Abstract: Pratham has been creating digital learning solutions for the last 5 years. We have been working with learners across the age group of 3 to 18+ years. Created keeping in mind diverse learners and their unique learning needs, we have a library of content catering to learners across 21 states. Foundational course for women dropouts, vocational training for youth, project based learning activities for children, games for literacy and numeracy and videos on early childhood education for mothers to support young learners – to name a few. The content, implementation ground and technology has been tested through RCTs and internal assessments. More than 300,000 learners and 1000 communities have been a part of the Hybrid Learning Lab. Their usage and learning patterns have defined the scope of the project and helped us learn from the experience. Today the states in India are grappling to create a repository of engaging resources for teachers, parents and children to facilitate remote learning. Due to our offline learning experiences, we are better prepared to offer our content and support the system in its adoption of technology.
Presenters: Annapoorni P.C., Senior Manager, and Nishant Baghel, Director of Technology Innovations
Organization: Pratham Education Foundation
Abstract: The platform requires internet connectivity for social learning (game-based learning) elements where learners can revise with each other to enhance their learning and earn rewards. We have however designed an offline based version of the app to help learners in remote areas gain access to potentially thousands of 3D science models through the USB On The Go (OTG) feature. This allows all science models to be stored on a thumb drive and plugged into the mobile device. This also shows the high innovativeness of the platform as a rural school would need an entire laboratory to be able to store a thousand science models but with Sciency all these 3D models can be accessed and projected anywhere through a single thumb drive. Students, therefore, have access to learning models on the go and at home.
Presenter: Nkosana Masuku, Founder and CEO
Organization: Phenomenon Technologies
Abstract:
Kitkit School is a child-driven, tablet-based personalized learning system, ideal for self-directed early learning in low-resource communities in developing countries. Children learn foundational literacy and numeracy skills by using high-quality learning games, books, videos, and creative tools. Our goal is to empower children around the world to identify themselves as self-confident, independent learners with a lifelong passion for learning. Kitkit School won the Global Learning XPRIZE competition.
For the Enuma team, Kitkit School is one of its products sharing a similar game-based learning platform targeting basic literacy and math for children from preschool to 2nd grade. All of our products adhere to three principles, always keeping the experience of struggling learners top of mind.
Presenter: Sooinn Lee, CEO
Organization: Enuma, Inc.
Abstract: The project to create an ephemeral and free educational television channel, needs an infrastructure that can include elements such as connectivity requirements (computers connected by wifi, computers connected by Ethernet, power supply, 4G antenna, fiber box optical) supply chains (PAL / SECAM format), necessary components (Ethernet cables-transparent tips).
Presenter: Boukary Bako Mamane Maitouraré, National Coordinator
Organization: Ong Kawtal
Abstract: Our project, AHA Eskwelang Pamilya (Family School) aims to reach the underprivileged children in the Philippines, from grades 1-10. Having no access to data or the internet has been the biggest factor in adapting the current model of instruction, through Facebook Messenger (a free service) from our previous after-school program. Currently on its 8th week, we have 10,000 users and have received positive feedback from the end users, other organizations (both public and private), and the Department of Education in the Philippines. Daily lessons on faith, fact-based COVID-19 information, brain games, creative writing and reading short stories delivered in simple ways enable and empower mothers to also play an active role in their child’s learning at home.
Presenter: Beena Khemani, Directress
Organization: Playworks@Home
Abstract: Edu-Toons & Edu-Games are educational solutions for primary school pupils that teach using animated class lessons and thereafter assesses actual learning by testing pupils’ knowledge of the lesson using simple computer games. Edu-Toons & Edu-Games which can come in both official and vernacular languages, target “Out of School” and displaced children who cannot attend schools due to the COVID-19 pandemic. Edu-Toons & Edu-Games accommodates the learning needs of children from poor households who cannot afford computers or online learning. While Edu-Toons & Edu-Games can be accessed via online learning platforms, they can also be accessed on television (for animated classes) and on phones (for downloading simple computer games). Edu-Games will typically be a 10 stage problem-solving games assessment. Edu-Toons & Edu-Games will make qualitative primary educational delivery ubiquitous and affordable for every primary school-aged pupil globally.
Presenter: Bidemi Nelson, CEO
Organization: Shield of Innocence Initiative
Abstract: The platform provides parents with a choice to receive content via social media channels or via text or voice message. Also, schools and community organisations can sign-up families. Kidtube thereby becomes accessible to all families – in town or in rural communities. Parents receive each day an age-appropriate message with step-by-step guidance for play based early learning activity using locally available materials. Messages also include health and educational tips. Weekly quizzes allow to monitor progress and adapt new learning content accordingly. The idea is inspired by similar successful mobile service models in the agricultural and health sector.
Presenters: Maria Zandt, Founder and Wobiandu Olivia Wokekoro, Partner
Organization: Abracadabra Creative Learning/Kidstube
Abstract: The IRC and Sesame Workshop (SW)’s Ahlan Simsim initiative aims to prepare a generation of children affected by conflict and crisis in the Syrian response region for successful futures. The program’s approach is informed by evidence-based design and an understanding that young children in crisis contexts often lack the holistic services they need to ensure healthy development. This programming is designed to ensure maximum replication and scalability over the life of the project. The components of the initiative include a brand-new, localized version of Sesame Street and in-person direct services across Iraq, Jordan, Lebanon and Syria. The direct service component of the initiative, which includes classrooms, home visiting and center-based activities, was disrupted due to restrictions related to COVID-19. In response, the IRC and SW transformed content designed for in-person delivery into messages and activities for digital dissemination through WhatsApp and social media.
Presenters: Shanna Kohn, Senior Education Manager of Humanitarian Programs at Sesame Workshop and Manar Shukri, Regional Early Childhood Development Technical Lead at IRC
Organization: IRC/Sesame Workshop
Jax Chaudhry leads Project Invent, a national nonprofit that empowers youth with future ready mindsets for individual success and global impact, through invention. Originally from the Southside of Chicago, Jax loves working with students, families and partners to ensure every student can attain success as they define it. For more than 10 years, she has worked with elementary schools, high schools, education nonprofits and led regional teams and operations to ensure student success.
Kenneth Y T Lim operates at the intersection of neuroergonomics, the learning scienceMichael Leventhal is co-founder of RobotsMali, a pedagogical and AI4D laboratory and STEM education center in Bamako, Mali. RobotsMali has trained thousands of students from elementary school to high school in computer science, robotics, and artificial intelligence, coached national robotics teams that have won 32 medals in international competitions, and developed technologies using AI and robotics for the social and economic development of Mali. Before becoming an educator in Mali, Michael worked as a technologist in Silicon Valley.s, and cognitive psychology. In 2023, he and his team were identified by UNESCO to share their work on the affordances of Generative AI for meaningful teaching and learning, during UNESCO’s first annual flagship event Digital Learning Week, international forum on the implications of Generative AI for education, in the session on ‘Preparing students and teachers for responsible use of AI’.
Enouce Ndeche is the founder and Director of Vijana Amani Pamoja ,VAP a community scheme based in Nairobi Kenya that uses the power and the popularity of the game of soccer/football as a catalyst for social, educational and economic empowerment.Enouce holds a degree in sociology from Egerton university and he is also the 2020 individual award recipient “Diversity and Inclusion Eminent Leader Award Enouce is also a certified Sports Philanthropy and Executive, George Washington University and is a 2023 Gratitude Network fellow.
Kenneth Y T Lim operates at the intersection of neuroergonomics, the learning sciences, and cognitive psychology. In 2023, he and his team were identified by UNESCO to share their work on the affordances of Generative AI for meaningful teaching and learning, during UNESCO’s first annual flagship event Digital Learning Week, international forum on the implications of Generative AI for education, in the session on ‘Preparing students and teachers for responsible use of AI’.