October 2006 Volume 9 Number 4
October 2006 Volume 9 Number 4
October 2006 Volume 9 Number 4
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Third, with the exception of the Omar Dengo Foundation in Costa Rica, these Laureates are working on the<br />
periphery of education systems rather than at the core, and thus in some cases it is difficult to imagine them<br />
being able to scale up to a point where their impacts and influence could be systemic and go beyond a fairly<br />
narrow audience (Joyce, 2005). The positive impact of their mere presence should not be underestimated, but at<br />
the same time, as organizations they face the typical challenges of growth and sustainability if they are to survive<br />
and thrive for the long term. As mentioned above, the GSBI program intends to address this issue by developing<br />
the skills and knowledge bases of key members of the Laureates’ organizations, initially through on-campus<br />
training and later through an online environment.<br />
While not a representative sample of the universe of technological innovation in education around the world, this<br />
review does provide valuable information about possible directions for future research and development. These<br />
include:<br />
Electrical power<br />
The Freeplay Foundation’s development of the windup radio was a creative solution to vexing problems<br />
surrounding access to information through electronic media, which require electrical power to function. When a<br />
country’s electricity grid does not reach every community and household, and when portable power (batteries,<br />
fuel-powered plants) is too expensive, alternative sources of power (mechanical, wind, solar) that can keep<br />
equipment running for significant amounts of time, with little or no effort and at minimal cost, are a critical<br />
strategy to pursue. Literacy programs are among the first to benefit when future readers have easier access to<br />
electric lighting.<br />
Hardware<br />
Despite the relentless drops in price for computer and networking equipment, computers and peripherals<br />
designed to operate in industrialized office or home environments have a much shorter productive life when used<br />
in less-than-ideal circumstances, and are still too expensive for the vast majority of people around the world.<br />
Dust, heat, humidity, and unstable power sources are just some of the problems that may cause equipment to fail.<br />
There is ample room for creativity and innovation in this area, particularly if design efforts involve potential<br />
users from less-developed countries from the start as full-fledged co-designers, rather than merely as<br />
consumers—and even that, as an afterthought.<br />
Training<br />
Projects and programs from organizations like Schools Online, Global SchoolNet, I*EARN, the Lewis Center<br />
for Educational Research, Katha, the Omar Dengo Foundation, Computers for Youth, Enlace Quiché, and<br />
Fahamu spend considerable effort in preparing the intended beneficiaries to be successful over the long term.<br />
Learning and instructional technologies are rarely self-evident in their use, even at the operational level, and<br />
much less so when it comes to their integration into daily classroom (learning spaces) practice, highlighting the<br />
need for thoughtful training and ongoing professional development processes.<br />
Content<br />
While the Internet is, indeed, a wonderful resource for information and resources, much of what is available is in<br />
English and was created with an industrialized world audience in mind. Project Gutenberg, Equal Access, Katha,<br />
Brij Kothari’s subtitling technology, and Design that Matters’ Kinkajou project are examples of projects that<br />
allow free access to valuable content, much of it developed in close cooperation with representatives from the<br />
intended audiences. Affordable software tools that allow users with limited technical skills to create quality<br />
content in a variety of media (text, audio, graphic/photo, video, and multimedia), in their own and multiple<br />
languages, are needed to encourage and promote creativity as well as knowledge creation and dissemination at<br />
all levels.<br />
Structures and systems<br />
Most of the projects highlighted here, but particularly those based in or focusing their work in less-developed<br />
countries, would benefit from having ready access to communities of practice with whom to share information<br />
212