If you are on the go, viewing on mobile, multitasking, or simply want the summary first, this recording is for you. I provide a general overview of the project:
OVERVIEW
THE CHALLENGE:
How do we bridge the gap between online & offline learning in East Africa?
Students in Eastern Africa face an uphill battle. They do not posses the same access to learning tools and resources as their global counterparts. Tech students in particular are plagued by frequent power outages, unreliable internet, and cost-prohibitive bandwidth limitations.
THE SOLUTION:
Working around resource limitations:
By designing an e-learning app that can be used offline and updated every time an internet connection is available, ‘Funzo’ can be used by educators to design and deploy a wide range of curricula for students to use offline. Progress and performance metrics, obtained when Funzo is online, allow teachers to iterate on their courses.
Secondly, gamification techniques will be used to make the Funzo e-learning content more engaging, motivating, and effective in the absence of face-to-face classwork with the teachers. By combining a flexible e-learning platform with gamification principles, we hope to solve our proposed challenge.
MY ROLE:
Product Designer in team of four. Co-Researcher, Co-Visual Designer
THE CLIENT:
The Tunapanda Institute is a non-profit in Kibera, Nairobi, Kenya, that is comprised of patented in-house technical, professional, and business training services aimed at equipping local young people with the skills to solve local and global issues.
DURATION:
February 2017-Present
PLATFORM:
Native App for Android Tablet, Android mobile phone, iOS