SE RESEARCH

Solve Education: An Impact Assessment Study

In collaboration with Conjunct Consulting, an external assessment was conducted for Solve Education! to understand the best method to evaluate the impact of our approach. This report outlines the development process of a post-test as a measurement tool in conducting impact research.

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Playing to Learn

The ability to communicate in a common language is a necessary skill necessary for survival in the age of transnational business, tourism, and information exchange. Due to the need for a common language, English has emerged not just as a foreign language but rather as an additional language for non-native speakers who wish to be involved in the global economy. This paper provides a list of countries across the world that were identified to have a pressing need for learning English while also finding it possible to do so through a gamified e-learning tool.

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Gamification Report

This paper aims to highlight the emerging role of gamification in education using a SWOT analysis that covers engagement, motivation, and achievement while also discussing its scope as a possible replacement for teaching. Further, this paper describes Dawn of Civilization and how its features are designed to compliment the strengths of a gamification as an educational model.

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SE! PROPOSED SOLUTION

In the earlier post, we took a deep dive to understand the children and youth that we are helping. In order to create the right solution for the people from the bottom of the pyramid, SE!’s solution has to allow self paced learning, geographic flexibility, online and...

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