Community Research and Development Information Service - CORDIS


Smart Library Report Summary

Project ID: 718357

Periodic Reporting for period 1 - Smart Library (The Smart Digital Library of Edutainment by Smile and Learn)

Reporting period: 2016-04-01 to 2016-08-31

Summary of the context and overall objectives of the project

Children are natives of technology. They spend 2.5 hours every day using games and watching TV, with mobile devices representing the largest share of this time. Parents demand more control and educational value out of this time.

To solve these issues, we place technology at the service of education with the mission of helping children learn while having fun using digital devices. We have developed the Smart Library, a single platform that as of today allows access to up to 28 proprietary apps and provides feedback to parents/educators, being special needs’ friendly.

During phase I, our goals included:
1. Final integration of the Smart Library, including development of new apps.
2. Analysis of key markets of education/gaming apps for children.
3. On site test at home and at schools

Work performed from the beginning of the project to the end of the period covered by the report and main results achieved so far

During phase I, we have developed a fully marketable product, including:
1. Final integration of the Smart Library, including development of 8 new apps and update for older ones.
2. Market study based with +2,000 respondents in the USA, Germany, Italy and Spain with encouraging feedback: 56% of all respondents would probably subscribe.
3. Analysis of the main markets of education/gaming apps for children.
4. On site test at home and at schools with very good results:
a. +90% of pilot schools will continue using the Library and recommending it.
b. +3,000 installs in the app stores in 2 months with no marketing efforts.

We have confirmed the potential of the Smart Library: a great value proposition for schools/families, fast-growing demand and undifferentiated competition.

Progress beyond the state of the art and expected potential impact (including the socio-economic impact and the wider societal implications of the project so far)

Help educate children by using new technologies is a growing challenge that we want to overcome. We do so using games and stories as educational tools through an integrated solution that measures, reports and provides smart feedback for parents/educators.

To date no player in our market has developed a reporting system much less any smart recommendation. Only in the pure education space is possible to find some emerging recommendation models.

The Smart Library is also inclusive and special needs friendly: we focus on children for who the offering today is marginal. Key features include:
- Proprietary, multi-format and customizable content in one single app:
- Mobile and multiplatform (iOS, Android, Windows and Mac).
- “Intelligent”: reports on the child’s activity and on the results of their activity, adding recommendations based on the analysis of the child’s performance and progress.

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