learning

GetH2O Mobile Game

Posted by Emer Beamer on Mar 29, 2012
GetH2O Mobile Game data sheet 1241 Views
Basic Information
Organization involved in the project?: 
Project goals: 

The project goals were two fold:

1. Action research: Can a mobile game provide an engaging learning experience on a social topic with young people in East Africa.

2. The learning goals of the game are to increase awareness and critical attitudes amongst young people in urban areas in relation to the bad conditions of people living in informal settlements and their relationship to conflict escalation.



And more specifically the goals are to:



  • Raise awareness about conditions in informal settlements and how they can lead to conflict.

  • Reflect on the responsibility of the individual to contribute to their community good. 

  • Raise awareness about the water shortages in informal settlements.
Brief description of the project: 

GetH2O Mtaani is a serious game, which simulates the complexity of life in an informal settlement, focusing on the scarcity of resources, especially that of water and housing. Players learn how to manage resources, invest in the community and prevent escalation of conflict.

Target audience: 

The game targets young people in the age group of 15 to 28 years that live in urban areas, informal settlements and smaller towns in East Africa and specifically Nairobi and Kampala. A later version of the game targets young people in the Netherlands in the same agre group.

Detailed Information
Mobile Tools Used: 
Length of Project (in months) : 
24
Status: 
Ongoing
What worked well? : 

Development and Creation Process:

The game was developed in a series of co-creation workshops with designers and young people in Nairobi and designers from Butterfly Works. Similarly the testing was a collaborative process.

Background context and theories:

As the game was to deal with the themes leading to violent conflict amongst young people in Urban Kenya (specifically in slum areas.) the first workshop was held in Nairobi with a range of young people, policemen, teachers, community workers and parents. Together, the group listed the main issues in their lives, the types of regular conflicts they deal with and their causes, they then wrote scenarios on how these conflicts typically arise and do or don’t get solved.

Conflict Escalation

Informed with a number of theories on conflict escalation and specifically Staub and Pearlmans’ ‘Continuum of violence', including scapegoating, we started on the board game development. This concept session was held in Amsterdam and led by games designer Joris Dormans, using his game development kit, whereby we played a blank board game with blank counters and projected various scenarios and rules onto the board. What quickly surmised was that resources contestation was a good game dynamic and water was chosen as common good which needed to be shared and which could lead to conflicts. Inspired by the game Werewolf, we added a number of player roles to increase complexity, such as the thief, the arsonist and the land developer.

Following a workshop in Nairobi, again with young designers (all of whom grew up in the slums) served to fine tune the game rules and choose the game roles (characters) so that they were a true reflection of how things work in the slums in Nairobi. The designers also reviewed the draft game visual designs and suggested improvements. We first developed the board game and were kindly sponsored in the production of the boards by the German company Ludo Fact. 1000 games were produced in English language and 1000 in the Dutch language. The Dutch version was sold in the Netherlands in specialist game shops. The profit was used to cover the costs of the English language game.

The next step was to translate the multi-player board game rules into a single player experience suitable for the mobile phone. Game design is very much an emergent process, you can’t know before hand how the sum of the game rules will turn out as an experience, so you need to do a number of development rounds. We had to redraw all the graphics into small bitmap pixels.

Young people and downloads

The game targets young people in the age group of 15 to 28 years that live in urban areas, informal settlements and smaller towns in East Africa and specifically Nairobi and Kampala. A third version of the game targets young people in the Netherlands, but that game falls outside of this short case study. The mobile game was launched globally on September 21st, 2011 International peace day and was promoted in Kenya and Uganda, through Facebook, twitter, the online game platforms, GetJar and Nokia’s Ovi Store. In Uganda, city radio promoted the game calling users to text in for the game.

Although the game had more than 50,000 downloads globally in less than 2 months, and the 85,000 downloads in 8 months, the original plan was to reach 50,000 downloads in East Africa (Kenya and Uganda mainly). In fact there were only 5000 downloads from the online channels in Kenya and Uganda. The board game is played in 25 centers in Nairobi and 15 schools in Kampala. These are facilitated sessions called ‘Game Gatherings’ where a group of young people play together and discuss the issues that come out of the game. These sessions are organised by Tobias Ouma in Nairobi and ‘Reach a Hand’ in Kampala.

Social Impact

The learning goals of the game are to increase awareness and critical attitudes amongst young people in urban areas in relation to the bad conditions of people living in informal settlements and their relationship to conflict escalation.

And more specifically the goals are to:

  • Raise awareness about conditions in informal settlements and how they can lead to conflict.
  • Reflect on the responsibility of the individual to contribute to their community good.
  • Raise awareness about the water shortages in informal settlements.

Board game versus Mobile game

Broadly speaking, the board game is more effective than the mobile game in reaching the learning objectives. This is due both to the multi-player nature of the board game and the space that affords for discussion and reflection. And it is also due to the better game dynamics of the board version. Practically speaking though, the board game is a much more expensive tool, due to it’s physical production and transport costs, while the digital version can be copied and sent for a negligible amount. There is also a Game Gathering kit for the mobile game, which has proved effective. It includes a phone with the game pre-installed and a booklet explaining the game and how to facilitate the ensuing discussions.

Lessons Learned

Below we present some of the outcomes of the recent game gathering event held in Kampala: More than 3/4 of participants played the game in pairs. Half of them enjoyed playing the game a lot and the other half just enjoyed it. All of the users discussed the game with the person who was playing with them while playing the game.

Conditions leading to conflict: Most of the users found the game’s situation similar to problems in their communities in real life. They named the stealing and lack of water as the main common issues between the game and real life. Before playing the game participants named poverty, corruption and child abuse as the main conditions that lead to conflicts in their community. Interestingly after playing the game most of the users also named misunderstanding as a main driver of conflict. After playing the game “over population” was also added to the list as an issue leading to conflict in the community.

Contributing to community good: All of the participants believed they could contribute to their community. Before playing the game majority of youth noted “friendship” and “helping people in need” as their contribution to their community. Few of them also named involvement in community works and guiding other people as their contribution. However, after playing the game participants also noted “building public toilets and community houses”, “protecting the resources like water” and “working together and cease revenge” as their possible contribution to the community as well as the other contributions they mentioned before.

Interestingly, the participants’ responses after the game directly reflect some of the options available in the “actions’ menu” in the game. The actions presented in the game are result of the collaboration with the youth living in the same context as the participants. They are facing the same issues in the game as they face in their day to day life and their answers show that the game had been helpful engaging the users to reflect on their community’s issues they face in their daily life.

What did not work? What were the challenges?: 

Although the game had more than 50,000 downloads globally in less than 2 months, and the 85,000 downloads in 8 months, the original plan was to reach 50,000 downloads in East Africa (Kenya and Uganda mainly). In fact, there were only 5000 downloads from the online channels in Kenya and Uganda.

Going forward: The mobile game is a low cost way to engage young people in social discussions, through the use of games. That being said, a mobile game must present a casual game experience, that is: have almost no learning curve (it should be immediately obvious how to play; unlike a computer game where players will invest more time in order to learn how to play the game) and the game duration is about 3 to 5 minutes in duration.  This is a relatively narrow window of opportunity to engage the player in any complex issue while still delivering a fun experience. In the case of the GetH20 the game errs on the side of complexity, the complexity is needed for the topic at hand, at the same time this lessens its ease of play as a casual game, thus impinging on the greater spread of the game. For future games we are looking at a serial model, introducing game levels as new scenarios.


I-Call

Posted by hoerfurter on Jan 23, 2012
I-Call data sheet 1698 Views

I-Call is an awareness raising tool for the community level, which has been developed by the Austrian eLearning company common sense eLearning consultants. I-Call utilizes simple GSM voice technology to disseminate information and messages to the public on various issues geared towards behavior and attitude change. Its localized story-based and interactive audio content can be used from any GSM phone simply by dialing a phone number.

Callers decide about the course and outcome of the story (interactive mobile soap opera) and thus face the consequences of their own decisions. Through its telenovela-style, I-Call offers a convincing combination of education and entertainment that is ideal in achieving empowerment and behavior changes.

Organization that developed the Tool: 
Main Contact: 
Andreas Hörfurter
Problem or Need: 
  • Reach of masses at community level in developing countries through simple technologies
  • Awareness raising and change of attitude and behaviour
  • Accessible content
Main Contact Email : 
Brief Description: 

Mobile GSM phone technology is the most widespread communication technology worldwide. Today, GSM networks are available in most areas and throughout all levels of society. This makes them the ideal tool for the distribution of learning content in order to achieve the widest possible outreach.
Most existing mobile learning solutions, however, are not suitable to for threshold and developing
countries, since they heavily focus on latest 3G technology and require PDAs/smartphones and relatively broad bandwidth, which is not available in all regions – or only at high cost. The lack of literacy and/or media competency in different levels of society further complicates matters.

To use the full potential of mobile phones for learning purposes, a simple and easy to use solution is needed. Such a solution should not only focus on written text and multimedia, but should also make use of audio formats and traditional approaches to learning, like story-telling .

I-Call provides access to audio-based interactive stories, which aim at awareness raising and change of attitude at community level. Users listen to the story and decide at certain points about how the story should continue by input at the keyboard ("if X should do this, press 1, if X should do that press 3"...). They thus face the consequences of their decisions within the story.
 

Tool Category: 
App resides and runs on a server
Key Features : 
  • Runs on any phone using voice channel
  • Easy access
  • Interactive stories for awareness raising
  • Can be localized
Main Services: 
Interactive Voice Response (IVR)
Display tool in profile: 
Yes
Tool Maturity: 
Currently deployed
Release Date: 
2011-01
Platforms: 
All phones -- Voice
Program/Code Language: 
Other
Organizations Using the Tool: 

UNEP, National Environment Management Authority of Kenya (NEMA), CEDARE

Number of Current End Users: 
10,000-100,000
Number of current beneficiaries: 
10,000-100,000
Languages supported: 
Any
Handsets/devices supported: 
All
Is the Tool's Code Available?: 
No
Is an API available to interface with your tool?: 
Yes
Countries: 
Featured?: 
Yes

FAILFaire DC is open for registration!

Posted by KatrinVerclas on Jul 02, 2010

We are very pleased to announce FAILFaire DC, in collaboration with the World Bank Institute: Innovation Practice. FAILFaire DC will take place on July 26th at the Bank. We will feature again, as we did in New York, mobile-for-development and other technology-for-development projects that failed.  Join us for lightening talks that focus on the learnings of the projects – and what can be done differently in the future.

We have some presenters already from the Bank and from various NGOs who will be presenting their failures but we encourage you to submit a failure here if you like to be considered for a talk during the event. The format is informal, and we will provide refreshments and drinks. We are looking forward to learning from failure in DC!

Reflections on Learning from Failure from a #FailFaire Attendee

Posted by ithorpe on Apr 16, 2010

On Wednesday evening I was lucky enough to attend the first ever "Failfaire", organized by MobileActive.org where several brave souls agreed to present their failed "Information Technology for Development" projects, explaining why they failed and what they learned from them.

I work on knowledge management in UNICEF, and have a strong interest in improving how we learn from our experience. This event (which was certainly not a failure!) was interesting to our  work from at least two points of view:

1. The lessons learned from the projects themselves

2. The idea for the event itself and whether this might be something we could try ourselves.

There were four presentations during the meeting:

Bradford Frost presented on Mobileimpact.org a project to recycle old cellphones and donate them to Africa.

Posted by on Jan 01, 1970

n/a

Posted by on Jan 01, 1970

n/a