Kamba Dyami: An Unusual Friend

Guest post by  Richard Caraballo from the Kamba Dyami Project in Angola

Paul wasn’t a typical child from Angola. He was quiet as well as shy, but he was always laughing. He had green eyes and black hair. He was very tall for his age.  He was living in a poor neighborhood called Lixeira (Portuguese for “dustbin”).

kamba-dyami-2 It was a normal day when Paul arrived at school. Deep in his heart, he felt that something was about to happen, but he didn’t know what. When he enteredhis classroom, he saw that his peers were excited about something. So he asked his teacher: “Why is everyone so excited?” The teacher answered: “We have a new friend named Kamba Dyami and it is a computer.” Paul asked: “Kamba Dyami?” “Which means MY FRIEND in one of the African languages used in Angola. The language is called Kinbundu”,said the teacher. Paul sat in his place a little bit confused, though he liked the idea of having this new friend as he’d never had a computer in his hands before.

After ten minutes, the teacher entered with the “new friend” and gave one to each student. The teacher also got a new friend, but he didn’t know how it worked either.

Two of Paul´s friends, who were living near his house, asked him about this computer, but Paul couldn´t explain what it was because it was the first time he held one.

The class was very noisy when a stranger entered. At the moment when he entered everyone made silence. This strange man came to explain all about Kamba Dyami. Also, he came with a challenge for the class. Everyone had to make a video about their neighborhood using this new technology. After one week, he was to choose one to receive a prize.

The strange man gave them a few instructions. They had to interview a number of neighbors about garbage. “What do you think about trash in our neighborhood? Why do we have so much waste here? What do you propose we do to eliminate litter at Lixeira?”

kamba-dyami-1Paul, who was born in Lixeira, had never asked himself these questions. On the other hand, he thought this was a real challenge. He was concerned thinking that he wouldn’t be able to complete the project because of the problems he had with his parents and siblings. They didn´t pay attention to him because they thought work was more important than studying. However, it was now mandatory for children to attend school in the country. When Paul´s parents and siblings were children, studying wasn´t obligatory.

The stranger in Paul’s classroom was a big, serious and strict man. He started to look around to pick a student to do the project. Paul hid behind his fellow students because he didn’t want to be chosen as he was nervous. The stranger was looking for an interesting student; he looked at Paul and chose him. Paul thought: “Oh no, what I am going to do? This job is impossible for me and I have only one week to complete it.”

But Paul learned to use Kamba Dyami faster than he thought. During the first and the second day, he wasn’t able to do any interviews because he had to work with his family. On the third day, his brothers took the computer and they didn’t want to give it back to him. Paul already knew a lot about the Kamba Dyami laptop because he had already explored all the activities it had. However, he wasn’t able to do any interviews until the fourth day.

The neighbors saw him walking around the neighborhood with the computer. They asked his parents what was going on, but Paul’s parents answered that what he was doing really didn´t matter. On the other hand, people saw Paul’s computer ability and they encouraged him to become a master of this technology and told him that nobody in the neighborhood could use a computer as well as him.

On the last day, he was able to complete many interviews around the neighborhood and accomplished his task. This was a big challenge for Paul.

Through this activity, Paul not only learned to use the computer, he also learned a lot about life. He learned about the people who were living in his neighborhood. He acquired new skills and learned that he can change his own future through education.kamba-dyami-3

Learning from Seymour Papert – #BacktoLearning

Far beyond the idea of giving computers to children with “an educational purpose”, like if education meant just providing content to be consumed, the origins of the learning philosophy of OLPC has been to provide kids with computers so that they can compute.


Seymour Papert believed, supported by decades of research, that by computing (coding, programming), the learner could be empowered to understand, create and think about their own learning, especially at early childhoold.

This panel from the Spring 2014 Member Event at the MIT Media Lab will explore more in detail the learning vision of Papert. Enjoy!

Panelists: Mitch Resnick, Marvin Minsky, Alan Kay, and Nicholas Negroponte.

OLPC Corner Summer Letter

It is hot season in Rwanda, and international schools are on summer holidays. Governmental schools will soon be on summer break as well.

Many parents are happy but also worried about what their kids will do at home all day. They do not want their children to forget what they have been learning during the school year.

The OLPC corner, located in the kid zone at the in Kigali Public Library, hosts children from 8:30 AM to 5:00 PM. Every child is welcome and it is free of charge.

Children have the opportunity to read, write stories, and play educational games, including typing Turtle, memorize, and maze. Children can also work with simple programming languages like scratch. All of those activities are available in XO Laptop.

Instead of staying at home alone, children can come to the Kigali Library to take advantage of the computer. Any kid is welcome to come.

Thanks to the guidance of Celestine NGARAMBE, OLPC facilitator, they learn, they create, they share, and they explore.

Kids are having fun through learning. We believe that holidays are not meant to be spent sleeping and watching movies; rather, holidays here mean to change the situation you’ve been living in to experience another opportunity.

olpc-corner-3 captura-de-pantalla-2016-10-12-a-las-11-09-07 captura-de-pantalla-2016-10-12-a-las-11-08-53 captura-de-pantalla-2016-10-12-a-las-11-08-38 captura-de-pantalla-2016-10-12-a-las-11-08-31

Social Responsibility in Central America – CNN

OLPC is grateful to the Grupo Lafise for its continued support for the One Laptop Per Child program. Thanks to its generous donations, OLPC continues to change the world, one child at a time.



Hangout (Spanish): https://plus.google.com/events/cqf0jl9k1mlr5qukk6dddu92ft4

Finalizó exitosamente proyecto Transformando del municipio de Chía en Colombia

Del original publicado por ANSPE.

Captura de pantalla 2014-10-02 09.26.24

Transformando es un proyecto de innovación social que consistió en empoderar a los niños y a las niñas de  las familias de la Red Unidos de Chía como agentes de cambio social. Este objetivo se logró a través de una estrategia integral que incluyó la distribución de un computador portátil XO de OLPC (One Laptop per Child) a cada niño y/o niña participante, el uso de videojuegos para el cambio y la participación virtual y presencial en espacios de aprendizaje en los que los niños y las niñas aportaron al proceso de superación de la condición de pobreza extrema de sus familias.

Este proyecto se gestó entre la Agencia Nacional para la Superación de la Pobreza Extrema- ANSPE, a través de su Dirección deInnovación Social, One Laptop per Child -OLPC y la Alcaldía de Chía, quienes se aliaron para poner en marcha esta iniciativa orientada a generar un alto sentido de apropiación comunitaria por parte de los niños, las niñas y sus familias, pertenecientes a la Red Unidos del municipio de Chía.

El proceso inició con una etapa de ideación a partir de un reto de innovación: ¿Cómo empoderar a los niños y las niñas como agentes de cambio usando las herramientas tecnológicas para ayudar a sus familias a superar su condición de pobreza extrema?

Luego se avanzó en la etapa de los prototipos, donde se diseñó una metodología multiestrategia y se desarrollaron contenidos digitales a través de videojuegos con el enfoque de ”juegos para el cambio”[1].

Posteriormente se realizó la fase de pilotaje, a la que se unió Chía, un municipio de avanzada, cuyo lema en el Plan de Desarrollo es ser un territorio inteligente e innovador; además de una Zona Libre de Pobreza Extrema.

En este momento crucial se pusieron en marcha las estrategias planteadas con las familias de la Red Unidos del municipio, con el objetivo de empoderar a los niños y niñas de 7 a 13 años como agentes de cambio dentro del proceso de corresponsabilidad familiar para superar las trampas de la pobreza.

Fueron nueve (9) meses de trabajo con los niños, las niñas y sus familias en los cuales se desarrollaron múltiples encuentros presenciales que involucraron a todos los participantes en la estructuración de proyectos que harían realidad los aprendizajes adquiridos. Igualmente, durante la ejecución del proyecto, los niños y niñas jugaron los tres videojuegos diseñados especialmente para facilitar el aprendizaje de logros relacionados con las dimensiones de nutrición y dinámica familiar.

En este contexto también se incluyó el uso de mensajes de texto y de un portal web que permitió la participación y la interacción de los niños, las niñas y las familias. Otra de las actividades a destacar fue el desarrollo de cinco videojuegos por parte de los niños beneficiarios en el marco de los talleres de programación, realizados con el acompañamiento de expertos en el tema.

¿Qué logramos?

Gracias a este proyecto se logró generar una cultura de uso de las nuevas tecnologías al interior de cada hogar. De la misma manera, se obtuvieron importantes aprendizajes relacionados con la dinámica familiar: la importancia del diálogo,  no lastimar físicamente, compartir más tiempo en familia, comunicar lo que se siente y lo más relevante, las familias conocieron las rutas y estrategias para prevenir y enfrentar el abuso sexual infantil.

Respecto a la nutrición, los participantes adquirieron mejores hábitos de manipulación de alimentos y aumentaron el consumo de frutas y verduras.

Una vez finalizado el proyecto también se generó por parte de los beneficiarios, un mayor interés en acceder a la oferta cultural, recreativa y deportiva del municipio. En este contexto los niños y niñas actuaron como agentes de cambio, pues por primera vez en el municipio de Chía se desarrolló un Concejo de niños y niñas en el que presentaron sus propuestas, las cuales se materializaron, en cuatro (4) proyectos: 1. El gran día: espacio de juego e integración familiar, 2. Ruta temática en bicicleta: pedaleemos en contra del maltrato infantil; 3. Fútbol Convivencia: campeonato para promover la convivencia en el fútbol y 4. Nutriteatro: Títeres para la nutridiversión.

Sin embargo, para las familias el resultado más importante fue la  Unión Familiar que se generó a través de estrategias que mejoraron la comunicación y la resolución de conflictos en el interior del hogar. Este proceso fue facilitado por el uso de las tecnologías que aumentaron las posibilidades para compartir y aprender en familia.

Cabe resaltar que se logró un nivel de participación en los encuentros presenciales, del 73% en niños y niñas, y del 64% en los padres de familia, con un 94% de permanencia de las familias en el proyecto.

¿Qué aprendimos?

Hay muchos aprendizajes por retomar y difundiruno de ellos es la apropiación comunitaria como clave para la sostenibilidad de los proyectos sociales. No solamente se trata del importante impacto que tiene el trabajo con los niños y las niñas para el proceso de superación de la pobreza extrema, sino también la incidencia que genera el uso de las tecnologías para democratizar el acceso al aprendizaje.  Un ejemplo de ello es que los niños se convirtieron en maestros de los adultos para el acercamiento a la tecnología.

El juego desde un entorno digital (videojuegos), y un entorno físico (la lúdica en los encuentros de aprendizaje), conectó a los participantes de todas las edades con los objetivos del proyecto generando co-responsabilidad y apropiación comunitaria, aspectos claves para la sostenibilidad de los proyectos sociales.

¿Qué sigue?

La Alcaldía de Chía, a través de la Secretaría de Desarrollo Social, decidió dar continuidad al proyecto como una estrategia que permite promover la participación de los niños, las niñas y las familias Unidos.

Finalmente, pensar en el escalamiento como fase siguiente, implica retomar las lecciones aprendidas de esta experiencia, llevarlas a otros contextos que estén en el camino de convertirse en Zonas Libres de Pobreza Extrema y potenciar estrategias que rompan círculos viciosos de la pobreza desde la participación de los niños y las niñas.


Video documental del proyecto:

Página Web: http://www.transformando.gov.co/

Facebook: https://www.facebook.com/ChiaTransformando

Casos de éxito (blog): http://transformandoxo.wordpress.com/

SugarCamp Chía: http://app.eltiempo.com/#colombia/otras-ciudades/en-chia-crean-videojuegos-para-superar-la-pobreza/14263236




Tel: 3123215851

One Laptop per Child



Tel: 3102541339

ANSPE– Centro de Innovación Social


Teacher from Nicaragua shares her experience with the XO

My name is Reyna Flores. I teach a combination of multigrade grades third through sixth at the little school Miguel Larreynaga in Tipitapa.

I hope that, like me, other teachers could have the opportunity to have the XO valuable pedagogical tool for improving the education of our children.

When working with the XO I tell my students that this computer is our “green little friend.” It includes great applications we call activities. We use them in any subject, and something else… We already have Internet! which allows us to enter the world of information.

Now, I want to share the pedagogical aspect in class:

As I teach four grades, the XO has been very important to increase the ammount of information, documents and materials that reinforce learning. I used to have difficulties when I taught geometrical bodies to third graders because there are children who have no geometric kits, then the activity called Paint Activity allows them to draw them.

When learning language arts, we use information obtained from Wikipedia and the children of the upper grades elaborate didactic schemes with the Maze activity as an alternative to reading techniques.

In physical education a stopwatch is needed to record the time-distance speed according to each student’s age. The XO has one.

In cultural and artistic expression we have no access to a marimba or the sounds that the student must know so here we come to the TamTamMini activity.

In science class, using the Record activity, children make their community tours taking pictures of what they believe is part of the environment and even pollution issues.

I also believe that the XO supports students who have some learning difficulties. For example, a child in third grade had pronunciation problems with the consonants L and R, so I asked him to write a list of words using the Sara activity, this way, the student could improve his diction.

At the end of each period, children take their homework and they relax with activities and Games that help them increase skills and mental agility.

Courage, dear colleagues! Let work for the children in Nicaragua. Lets focus on endeavor, affection, good will and the mystique that has always characterized teachers.

I invite other teachers to participate in the column “Teachers speak” because we must all learn from others’ experiences.

* Teacher at Miguel Larreynaga school, Tipitapa.