Google’s new Science Journal app makes it easy to perform scientific experiments anytime.
The app lets users set up trials and experiments. It uses the sensors on a smart phone to record measure and explore the experiment’s data, and makes the analysis fun and easy to do. (As nerdy as it may sound – it makes science more fun than it already is.)
The UN’s Sustainable Development Goals were launched in 2015. Goal number 4 reads: Quality Education – Ensure inclusive and equitable quality education and promote lifelong learning opportunities for all.
Making good education accessible to all is a major challenge for our current education system. In most situations, the wealthy still get better access to education and consequently more opportunities. This also means that lifelong learning is currently very expensive – be it for a 10-year-old in 6th grade trying to understand what gravity is, or for a university student who is drowning in debt.
An engaging and user-friendly app can take online learning to the next level. The article has a fun video explain how the Science Journal app works. A little girl in the video says: “Everyone is a scientist”. It looks like the app (along with the right implementation and usage) can make it possible.
- Everyone who has access to a smart phone and the internet
- Educators – rural, urban, privileged and under-privileged alike
- Google and their global partner companies and service providers
- Governments who can regulate education and technology policies
- NGOs that are supporting SDG Goal 4: Quality Education
Process of implementation:
Introducing any new technology in the field of education has one major challenge – teaching the teacher before they can teach anyone else. Though this app is very easy to use and has an accessible to all, making the best use of it requires some basic training and in some cases also requires you to purchase some ad-ons (additional sensors or apps).
Currently the app has a few free and standard modules. Expanding this and consciously improving the quality of education provided will be another implementation hurdle.
A possible implementation model could be: Promote the app -> partner with schools and NGOs (like the Imagination Foundation) globally to make this accessible to all student -> use real-time data to improve the features offered and remove any bugs -> help provide good quality scientific education to all and promote creativity.
After all, Play is the best form of Research!