Learning Launch 

 Challenge 

 As lead of the development team for new EdTech solutions , I had a new project in hand to 

 take advantage of different educational resources that we had generated and to be able to 

 sell them to users , so that they could use and learn them using gamification techniques . 

 The project should consist of an itinerary through which the user would navigate performing 

 different types of tasks , for which they would receive a certain score . The higher your 

 accumulated score ( for having performed more tasks correctly ) , the higher the level you 

 would reach and the greater number of prizes . 

 This project was to be carried out with the educational resources already available and in a 

 period of about 3 months . 

 Selection 

 Given that we already had some idea of how the project structure should be , we thought that 

 the best tool to validate our project and our hypotheses in this regard was to use the 

 Learning Launch tool . 

 Application 

 Our first task was to prove that access to the platform , user registration and desktop access 

 was simple and fluid enough for our users , since the age card was between 6 and 16 years 

 old . 

 For them , we selected 3 groups of users , each of which had a predefined age range ( 6 - 9 , 

 10 - 12 , 13 - 16 ) and we asked them to register on the platform , observing at all times the 

 difficulties that they could introduce oneself . 

 The second task consisted of these same groups accessing the different educational 

 activities , performing them and obtaining a score . 

 Finally , the third task consisted of observing if they were able to access and use the section 

 of the platform in which the achievements of each user were shown , the scores obtained … 

 Insights 

 Thanks to the Learning Launch tool , we were able to observe that most of our hypotheses 

 about the platform were true , we were also able to observe that certain aspects had to be 

 improved . 

 For example , it was necessary to improve the registration part for younger users , involving 

 parents , since they could not register by themselves . 

 The part of solving the different educational activities had a behavior similar to what we had 

 anticipated . 

 In the final part , thanks above all to the older users , we were able to gather enough 

 information and some new ideas to improve this part , especially modifying the gamification 

 of the product . 


EMAIL: 
ID_NUM: 
NAME_STUDENT: 
PHONE_NUM: 
STREET_ADDRESS: 
URL_PERSONAL: 
USERNAME: 

### Task: You are a PII (Personal Identity Information) Detection. Given a essays written by students, you have to identify ONLY the following:
NAME_STUDENT - The full or partial name of a student that is not necessarily the author of the essay. This excludes instructors, authors, and other person names.
EMAIL - A student’s email address.
USERNAME - A student's username on any platform.
ID_NUM - A number or sequence of characters that could be used to identify a student, such as a student ID or a social security number.
PHONE_NUM - A phone number associated with a student.
URL_PERSONAL - A URL that might be used to identify a student.
STREET_ADDRESS - A full or partial street address that is associated with the student, such as their home address.
### Input: Learning Launch 

 Challenge 

 As lead of the development team for new EdTech solutions , I had a new project in hand to 

 take advantage of different educational resources that we had generated and to be able to 

 sell them to users , so that they could use and learn them using gamification techniques . 

 The project should consist of an itinerary through which the user would navigate performing 

 different types of tasks , for which they would receive a certain score . The higher your 

 accumulated score ( for having performed more tasks correctly ) , the higher the level you 

 would reach and the greater number of prizes . 

 This project was to be carried out with the educational resources already available and in a 

 period of about 3 months . 

 Selection 

 Given that we already had some idea of how the project structure should be , we thought that 

 the best tool to validate our project and our hypotheses in this regard was to use the 

 Learning Launch tool . 

 Application 

 Our first task was to prove that access to the platform , user registration and desktop access 

 was simple and fluid enough for our users , since the age card was between 6 and 16 years 

 old . 

 For them , we selected 3 groups of users , each of which had a predefined age range ( 6 - 9 , 

 10 - 12 , 13 - 16 ) and we asked them to register on the platform , observing at all times the 

 difficulties that they could introduce oneself . 

 The second task consisted of these same groups accessing the different educational 

 activities , performing them and obtaining a score . 

 Finally , the third task consisted of observing if they were able to access and use the section 

 of the platform in which the achievements of each user were shown , the scores obtained … 

 Insights 

 Thanks to the Learning Launch tool , we were able to observe that most of our hypotheses 

 about the platform were true , we were also able to observe that certain aspects had to be 

 improved . 

 For example , it was necessary to improve the registration part for younger users , involving 

 parents , since they could not register by themselves . 

 The part of solving the different educational activities had a behavior similar to what we had 

 anticipated . 

 In the final part , thanks above all to the older users , we were able to gather enough 

 information and some new ideas to improve this part , especially modifying the gamification 

 of the product .
### Output: 