At 7 o?clock in the morning, children from a rural village in the
northern Indian province of Uttar Pradesh begin their one-hour walk to
school. Amit, an upper-caste boy, will find his way to one of the more
expensive schools in the region, while his sister Gauri heads to one
that costs her family much less. *
In contrast, lower-caste boys will attend the least expensive schools,
while many of their sisters will not attend at all. Dr. Matthew Kam, an
assistant professor at Carnegie Mellon University, shadows the children
with other researchers, trying to get a sense of the daily rhythms and
schedules of these rural children. ?We need to understand the social
fault lines such as gender and caste, to see how they interact with
each other and with the technology.?
In 2008, Kam earned his PhD in computer science with a minor in
education, and has spent the last five years creating educational
gaming software for mobile phones. His project, Mobile and Immersive
Learning for Literacy in Emerging Economies (MILLEE), is a recipient of
a 2007 HASTAC/MacArthur Digital Media and Learning grant. Last year, he
visited India with a team of graduate and undergraduate
researchers to observe the natural ways that rural students use and
share their family?s cellphones. Because these children experience
interrupted schooling?or in some cases no schooling at all?Kam and his
colleagues wanted to explore creative ways to deliver game-based
learning outside traditional school environments.
?Not everyone in India has a computer, but many families have
cellphones,? says Kam, noting that this is true for both the upper- and
lower-caste families whom his team interacted with. ?In this village,
which is in the mango belt, the majority of villagers are affluent by
rural standards.? Even so, the demands of mango farming, the very thing
that creates affluence for the families, can also make it difficult for
the children to receive their schooling.
Informal learning, explains Kam, must be understood in the context of
cultural forces that shape the children?s daily and seasonal
activities. With that in mind, he and fellow researchers set out to
follow 45 children of different ages, genders and castes during one of
the group?s recent visits to Uttar Pradesh.
?Deepti Chittamuru was the lead graduate student researcher for that
field study. She grew up in a rural Indian village before she became a
social worker in India for seven years. We were fortunate to have her,
to have someone who is intimately familiar with the norms of rural
Indian life and could establish trust with the families.? Chittamuru,
who speaks five of the official languages of India including Hindi, led
the recent fieldwork in an effort to understand the village?s deeper
social fabric.
What Chittamuru, Kam and others learned was important. ?In India, for
example, boys receive preferential treatment from their parents, and we
saw this dynamic play out with the phones. So even if older girls have
the cellphone first, when their younger brother comes along, they must
let him use it.? For Kam and his team, that meant taking the game
prototypes back to the lab, to rethink designs that encourage
collaboration between the genders, ensuring that the children worked
together in order to advance to higher levels of the game.
This immersive fieldwork is at the heart of MILLEE, designing as a
community of users instead of designing for an end-user community. Some
undergraduate computer science students who worked on the project were
surprised when a year went by and they had not written any computer
code, focusing instead on observing and understanding the collaborative
social processes between them, the Indian children, their families and
others in the community.
Over the past five years, the MILLEE team has done nine field studies
in India, each one focused on the ways Indian children use smartphone
technology. In 2005, Kam was among ten co-authors who wrote The Case
for Technology in Developing Regions, which pointed out one of the most
salient facts about the digital divide, ?There has been little work on
how technology needs in developing regions differ from those of
industrialized nations.?
MILLEE?s game-based mobile-phone
learning uses an approach that typifies bottom-up smart design: visit
the villages, forge relationships, build trust, and listen. Then design
and modify the technology, basing it on the traditional games that
village children play as opposed to copying contemporary Western
digital games. Participating in the design helps the children to ground the game-based
learning programs in their culture, making the games not only more
relevant, but more effective. It is this kind of participatory learning
that makes the technology work for them.
For the kids in Uttar Pradesh, Kam and his team are modifying their
cellphone games to work best during the children?s free time. When the
students walk to school, the games are based on audio to help them
memorize and recite English vocabulary; for times when the kids are at
home or keeping watch in the mango groves, the games have both audio
and visual components. All of the games are designed around cultural
references familiar to the children.
Cellphones have eclipsed computers, both desktop and laptop, as the
most promising technology in emerging economies such as India, China
and Africa, something that MILLEE embraced from its founding in 2004.
In 2007, Businessweek writer Bruce Nussbaum reported that the One
Laptop Per Child initiative should, after much fanfare, be called a
failure, ?Cell phones are far more popular as the means to connect to
the net in much of the Third World,? wrote Nussbaum, ?and
cellphone-type devices rather than cute little laptops might have made
much more sense.?
Given the high adoption rates for cellphones in most of the developing
world, programs like MILLEE are poised to make a difference in global
literacy rates, one phone at a time.
- slgrant's blog
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Comments
Posted on Jan 09, 2009-09:36am by Cathy Davidson
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Posted on Jan 09, 2009-10:55am by pabaker55
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This story is compelling. For more examples I'd recommend the book "Handbook of mobile communication studies," a series of case studies edited by James E. Katz, MIT Press, 2008.
http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11465
Posted on Jan 10, 2009-10:08am by Cathy Davidson
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