RESEARCH
Revolutionizing Learning in Semarang: A Study on the Success of Technology-Driven English Programs
Unveiling the Impact of English Learning Programs in Semarang's Junior High Schools Dive into our comprehensive report on the implementation and outcomes of our English learning program in Semarang City from January to May 2023. This research, based on surveys from 33...
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.
Reducing Forgetting Rate in EFL Students Using a Spaced Repetition-Powered Digital Game-Based Learning Application
As a digital game-based learning (DGBL) platform, Dawn of Civilization combines learning mechanics together with game elements to provide a fun learning experience.
Dawn of Civilization’s English Learning Content in Comparison to the Singapore Primary Level English Language Syllabus
Dawn of Civilization is a digital game-based learning application that aims to help students improve their English skills in a fun way. Students and teachers in Singapore can use Dawn of Civilization to supplement classroom learning. Students can practise and improve their vocabulary, grammar, pronunciation, listening, and reading skills.
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.
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.
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.
Solve Education! English Curriculum Alignment within the National Curriculum of Indonesia
Read our article about the English Curriculum alignment within the National Curriculum of Indonesia.