Annual report 2011 Hanze University of Applied Sciences, Groningen
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ICT4D
Rob Willems, June 12th, 2015
Introduction
Rob Willems,o Hanze University of Applied Sciences Groningen, the
Netherlands.o School of Communication, Media & ITo Coordinator & Lecturer: Interaction Design & Usability,
GameOn!o Co-developer major Game Design & Developmento Member expert group of the major Interactive Media &
Technologieso Researcher at Lectorate New Business & ICT
ICT4D How it started
ICT4D (ICT for development)
• ICT4D: how it started?– Millennium Development Goals, combined with internet “MDG: improving the lives of “BOP” – 3 billion on less than 2 $s/
pay– Initiatives
• World Development Report from the World Bank, 1998• Digital Opportunities Task Force by G8 in 2000• World Summits on the Information Society , Geneva in
2003, Tunis in 2005– Actors
• International Development Org. such as World Bank• NGO
Already earlier in India
• ICT4D 0.0– the Indian Institute of Statistics, Kolkata , 1956 – 2 key applications
• Government : internal administrative function of public sectors
• Multinationals & firms: seen as a tool for economic growth in the private sector
What Happened?
Copycat projects of off-the-shelf solutions: e.g. Telecenters project: landline + PC’s
• Success or failure?• What do you think?
“We have been too obsessed with technology-as-invention, and too little focused on technology-in-use”– ICT4D1.0’s approach
Failure of traditional North model (a PC via a landline)– New innovation required!
ICT4D 0.0 & ICT4D 1.0
ICT(4, for) Development
Understanding of ICT4D 2.0
Richard Heeks, “The ICT4D 2.0 Manifesto:
Where Next for ICTs and International
Development?” Development Informatics Group,
2009.
http://www.seed.manchester.ac.uk/subjects/id
pm/research/publications/wp/di/di-wp42
/
ICT4D 2.0's New Technological Priorities
• ICT4D 2.0’s direction:– Less emphasis on what might be used (the Internet
and PCs), and more emphasis on what is actually used (mobiles, radio, television).
– Less emphasis on fundamental technical innovation; and more emphasis on application and business model innovation.
– Less emphasis on piloting and sustaining new applications, and more emphasis on assessing and scaling existing applications.
ICT4D 2.0's New Technological Priorities
• ICT4D 2.0’s direction:– Less emphasis on what might be used (the Internet
and PCs), and more emphasis on what is actually used (mobiles, radio, television).
– Less emphasis on fundamental technical innovation; and more emphasis on application and business model innovation.
– Less emphasis on piloting and sustaining new applications, and more emphasis on assessing and scaling existing applications.
Waka waka
Terminals
(OLPC, tablets)
Power
Challenges: terminals, power
• Community radio
13
Radio (& TV)
How to innovate?
Pro-poor (‘for them’)
Design – reality gap
Only few telecenters
Distance a problem
Community vs. individual
Para-poor (‘with them’)
Techie – non techie
Western – non –Western
Urban - rural
Para-poor (‘with them’)
https://www.youtube.com/watch?v=HE5GX3U3BYQ
23
Per-poor (‘by them’)
http://www.ted.com/talks/jan_chipchase_on_our_mobile_phones.html
25
Mobile Money in Developing Economies (2013)
26
As such, it has a number of potential economic effects.
1. It simply facilitates trade, making it easier for people to pay for, and to receive payment for, goods and services.
2. By providing a safe storage mechanism, M‐PESA could increase net household savings.
3. Because it facilitates inter‐personal transactions, it could improve the allocation of savings across households and businesses by deepening the person‐to‐person credit market.
4. By making transfers across large distances trivially cheap, M‐PESA improves the investment in, and allocation of, human capital as well as physical investment. Households may be more likely to send members to high‐paying jobs in distant locations (e.g., the capital).
M‐PESA facilitates the safe storage and transfer of money (1/2).
27
As such, it has a number of potential economic effects.
5. M‐PESA could affect the ability of individuals to share risk. Informal risk‐sharing networks have been found to be an important, although not fully effective, means by which individuals spread risk, making state‐contingent transfers among group members.
6. A further risk‐related effect arises if M‐PESA facilitates timely transfer of small amounts of money. Instead of waiting for conditions to worsen to levels that cause long term damage, M‐PESA might enable support networks to keep negative shocks manageable.
7. If M‐PESA allows households to spread risk, they may be led to make more efficient investment decisions, avoiding the trade‐off between risk and return that they would otherwise face. M‐PESA could conceivably alter bargaining power and weaken incentives within households or other networks. Economically weaker family members might expect larger and more regular remittances from better‐off city‐dwelling relatives, who themselves might find it hard to justify not sending money home.
M‐PESA facilitates the safe storage and transfer of money (2/2).
28
Good Practice for ICT4D 2.0 Implementation
Actors and Governance:
- Multi-stakeholder partnerships
- An open and competitive environment
Aligned and Contingent Design Techniques:
- Participation of local users
- Appropriate technology mix to match local realities
- Align to local development goals
- Consideration of project risks
Sustainable Projects:
- Financial and social sustainability
- Development of local capacities and use of local institutions
- Local ownership
Successful
ICT4D
Project
Summary of ICT4D Phases
Issue / Phase ICT4D 0.0(1960s – mid-1990s)
ICT4D 1.0(mid-1990s – mid-/
late-2000s)
ICT4D 2.0(mid-/late-2000s on-
wards)
Iconic Technology PC Database Telecentre Mobile Phone
Key Application Data Processing Content (& Interaction) Services & Production
The Poor Who? Consumers Innovators & Producers
Key Goal Organisational Effi-ciency
MDGs ?Growth & Development?
Key Issue Technology's Potential Readiness & Availabil-ity
Uptake & Impact
Key Actor Government Donors & NGOs All Sectors
Attitude Ignore --> Isolate Idolise --> Integrate Integrate --> Innovate
Innovation Model Northern Pro-Poor --> Para-Poor
Para-Poor --> Per-Poor
Dominant Discipline Information Systems Informatics / Development Studies
Tribrid of CS, IS and DS
Development Paradigm
Modernisation Human Development ?Development 2.0?
• Education
31
http://www.bitsacademy.org/home.html
https://www.youtube.com/watch?v=GCKrHWVMHK0
http://
innovationsformnch.org/finding-what-works/Care-Com
munity-Hub
https://www.youtube.com/watch?v=DjevL1kY-sI
http://www.elearning-africa.com/eLA_Newsportal/Africa-mobile-gaming/
https://www.youtube.com/watch?v=T87gKN-aV-E
Serious games: Kisumu (Kenya)
Malaria is one of the leading causes of morbidity and mortality in Kenya and it kills an estimated 34,000 children under five in Kenya every year. 77% of Kenya’s population lives in areas where the disease is transmitted.
The disease is responsible for 30% of out-patient visits (requiring more than eight million out-patient treatments at health facilities each year) and 15% of all hospital admissions.
About 3.5 million children are at risk of infection and developing severe malaria.
Client: HelpHeal Organization, CBO (community based organization)
Assignment:To develop a computer game in the battle against malaria, for children in primary schools (10 -15) in Kenya (Nyanza province).
The game (s) would be a success if children are;o Able to tell signs of malaria clearly o Identify malaria transmission methods o Tell what times of the day mosquitoes bites occur o State cheap and effective ways of preventing malaria o The importance of going to the hospital and finishing drug doses
Serious games: Kisumu (Kenya)
Health games: development process
Theory:o Psychology & developing game conceptso Cultural differences and sensitivitieso Artworko Programming/Scripting o Kaleidoscope (meet and discuss with experts from a domain, e.g. malaria,
game design)o Researching effectiveness: test the games
Design & Production:o Orientation/Blueprint/Design phase: research target audience, game
concept -> Game Design Documento Preparation/production/finalization: programming, artwork, playtest
prototypes -> final game.
Development model
The result: three games
Play - testing
Showcase – mobile games
Mobile hiv/aids
Village Dr Adoyo’s practice Hospital
Raise awareness for disabled children
South Sudan Introduction topics of gender relations
Sri Lanka
• Malaria prevention & treatment
• Hiv/aids prevention & treatment
• Personal Hygiene
Kenya
• Reproductive health
• Personal Hygiene
Ghana
Reproductive health
Senegal
Personal Hygiene
Indonesia
Projects
Evaluation of health games?
Health games on subject of malaria:• Single and multi-player games evaluated on learning and
behaviour outcomes related to the subject of malaria as compared to textbook based learning
• Secondly, whether there was a difference in effect between the two types of games on these outcomes.
• Set up: 90 pupils, aged 10 - 14 years, of three Kenyan primary schools assigned to 3 experimental conditions: a textbook condition, a single player and a multi player condition.
Conclusions
• Game based learning didn’t show any improvement on the dimensions measured as compared to text book learning;
• However, when using game based learning, incorporate a social interaction component in games to make them more effective!
Lessons learned
• The importance of an agile game development method that allows for regular testing, feedback moments and changes.
• Cultural awareness in game design and development: consider and adapt to the values and beliefs of the target audience.
• Collaboration and co-creation with local representatives in game development adds to game acceptance/effectiveness.
• A very positive attitude towards the use of computers in education in the targeted areas.
• Target behaviour determinants.• Longitudinal research into effects• One given problem, multiple solutions (not only games)
Good Practice for ICT4D 2.0 Implementation
Actors and Governance:
- Multi-stakeholder partnerships
- An open and competitive environment
Aligned and Contingent Design Techniques:
- Participation of local users
- Appropriate technology mix to match local realities
- Align to local development goals
- Consideration of project risks
Sustainable Projects:
- Financial and social sustainability
- Development of local capacities and use of local institutions
- Local ownership
Successful
ICT4D
Project
http://
tegenlicht.vpro.nl/afleveringen/2014-
2015/access-to-africa.html
http://www.bitsacademy.org/home.html
Rob Willems, Hanze University of Applied Sciences, Groningen,