RESEARCH

SE! English Literacy Program – An Impact Assessment Report 2022

Solve Education! has achieved an incredible milestone of having delivered over 2 million mini-lessons to our beneficiaries. We celebrate this milestone by sharing the insights and learnings we gathered about the behavior of learners and their learning journeys with us. We hope to create more impact on the life of our beneficiaries by providing learning programs through our digital game-based learning platforms, Dawn of Civilization and Ed the Learning Bot.

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Solve Education: An Impact Assessment Study

This research was conducted in collaboration with the One Billion Literates Foundation (OBLF) as part of the “Elevate” English Literacy Program. The study focused on primary school children in rural government schools in India to evaluate the hypothesis that sustained access and exposure to gamified content leads to accelerated learning and improved English literacy.

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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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