milleearrows
a dream of literacy in every village

millee: mobile and immersive learning
for
literacy in emerging economies

the problem: formal schooling has limited impact on children in developing countries due to child labor, inadequate teacher training, etc.

·         Literacy levels in several underdeveloped regions can be shockingly low, sometimes under 50%

·         Sub-Saharan Africa has highest rate of children out of school (36.2%), followed by South Asia (20%)

·         School-age children cannot attend school regularly when they need to work for the family

the opportunity: mobile phones enable access to quality learning resources - anytime, anywhere.

·         4 billion mobile phones today, of which 2.2 billion are in developing countries

·         United Nations estimates that half of all residents in remote areas will have mobile phones by 2012

·         With mobile technology, we have an opportunity to significantly increase the reach of education

our solution: educational games on mobile phones.

·         Brings education to learners who cannot attend school on regular basis

·         Game-like learning experiences that are engaging

·         Compatible with public schooling and other educational delivery models

·         Target learners: (i) rural children, (ii) urban slums children, and (iii) other near-poverty children whose families view MILLEE games as next best alternative to private classes (which they cannot afford)

the evidence: over 5 years of academic research and peer-reviewed publications.

·         Carnegie Mellon University and the University of California, Berkeley

·         Semester-long pilot that demonstrated learning benefits

·         Received several competitive grant awards

·         Appeared on television – ABC News and Canadian Broadcasting Corporation documentary

·         Featured in national-level press in India, where the last 10 rounds of field research took place

our expansion plan: technology transfer from academia to social enterprise.

·         More robust, second generation of educational games

·         Open courseware development platform for third-party content localization

·         Partnerships to develop distribution channels in India, China, Africa and elsewhere

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