Collaborative research and methodological decolonization with video cameras

Note: I am thankful to have received an email from Dr. Juan Carlos Sandoval today letting me know about this recently published paper. I look forward to learning about more of his research! Cheers, Mark This article reports the development of a collaborative research through the use of a participatory […]

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Video games and Indigenous education: Let’s bridge the ‘epistemology gap’

There are clear challenges posed by rural and remote education in Australia. These challenges are caused both by physical and material factors, but more importantly epistemological divisions that have created a separation between Indigenous and non-Indigenous worlds. Video games have the potential to bridge this epistemological gap by explicating the […]

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The Use of ICTs and E-learning in Indigenous Education

Excerpt With the increase in land claim agreements, renegotiation of treaty rights and local control of resource development, many Indigenous communities are engaging in the use of new media and information technologies in the process of self-determination. This direct control and involvement leads to issues of preservation and sustainable development […]

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Digital Storytelling as Arts-Inspired Inquiry for Engaging, Understanding, and Supporting Indigenous Youth

In this paper we examine digital storytelling as a mode of arts-inspired inquiry: in particular we consider digital storytelling as a powerful arts-inspired approach that can help researchers, practitioners, and communities understand and support indigenous and marginalized youth. Our two-fold focus is on: (1) a digital storytelling initiative that engaged […]

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Social media and digital technology use among Indigenous young people in Australia: a literature review

The use of social media and digital technologies has grown rapidly in Australia and around the world, including among Indigenous young people who face social disadvantage. Given the potential to use social media for communication, providing information and as part of creating and responding to social change, this paper explores […]

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Adinkra Mathematics: A Study of Ethnocomputing in Ghana

This paper details the development and evaluation of software that allows middle school students to explore the mathematical aspects of Ghanaian Adinkra symbols. We tested the effectiveness of this simulation in a Ghanaian junior high school by conducting a randomized quasi-experiment. We begin this paper by framing culturally responsive math […]

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Constructing Sustainable Digital Learning Environments for Remote Rural Children of Sarawak

In the late 70s, a US television program for children called the Big Blue Marble aired on a Malaysian local television channel and it provided children in the country the opportunity to learn about the lives and activities of children from other parts of the world. There was also a […]

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Telling our Stories: Aboriginal young people in Victoria and Digital Storytelling

This project worked with Aboriginal youth under the age of 25 – an age group that forms the majority of the Aboriginal population in Victoria and is among the highest users of mobile phones, actively engaging in social media and other online platforms. With the advent of Web 2.0 technologies, Aboriginal […]

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Cultural gaming: Iñupiat stories come alive in “Never Alone (Kisima Inŋitchuŋa)”

“A clear question, then, is can this powerful new medium be harnessed as a new platform for passing along wisdom from generation to generation in a culturally appropriate, engaging format?” Young people of every generation – to some degree – pull away from the mores, ideals, and traditions of their […]

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Creating a Social Serious Game: an interdisciplinary experience among computer scientists and artists from UNLP faculties

This article describes the interdisciplinary work carried out by teachers and students of the Faculties of Fine Arts and Informatics in La Plata city, to develop a serious game for social networks related with Argentine native peoples. The game presented is a serious video game, innovative for social sciences, which […]

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A Digital Shift: Youth and ICT for Development Best Practices

A publication of the GAID Committee of eLeaders for Youth and ICT, In collaboration with TakingITGlobal and the Youth Unit of Organisation Internationale de la Francophonie. This publication was done with two purposes in mind. The first is to showcase the efforts of individuals and groups who are inspiring a […]

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An Introduction to ICT for Development (a Primer for Youth)

Primer 1 is designed to provide background information that students in undergraduate and graduate programmes can use as a starting point in the exploration of the various dimensions of the linkages through case studies of ICT applications in key sectors of development in Asia-Pacific countries. As the youth of today […]

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BingBee @ RaglanRoad – a Field Trial with Unattended Educational Kiosks

Abstract A pod of ten unattended “behind-the-glass” computer kiosks has been running at the Raglan Road Multipurpose Centre in Grahamstown for more than three years. The goal is to enhance computational thinking skills, and to provide logic, mathematical, reading and computer literacy skills via edutainment and fun. The technology is […]

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Indigenous Youth & ICT: The Jakun & their Quest to Preserve their Traditional Knowledge – Malaysia

Abstract Information and communications technology (ICT) is fast catching up with youth throughout the globe. Once confined to the affluent of urban populace, ICT is now transcending boundaries, cultures and the economy of the masses, bridging the gap between urban and rural youth. New technology is creeping into aboriginal villages […]

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Literacy Bridge

At Literacy Bridge, our mission is to empower children and adults with tools for knowledge sharing and literacy learning, as an effective means towards advancing education, health, economic development, democracy, and human rights. We acknowledge that a wealth of crucial knowledge is already available within developing countries; the problem is […]

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One Media Player per Teacher (OMPT)

One Media Player per Teacher (OMPT) is equipping teachers in remote areas with the powerful technology of portable media players (PMPs). This allows village educators to give their students enhanced learning via recorded voices and lessons from the most proficient teachers in their nation. PMPs can contain an entire year’s […]

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Iwaidja Inyman

Iwaidja Inyman (ee-WAHD-jah EEN-mahn) meaning ‘Iwaidja language’ is an innovative and award-winning community project based on Croker Island in Northwestern Arnhem Land, dedicated to the documentation, maintenance, preservation and promotion of Iwaidja and other endangered languages of the region. Our funding comes from the Maintenance of Indigenous Languages and Records (MILR) […]

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Wait… What? Bridging Community Development & Technology (Linda Raftree’s blog)

NOTE: I have followed Linda’s tweets and read her blog since 2008, and met her very briefly during a meet up after the UN Week Digital Media Lounge in NYC in 2010. She’s got great energy and enthusiasm and is on my list of favorite ICT4D peeps. Cheers, Mark O. […]

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International Telecommunication Union (ITU) blog

ITU (International Telecommunication Union) is the United Nations specialized agency for information and communication technologies – ICTs. Their blog has several categories: Assistive Technology for Disabled Broadband Children Communications Connected Schools Curriculum Development Emergency Telecommunications Gender ICT in Education ICT Infrastructure ICTs for Health low cost laptops Partnerships PwDs Remote/Underserved […]

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MetaMouse

MetaMouse is a freely available, University of California developed software tool that easily allows schools to increase the utility of their computers up to five times. MetaMouse allows existing single-player educational games and other software to be shared by multiple users in a collaborative manner. With MetaMouse, students can plug […]

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BingBee: an information kiosk

A pod of ten unattended “behind-the-glass” computer kiosks has been running at the Raglan Road Multipurpose Centre in Grahamstown for more than three years. The goal is to enhance computational thinking skills, and to provide logic, mathematical, reading and computer literacy skills via edutainment and fun. The technology is explicitly […]

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Culturally Situated Design Tools: Ethnocomputing from Field Site to Classroom

Abstract Ethnomathematics is the study of mathematical ideas and practices situated in their cultural context. Culturally Situated Design Tools (CSDTs) are web-based software applications that allow students to create simulations of cultural arts—Native American beadwork, African American cornrow hairstyles, urban graffiti, and so forth—using these underlying mathematical principles. This article is […]

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Software for Educating Aboriginal Children about Place

In this paper I imagine how a piece of software (TAMI) that is yet to be built might contribute to learning of being in-place by Aboriginal Australian children. I take up an analytic toolkit that has been emerging in science and technology studies since the 1980s, of which perhaps the […]

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Can the digital age save the Cherokee language?

Phil Cash Cash, who runs the Indigenous Language and Technology listserv at the University of Arizona, sent this out today… Can the digital age save the Cherokee language? The halls of Facebook, Google and texting Written by Becky Johnson, published on Wednesday, 30 January 2013 [source] Excerpt: “Susan Gathers was […]

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The Arviat Film Society: Indigenous Youth Document History from an Inuit Perspective

The Arviat Film Society Arviat is a predominantly Inuit city in the high western Arctic, and the third largest in Canada’s newest province, Nunavut. For more than two years, a group of volunteer Inuit youth in the community has dedicated time and energy to create multi-media projects aimed at investigating, […]

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