills to books and texts.

Theme: VR/AR and Mixed Reality for Learning
βWave: An EEG-Based Self-Awareness Curriculum
by Maryam Beheshti
βWave, an EEG-based interactive curriculum with simulations, visualizations, and games, is designed to help middle school students understand and reflect upon the neuroscience behind their beta brainwaves.

The Book That Looks Back
by Spencer Marsden
A holographic display is combined with an interactive avatar aimed at prototyping a non verbal human-computer interface. This exhibit takes ‘cute’ character design principles, such as big eyes, into a 3D character. Using head tracking technology it can even keep eye contact. Eye contact is, for many, an essential part of human relationships, making us more socially aware and empathetic to others.The system is flexible, easy to configure and I am hoping to develop it in collaboration to facilitate further studies..

Interaction Design & Children Designer’s Toolkit
by Saba Kawas
Interaction Design and Children Designer’s Toolkit is an online tool that aims to present research findings and practical insights from published IDC conference papers into actionable design tips and guidelines. The toolkit translates the research studies into a digestible format that can be easily accessed and used by industry practitioners of children’s interactive technologies and applications.

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