iGeneration develops, tests and designs cutting edge educational platforms based on leading academic and field research from the schools of cognitive psychology and elementary education using innovative enabling technologies to create interactive and immersive learning experiences.
iGeneration's platforms are continually tested and refined with children as the critics. They have been proven to promote improved cognitive skills, enhance concrete thinking skills (knowledge, comprehension and application) and develop critical thinking skills (analysis, synthesis and evaluation). Across the board, the target demographic children in pre-school, kindergarten, 1st and 2nd grades are having consistently deeper learning experiences with iGeneration "edu-apps".The iGeneration team includes forty experts across the domains of cognitive psychology, educational technology and user experience design. Researchers, content developers, designers and programmers are working together to create cutting edge educational platforms.
Dr. Ayelet Segal, founder of iGeneration is a published educational technology expert. She earned her PhD in cognitive psychology, technology and education from Teachers College, Columbia University, NY, USA. She also holds a master degree in Interactive Media from Middlesex University in London, UK. She is the PA Technology Committee Chair of Bank Street School for Children.
Dr. Segal's research is focused on educational platforms for gestural interfaces such as the iPad, iPhone and Kinect. Her research is based on the Embodiment Cognition theory. Children learn with their bodies by touching objects around them and gesturing for communication and learning. The world is one big interface, where children interact with their environment and constantly exploring it. By using movement and touch through their bodies they embody their learning experiences through multiple senses and as a result comprehend better the world around them. Gestural interfaces that are well designed are natural and intuitive to use. They involve movement and touch and create meaningful learning experiences. Gestures that are congruent with the learning concepts promote thinking.
One of the first platforms to be launched by iGeneration is MathGlow. Children who used the MathGlow application on the iPad performed better than children who used the application on traditional mouse based interfaces. Since our hands are used so much in daily life to manipulate objects, these gestures provide additional sensory feedback as well as visual cues by simulating how an object would move if the hands were holding it.
For example, using the iPad version of the MathGlow application, children use their own fingers to manipulate virtual blocks on the touch screen for the Counting & Addition game (Glowing Blocks) or for the Number-line estimation game (Racing Numbers). These specific gestures and interactions are proved to strengthen the children's comprehension and retention of mathematical concepts as well as promote assimilation of higher math skills.