The eLimu tablet seeks to change the way Kenyans think about education, by making learning interactive and enjoyable for its primary school students. What's unique about this tablet is the focus on creating powerful content versus a technologically advanced device, with applications for students to harness their creativity, including: animations, songs, games, videos, and quizzes. The tablet was designed to enhance Kenya's national curriculum, and most notably, uses culturally relevant themes to relate to students, for example, an app that helps children add and subtract using local snacks.
The eLimu tablet was designed to make both an educational and social impact, educating and arming Kenya's citizens with the tools to work toward a better future for their country. eLimu is in its Beta period, and is currently being tested in non-formal schools in Nairobi: Kawangware and Mathare, where they are monitoring for: test scores, cognitive thinking and focus, social and environmetal consciousness and IT literacy.
“I love the idea of using the device as a conveyance of content," says Wayan Vota, an infoDev alumnus and technology expert in utilizing information communication technologies for development. Wayan is critical of the historical impact of technology on education for two reasons: First, the expense of piloting a new technology, and second, the major emphasis on the technology. As he said, there are a myriad of gadgets that engage youth on many different levels, but the challenge is that these gadgets don't automatically emphasize learning. However, eLimu strives to work through these challenges and create a product to spur knowledge and innovation in the minds of Kenya's youth.
To learn more see the BBC article: eLimu: 'T' is for tablet computer