Hi….

I have been wondering if we could think "outside the box" to solve the problem 
of getting Sugar to run on Android devices. Here is what I have in mind, a 
combination of two things…


1) An Android compatible app that gets installed on the device. It presents a 
Sugar user interface on the screen that can be manipulated by touch to access…


2) A selection of favorite Sugar Activities on an SD card (mini, micro or 
whatever the device uses). An example of such a collection of Activities could 
include Write, Paint (or similar), Record, Labyrinth, Memorize, and FotoToon 
(this would be just a start). It could also include instructions for using each 
Acitivity alone, and in coordination with the others, along with curriculum 
ideas for using them for PBL and cooperative learning.


This would be just a start. Other favorites could be added along the way.There 
would be no formal Journal, but  the Main App could be designed to have an 
automatic save of the most recent version on the SD card  every 5 min or so.  
Other Activities could be added later.


People wanting to use Sugar could download the main App for free (maybe even 
from the App Store) or from Sugar Labs. A "package" of Activities could be 
downloaded from Sugar Labs and installed on the SD card. We could have an 
option of letting them buy a card with the Activities already installed and any 
"profits" could go to the Sugar Labs treasury.
Maybe doing it this way could be a work-around for some of the compatibility 
problems you all have been discussing.


Caryl                                     
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IAEP -- It's An Education Project (not a laptop project!)
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