iWhiz

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iWhiz
iWhiz
Project Cyberethics: Cyprus Safer Internet Center
Date Created) First version released in 2017
Target Audience Children 12-16
Software Type Software
Software Format Mobile App
Software Description Allows anyone to launch and conduct Structured Democratic Dialogue
Language(s) English
Copyright Ekkotek



iWhiz is a mobile App available for both iOS and Android designed in developed by Ekkotek High-tech business incubator on a contract from MTN Cyprus LTD. The content was developed by scientists of the Cyprus Neuroscience and Technology Institute, and specifically those involved in the Cyberethics: Cyprus Safer Internet Center as well as educators of the public sector under the supervision of Anastasia Economou of the Cyprus Pedagogical Institute. The questions were developed according to the official curriculum specifications.

iWhiz was used for three consecutive years by thousands of students attending both private and public schools. The cost of promotion and the awards were provided by MTN Cyprus LTD


The iWhiz Concept

The concept was developed during a series of interactive sessions with young people so as to “listen” to the voice of the youth and ensure that whatever was to be developed would meet their criteria. A total of five candidate games were developed and subsequently one was chosen. Development was subsidized by MTN Cyprus LTD. Both HCI and content have been developed with and by experts to guarantee high standards, equivalent to the games young people are used to. Adolescence love it because they partly developed it, it is competitive and gameish and they can challenge anyone at anytime simply using their mobile device. It’s a great way to cover the IT curriculum and Safer Internet challenges without the feeling that one is engaged in a “lesson”. The questions are not randomly chosen, but there is a hidden, intelligent engine that constructs a particular learning path and provides an adapted learning experience to each individual. Most importantly, iWhiz cultivates team attitudes, because each individual plays also for her/his school. Scores are viewable and kids are stimulated to play more for their respective schools to achieve a higher ranking. The awards are also important. Industrry, and specifically MTN Cyprus provides up to 20 iPads and many other rewards in a colorfully organized celebration widely covered by many media.


iWhiz is a two-player, very engaging, competitive, real-time game in which speed and knowledge are challenged. It has been developed by a consortium that included the Developer company, EKKOTEK, the Cyberethics Safer Internet Center operated by Future Worlds Center that designed the App, the Ministry of Education who developed some and approved all other questions and also approved the App for usage at all schools even during lesson time, and ISP company MTN Cyprus who covered the cost for development and marketing. iWhiz contains more than 2000 multiple choice questions carefully drafted by experts. About 75% of the questions are IT related and 25% safe-internet related. A user is registered both as individual and as member of her/his school. Scores count both for the individual and for the school. At the end of a game period, the top winners (individuals and schools) win iPads and other rewards in a yearly celebration with wide media coverage. To play, one "challenges" another player and both get to answer 10 multiple-choice questions (mixed IT/Safer internet). Correctness and first-to-answer are the scoring criteria. The animated screen of the time running makes the game engaging. There are different types of questions, i.e., one correct, one of the answers as a distractor, text or image based, etc. Some data is used for further research. The App is supported by a backend server and a front end website. The website has section for users’ support and sections for managing the questions, results, competitions, announcements etc. Several countries requested to use iWhiz, but this requires not only translation of interfaces and questions but probably modification of questions and also localization to have the respective country’s schools. It should also be uploaded and become visible only in the country’s stores. Until now the App has been used over 3 consecutive years and thousands of children were engaged.

References in the Media