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  • 1
    Language: English
    Pages: 1 Online-Ressource
    Series Statement: 2113
    Keywords: Assistive Technology ; Economic Growth ; Edtech ; Education ; Hearing Impairment ; Inclusive Education ; Inflation ; Information and Communication Technologies ; Social Protections and Labor ; Visual Impairment
    Abstract: Evidence on the uptake, use, and impact of EdTech at scale on participation and learning among students with disabilities in low- and middle-income countries remains very limited. This report presents findings on access to EdTech for children with difficulties in hearing and vision in middle-income countries (MICs) in the East Asia and Pacific (EAP) region using three approaches: (i) a systematic regional literature review; (ii) interviews with 17 actors from the education technology private sector across the EAP region; and (iii) case studies from four countries: Vietnam, the Philippines, China, and Tonga. The main findings from the literature review are that most EdTech solutions in EAP MICs were applied at very small scale, with a focus on the tech testing stage, and only two of the 13 identified studies from a sample of 1,661 studies measured changes in student learning outcomes. The private sector interviews indicate qualitatively that most actors in this space are unaware of the needs of children with vision and hearing disabilities, and that other challenges such as profitability and general inequalities related to access to devices and high-speed internet receive the most attention. The case studies report no examples of national deployment of any assistive education technology, though there are multiple examples of small-scale digital approaches developed by individual schools or NGOs and shared locally or, in two cases, regionally. In looking at country contexts for the case studies, we found a lack of publicly available data on spending for assistive EdTech in EAP, a lack of data on (a) prevalence of disabilities among the student population, (b) student learning, and (c) student persistence in higher grades
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  • 2
    Online Resource
    Online Resource
    Washington, D.C : The World Bank
    Language: English
    Pages: 1 Online-Ressource
    Series Statement: World Bank E-Library Archive
    Series Statement: Other Education Study
    Abstract: This EdTech landscape survey provides an overview of the Indonesian startup ecosystem in EdTech, drawing upon three main sources of information: publicly available data, information collected via an online-questionnaire sent to 60 EdTech players representing the vast majority of the main players and 18 structured, in-depth face-to-face interviews from December 2018 through February 2019, as well as a group consultation with preliminary findings and recommendations. The findings reveal that the Indonesian EdTech sector is starting to catch up with the global frontier, and with growth of similar platforms, such as Harukaedu (a platform offering online university degrees), Ruangguru (an interactive e-learning platform for K-12 students in Indonesia) and Cakap by Squline (a tutoring platform for language learning), but overall the sector is still in its infancy. This early stage of development applies to evidence as well; there is almost no rigorous information available about the quality or effectiveness of the products and services offered in the Indonesian EdTech market, something that is true of many EdTech markets globally. Indonesian EdTech products generally aim at helping students with learning and upskilling, helping educators with student management, communication and teaching, and helping educational institutions with administration. For example, companies such as Ruangguru, Zenius and Quipper provide self-directed e-learning content, interactive learning platforms, and study tools that help students to expedite the learning process, along with interactive online services that help students with theirassignments and test preparation. Companies such as Arsa Kids, Digikids and Educa Studio develop gamebased and blended learning experiences, including interactive storybooks and educational mobile apps, to help improve early childhood educators' effectiveness
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