The Client

The Quality Education and Skills Training (QUEST) Alliance is a not for profit organisation that focuses on research-led innovation and advocacy in the field of teaching and learning. QUEST aims to create innovative, engaging learning experiences through the use of modern technology, to enable learners and facilitators to develop 21st century skills in their own time, at their own pace. They engage with multiple stakeholders to demonstrate and enable scalable solutions in education and vocational training using Information and Communication Technology (ICT).

QUEST focuses on children & youth, age 10-30, and provides them with a set of real-world skills along with opportunities to build confidence in a fun and engaging way that prepares them for work and life. QUEST is on a mission to empower 4 million learners & facilitators with 21st century skills for social and economic growth by 2023

Service Offerings

Services

Technology Stack

Problem Statement

QUEST has been at the forefront in developing ICT-enabled training and learning innovations across classrooms in India. QUEST empowered learners, trainers, and also educational institutions that were connected into an extended knowledge ecosystem. After successfully integrating technology in pedagogical practices, QUEST was now experiencing higher than ever expectations over digital delivery of its entire content assets. In 2015, QUEST initiated a mobile research to develop a blueprint for Anytime, Anywhere learning to enable lifelong learning and career development. As an outcome of the research initiative, QUEST set up strategic objectives to deliver game-changing, digital learning experiences through mobile devices to all its stakeholders in the ecosystem.

The challenge therefore was to develop a simple, intuitive mobile app that fronts a complex system of engagement and demanded proven expertise/repeatable processes in digital enablement services.”

Business Requirements

Our Solution

We started the project with a discovery phase involving business analysts, architects, developers from Focaloid and the stakeholders from QUEST. The discovery phase was effective in finalising the features for the first version and to create a product road map. We decided to initially launch a tablet application with the existing content side loaded via an SD card. A tablet model which matched the specifications and also was commercially viable was finalised for the MVP. The existing content library of 300 hours of digital content which was originally created in flash was modified to HTML5 format which was then rendered in the application.

Major Features

Timeline / The Journey

  • 2016

    Quest Learning App Development started

  • 2017

    Quest Learning App launched on the Google Play Store Tablet App with sideloaded content & over the cloud updates 300 hours of digital content and Quest Tool kits for the 21st century

  • 2018

    Web based learning platform launched as part of Quest App LearnPi Launched – Deployed in 50+ centers across 8 States Progress Tracking and Real time analytics added to the app Personalised learning experience and gamification principles to make learning journey more engaging Quest Mobile App Launched

  • 2019

    Upgraded mobile app launched in Feb 2019 with 4000 active users 170+ mobile first lessons for Quest App 25000 students learning through offline digital content DGET Portal launched

  • 2020

    Upgraded Mobile App launched on Nov 30 2020 Introducing Job Search for Students & Alumni Alumni Engagement on the platform Thriving peer group community of students and alumni Downloadable Lessons and Offline Access

Challenges

  • Data sources & Interfacing – Interfaces to data sources/back-end systems did not exist. Data was maintained on Google Sheets and did not have any established API interfaces.
  • Reusing Existing Content – QUEST delivered various blended learning curriculum programs that were rendered through desktop computers and consisted of digital learning assets for students, trainers (training of trainers), learning aids for classrooms, and self-assessments. Interactive digital assets were packaged using Adobe Flash, Adobe Captivate, Articulate Studio, Storyline etc. and some offered SCORM/LMS compliance. Stand-alone resources consisted of PDF, PPT, HTML documents, raw media assets such as videos and audio clips that are accessed directly by learners. And new content was being developed everyday. It was important to consider the best content integration strategy for the MyQUEST app to minimise effort and define the way forward for new content integration.
  • Infrastructure availability – QUEST centers in different parts of the country had different levels of infrastructure and internet connectivity. Some centers had wired internet connection and PC’s through which curriculum was currently delivered, while others did not have internet access or any digital devices.
  • Content & Software Distribution – Content & Software Distribution – The content and software distribution strategy had to be designed keeping infrastructure availability in mind. Over the cloud updates were not always feasible, since devices in some centers may remain offline for 6-12 months.
  • Data Collection & Analysis – The lack of guaranteed connectivity meant that usage and analytics could not be always collected real time. We had to store analytics in device and had to sync to the central database whenever connectivity was available. This posed specific challenges for designing reporting modules.

Results

  • Delivered customised learning management system specific to business needs.
  • Designed and developed a secure, scalable & reliable cloud based architecture.
  • The platform has 250+ hours of interactive digital content, videos, assessments.
  • XX minutes of digital lessons delivered through the app.
  • XX students have registered and learned through the platform.
  • Digital platform deployed in XX centers across XX states in India.
  • Any awards / Notable mentions.
  • Continuous improvement and upgrades to the app through incorporating user feedback
  • Over 190,000 youth trained till date.
  • Learn Pi achieved ~60% reduction in deployment costs.
  • 25,000 Students learning through offline digital content

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