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There is a significant dearth of time and qualified teachers to make 200 million adult illiterates of India spread across 22 Indian Languages literate and it would take massive effort to address the scale and variety challenges. In this paper, we summarize four and half years of our experience of analyzing and improving a decade-long technology to adult literacy problem. Based on this experience and extensive interviews with teachers/learners and with the goal of devising quality instruction at attractive productivity rates through technology, we propose GAMBLE as a unified modelling framework and technical platform to organize instructional material in the form of data (facts, cases, rules and models). Essentially GAMBLE allows learners to perform well at all levels (remember, understand, apply, analyze, evaluate and create) of Bloom'sTaxonomy. We briefly present the case of applying GAMBLE framework to adult literacy and discuss its broad applications for school education as well.
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Chimalakonda et al. (2012) studied this question.
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