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Kids hacker camps in Kenya: hardware hacking effectiveness in skills transfer

Published: 15 May 2015 Publication History

Abstract

Hardware hacking involves modifying hardware (not limited to computers) to expand its capabilities. The iHub Kids Hacker Camps (KHC) have been run successively for over 17 months. KHC was initiated and developed in the spirit of project based learning to encourage kids and young teens to work collaboratively in teams to complete projects using heuristic hardware tools. 5 camps have been held since the program began with 102 kids and 48 trainers having attended. With an average of ~23% of our registered participants having attended more than one camp, we fine-tuned the development the KHC Curriculum to the needs of this specific category of participants. Key findings from running the camps highlight the importance of keeping the curriculum simplified for both educators and students, the benefits of incorporating peer learning techniques and pedagogies as well as the effectiveness of using abstracted and simplified analogies in describing hardware and system concepts.

References

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Bransford, J., Sherwood, R., Hasselbring, T. S., Kinzer, C. K., & Williams, S. M. (1990). Anchored instruction: why we need it and how technology can help. 115--141.
[2]
iHub Research. (2014). Waza Experience. Retrieved from http://www.wazaexperience.org/
[3]
Kawulich, B. B. (2005, May). Forum: Qualitative Scientific Research. Retrieved from http://www.qualitativeresearch.net/index.php/fqs/article/view/466/996L
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Leach, J., & Moon, B. (2000). Pedagogy, information and technology and teachers' professional knowledge. The Curriculum Journal, 11, 385--404.
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Smeets, E.(2005). Does ICT contribute to powerful learning environments in primary education? Computers & Education, 4, 343--355.
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Smeets, E., & Mooji, T. (2001). Pupils-centered learning, ICT, and teacher behavior: observations in educational practice. British Journal of Educational Technology, 32(4), 403--418.

Cited By

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  • (2022)Game Design, Gender and Personalities in Programming EducationFrontiers in Computer Science10.3389/fcomp.2022.8249954Online publication date: 8-Feb-2022
  • (2021)The Praxeological Research Programme of Socio-Informatics - the Siegen SchoolActa Informatica Pragensia10.18267/j.aip.17110:3(333-348)Online publication date: 31-Dec-2021
  • (2021)‘Technology is Everywhere, we have the Opportunity to Learn it in the Valley’: The Appropriation of a Socio-Technical Enabling Infrastructure in the Moroccan High AtlasComputer Supported Cooperative Work (CSCW)10.1007/s10606-021-09401-831:2(197-236)Online publication date: 9-Nov-2021

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cover image ACM Other conferences
ICTD '15: Proceedings of the Seventh International Conference on Information and Communication Technologies and Development
May 2015
429 pages
ISBN:9781450331630
DOI:10.1145/2737856
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • IPID: International Network for Postgraduate Students in the area of ICT4D
  • Internet Society: Internet Society
  • BRAC: BRAC
  • Microsoft Research: Microsoft Research
  • ICANN: Internet Corporation For Assigned Names and Numbers
  • IBM: IBM

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 May 2015

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Author Tags

  1. ICT
  2. curriculum design
  3. hardware
  4. kids
  5. kids hacker camps
  6. peer learning
  7. technology

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  • Research-article

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ICTD '15
Sponsor:
  • IPID
  • Internet Society
  • BRAC
  • Microsoft Research
  • ICANN
  • IBM

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ICTD '15 Paper Acceptance Rate 22 of 116 submissions, 19%;
Overall Acceptance Rate 22 of 116 submissions, 19%

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Cited By

View all
  • (2022)Game Design, Gender and Personalities in Programming EducationFrontiers in Computer Science10.3389/fcomp.2022.8249954Online publication date: 8-Feb-2022
  • (2021)The Praxeological Research Programme of Socio-Informatics - the Siegen SchoolActa Informatica Pragensia10.18267/j.aip.17110:3(333-348)Online publication date: 31-Dec-2021
  • (2021)‘Technology is Everywhere, we have the Opportunity to Learn it in the Valley’: The Appropriation of a Socio-Technical Enabling Infrastructure in the Moroccan High AtlasComputer Supported Cooperative Work (CSCW)10.1007/s10606-021-09401-831:2(197-236)Online publication date: 9-Nov-2021

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