What are some alternatives for providing the educational support

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Case Study 2: Computer Assisted Learning in Migrant Schools
Background
What are some alternatives for providing the educational support that migrant students
lack? Scrutiny of the international literature reveals that little is known about how to
improve the quality of education for vulnerable children in developing countries in a
cost-effective way. Worse still, a number of rigorous evaluations have demonstrated that
spending more on inputs such as textbooks (Glewwe et al., 2002), flip charts (Glewwe et
al., 2004) or additional teachers (Banerjee, et al., 2004) has little effect on children’s test
scores (see Kremer, 2003, for discussions and more references).
These results have led to a general skepticism about the ability of interventions focusing
on inputs to make a difference and have led many to advocate more systemic reforms
designed to change the incentives faced by teachers, parents and children. The World
Development Report, once again, embraces this view, and proceeds to propose various
ways to improve incentives (most of which have either not been rigorously tested or
when tested, have also proven rather disappointing).
One promising alternative to extracurricular tutoring and care is Computer Assisted
Learning (CAL). If integrated CAL programs in schools are proven to effectively raise
student performance inexpensively, we believe they be readily employed across wide
areas of the nation’s school system.
What is the basis for our optimism? In the early 2000s, a large-scale, rigorously
implemented experiment in rural India’s schools demonstrated quite convincingly (in our
opinion) that educational game-based computer assisted learning has the potential to
drastically improve basic competencies among poor and underperforming student
populations. The 2005 study found that students who participated in the CAL
intervention improved their standardized math scores by 0.35 standard deviations the first
year, and 0.47 the second year across performance levels. These results are outstanding,
and far better than have been attributed to costly and complicated interventions such as
reducing class size. In layman terms, the results from the India study show that after
participating in the CAL program, a C+ student became a B student (while other C+
students who were not in the program made no improvement. What is more encouraging
is that the study showed these results to persist over time—especially in student math
classes. According to the study, students of all levels performed better in math if they
were in schools where the math CAL program was implemented. These results suggest
that it is possible to substantially improve the quality of education in developing
countries with relatively inexpensive interventions, and do so in a way that makes a longterm difference in the lives of young students.

This is based on Linxiu Zhang's case materials used in the SHIPDET Special Topic Courses on Impact
Evaluation and Results-Based Planning and Budgeting held on 14-18 November 2011 in Shanghai, PRC.
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An opportunity for IE
Given this evidence, access to computers with innovative educational software may offer
a viable alternative to the more conventional extracurricular care that so many migrant
students lack. Providing such access could also be a way to help other groups of
vulnerable and poorly performing students in remote rural communities. Unfortunately,
China’s migrant students lack regular access to almost all forms of computing
technology. Only 1 out of 20 migrant schools have functioning computing facilities.
What is more, because the families of migrant students often live in poor, suburban
villages (in houses of Beijing residents that rent their spaces out, often as they await the
future demolition of the building), less than 10 percent of the children of migrants have
access to computers in or near their homes. The promise of CAL to inexpensively deliver
improved educational outcomes among migrant children is real, however, and deserves a
proper evaluation. If found to be effective, a CAL program in China’s school’s could
serve as a foundation for a new educational platform for helping children in other
underprivileged areas of the country and the world.
The proposed intervention:
A research institute aims to test the potential for CAL programs to improve educational
outcomes among migrant students in China. The proposed intervention is based on the
premises that well-designed educational games can sustain interest and curiosity in an
otherwise unsupportive school environment, and good educational software can be
reproduced at nominal cost.
The research institute will conduct a pilot project among fifth grade students in Beijing
area migrant schools. Beginning in the first half of 2010(?), REAP will randomly select
50 schools to participate in a CAL intervention. After developing and testing a new
educational games-based curriculum, in September 2010(?) the treatment schools will
receive four high quality computers each. These computers will be “lent” to the school
by the institute. Fifth grade children in each treatment school will be offered two hours of
shared computer time per week. During this time they will play educational computer
games that involve solving math problems at varying levels of difficulty (proceeding
along with the curriculum). The games will be designed to emphasize basic competencies
in these areas per the local curriculum. The student pairs will play the games under the
supervision of a teacher for two hours per week outside of the school’s regularly
scheduled classes (e.g., during the homeroom, study period; and during the lunch break).
The institute will train the fifth grade schoolteachers in the migrant schools as the
program’s manager. They will be responsible (with the project team’s aid) for scheduling
students and monitoring their progress and keeping the computers running (by being in
touch with an on-call repair team). Children will also complete simple worksheets
designed to track their progress at the beginning of each session.
During the first segment of the project, the institute will design the educational software
program to allow the children to learn as independently as possible. The teacher-
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supervisors will encourage each child to play games during their assigned time slots (e.g.,
2 hours per week) and when necessary, help individual children understand the tasks
required of them by each game. All interaction between the students and instructors are to
be driven by the child’s use of the various games, and at no time will any of the
instructors provide general instruction in mathematics or other subject areas.
Group work
1. Map out a theory of change underlying your project (case study)
2. What are the related evaluation questions?
3. Sketch an IE design

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Possible IE methods
Propose for your intervention
– Management structure (quality assurance)
– Timeline for impact evaluation
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