PHASE: Design
CATEGORY: Education
educaDe
Africa

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Provides educational gaming experience to pupils in the foundation phase through arcade machines.The machines are to be equipped with smart ware games (Problem-solving activities approached with a playful attitude)

Standings & Awards

522 out of 591 in Africa
522 out of 779 in Education
682 out of 935 in Design
110 out of 555 in For-Profit
818 out of 4003 Overall

4

VOTES

Enhancing the foundation learning phase through interactive gaming experience

educaDe is a gaming initiative that provide educational gaming experience to pupils in the foundation phase (Grade 0-Grade6), through the use of arcade machines. The initiative seeks to place standalone and/or portable arcade machines equipped with smart ware at school grounds, entertainment centres, shopping malls, e.t.c. The arcade machines will be linked to a centralised server, which will ensure that the games stay updated at all times.

The educaDe gaming machines are also to serve as pupils’ profile record. The profile record will save all the important information (scores, frequency of all games played, e.t.c), through smart carefully designed mathematical algorithms, the machines will be able to identify the kind of pupil the player is. The information can later be used by parents to know which academic type do their kids fall into ,help their kids to choose subjects that complements their skills and provide relevant career guidance at an early stage.

educaDe hopes to provide quality provoking education to all pupils in the foundation phase, irrespective of the pupil’s geographic location and economic status. Previous research and studies have shown that learning is more effective through experience and comparison. educaDe machine gives reasonable control over the  learning environment and how pupils play, thus rendering a memorable experience which hopes to improve the learning abilities. The initiative hopes to practically exercise the quote “teach me I’ll forget, Show me I’ll remember, involve me and I’ll learn”

There is a strong proposed plan drawn already to provide the culture that will attract both female and male pupils. All players will be allocated educaDe access cards in a form of a wrist band, various methods will be provided to upload gaming credits to the cards. Big educational related companies (stationery companies) will be invited to adopt poor schools and upload gaming credits for all pupils in need.

The educaDe machines hopes to serve as an equalizer tool to close the gap between the private and public education. The main aim is to enhance various educational systems and provide vulnerable children with quality foundation education.

FIVE PROJECT QUESTIONS Required (60 - 90 minutes)

1. What is your innovation? 
It is important that the wheel be reinvented at all times, almost everything else is being innovated and more methods are being invented to tackle the 21st Century challenges but less has been done to the education system. As young South African university students who strongly believe in a famous quote made by our leader and role model Nelson Mandela-“Education is the most powerful weapon which you can use to change the world".We hope to innovate and engineer the education system
2. Who gains the most? 
Children in primary school. Year in and out we still get to witness shocking statistics related to education, in 2012 UNISCO institution of statistics have reported that around 61 million children of primary school age are still out of school, 31 million of them are in sub-Saharan Africa and 55% of them will never attend school.We hope to provide all primary school children with quality education.More education related statistics here http://www.uis.unesco.org/Education/Pages/reaching-oosc.aspx
3. Who pays? 
Anyone who has access to the users’ password can pay. A game costs 0.50ZAR. Anyone who can upload the credits is allowed is allowed to do so. Automatic/electronic updates are made to the users’ wrist access band (educaDe access card) depending on the methods of paying. The games are affordable but external efforts to get big companies to upload credits for those who cannot afford the credits will be made. We hope to get big companies to subsidise about 60% of the target market.

Badges & Awards

2013 DSIC Project Participant
2012 DEC Project Participant