Please describe your proposed solution
Background & Motivation
This project builds upon our previously successful initiative, Mentalyse: Learn through Fun, which focused on researching, conceptualizing, and pre-prototyping an e-learning platform designed to gamify aspects of education and address youth's growing disinterest in traditional schooling.
The first phase of our implementation was centered on research, culminating in a strategy for integrating educational and pedagogical content into engaging educational games, as outlined in this in our final report you can find here. A pivotal moment in our research occurred during in-depth discussions with prominent figures in Africa's ancestral teaching paradigm, such as Jean-Philippe Omotunde /Mbog Bassong. They emphasized the importance of teaching from personal experience, stating,: "You must teach what you are. They added: "Nowadays, the African generation functions within a paradigm that is not theirs, and will only be able to suggest effective solution to their community once they truly understand where they came from and who they really are, one tangible path is taking initiatory journeys into ancestral practices" This insight led us to reassess our strategy and undertake immersive training journeys that delved into the African educational paradigm. This exploration uncovered valuable resources and information that significantly reshaped our initial approach. For more details, please refer to the final report mentioned above.
With all the information at our disposal, we decided to shift from our initial plan of delivering a complete product to focusing on deepening our research and creating a working MVP that illustrates our concept. We subsequently developed a MVP (dApp) that highlighted the primary use cases. After presenting the MVP to our local communities, we received positive feedback that encouraged us to seek additional funding for a fully functional product. This proposal is specifically designed to secure that funding.
Context
In recent years, the relationship between educators and students in Cameroon has faced significant challenges due to several interconnected factors:
Firstly, outdated teaching methods have stripped education of its fun component. This issue is compounded by harsh economic conditions that compel educators as well as parents to treat schooling as a crucial opportunity for students, leaving little to no room for creativity or choice. As a result, learning often becomes a rigid experience, lacking engagement and enjoyment.
Secondly, the predominance of colonial languages, namely French and English, has contributed to a lack of common linguistic ground among students. In addition to these so called "formal languages", there are over 200 local languages, many of which are disappearing in favor of the two colonial languages. Students, feeling lost in this complex linguistic landscape, often resort to creating a hybrid language known as ARGO, which borrows elements from multiple languages. Unfortunately, this only exacerbates communication barriers between generations, leading to further confusion.
Lastly, sports betting has become ubiquitous among youth circles, with the main issues being not only its centralization but also its potential to distract kids from their education. One major player, 1xBet, is notorious in the community for deleting players' accounts when they make significant winning predictions. You can find an example of this here.
This climate has significantly hindered youth interest in education, Many youth are turning to more enjoyable activities, such as sports betting—activities that most of the time are emotionally driven and devoid of educational value. It’s clear that youth prefer engaging and enjoyable experiences over monotonous teaching practices. The central question becomes: how can we transform this enthusiasm for games into a positive educational opportunity?
Our strategy
To address this, we considered several strategies that we can state as follows:
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Gamified Learning Environments: Building on the extensive research, documentation and possible game environment from our previous work, the sensible first step is to develop educational programs that incorporate game mechanics and elements. By designing lessons that mimic the structure of games—such as rewards, challenges, and levels—we can capture students' interest and motivate them to engage more deeply with educational material.
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Interactive and Collaborative Activities: Next we intend to create opportunities for students to learn through teamwork and competition in fun settings. Our previous trial on the ground through monthly Mentalyse Magazine in schools was very well received. Tournament that involved both schools vs schools, families vs families over the whole course of the school year appear to be a strategic answer to some aspects of the problem at hand. Group projects that involve problem-solving games can enhance collaboration and communication skills while making learning more enjoyable.
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Utilizing Technology (Without Computers ?): One of our guiding philosophies is to "teach computer science without focusing too much on computers." This approach arises from several key insights, including the need to build self-confidence and the reality of limited access to technology in parts of Cameroon. While we want youth to engage with technology through play, we also aim to help them view it differently. Many young people perceive computers as magical instruments that are far beyond their comprehension. Our solution is to encourage them to "become" computers. For instance, consider a sorting algorithm: children can physically hold random numbers and follow the same steps that a computer would take to sort them, but in a fun and interactive way. We have seen this in action with our kids demonstrating the Sorting Network algorithm, which is a complex concept for their age. In summary, we want leverage digital platforms and tools to create immersive and interactive learning experiences. Educational apps and online games offer students immediate feedback and a sense of achievement, further motivating their participation.
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Curriculum Integration: The next step consist of incorporate game-based learning into the curriculum across various subjects. For example, using role-playing games to teach history or math puzzles to enhance problem-solving skills can make lessons more relatable and engaging.
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Community Engagement: Involve parents and local communities in the development of educational games and activities. This collaboration can ensure that the content is relevant and culturally appropriate while fostering a sense of ownership among stakeholders.
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Training for Educators: Lastly we want to provide professional development for teachers to help them effectively integrate games into their teaching practices. Training can equip educators with the skills and knowledge to create engaging learning experiences that resonate with students.
By embracing these strategies, we can channel students' love for games into a positive force that enhances their educational journey, fostering both engagement and deeper learning and fun.
In our previous research, we identified several transversal concepts and areas of interest that can be translated into values, principles, or criteria for validating our games. Here are the most important ones:
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Morality & Spirituality: Our games will have a focus on exploring ethical dilemmas and spiritual concepts can encourage reflection and dialogue among students, helping them navigate complex moral landscapes and foster a deeper understanding of their values. Our discovery of Bio-geometry has equipped us with a tool for a Physics of Quality, as opposed to a Physics of Quantity. The bio-signatures have inspired our next game prototype, which we have named:
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Basinsu Nza (Bio-geometry, Bio-signatures, Physics of Quality)
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Language & Identity: This is one of the most important area and mos of the initial games we will be implementing have a language component. The aim id to engage students in disappearing local language learning and cultural expression can strengthen their sense of identity. By incorporating local languages and cultural narratives, we can create a more inclusive and relatable educational experience. some games example with the focus on this category are:
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Basinsu Ntu (Languages: Memory / Symbols)
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Basinsu Tadi (Languages: Words / Symbols, )
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Basinsu Puzzle (Languages: Words / Symbols, )
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Money & Sovereignty: Educational games that focus on financial literacy and the concept of sovereignty can empower students to make informed decisions about money management and understand their rights and responsibilities within their communities. Most importantly question the prevailing paradigms for money production which are fundamentally temporarily and spatially asymmetrical. Our first game prototype in this category build on top of the relative theory of money developed by french economist Stephane Laborde: Find more details here:
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Kikembo (Money: Conscious Economy)
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Time Management: Games that teach effective time management skills can help students prioritize tasks and develop self-discipline. These skills are essential for academic success and personal growth. This is very relevant in the African context where the concept of time does not seems to matter much.
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Collaboration & Competition: Creating games that balance collaboration and healthy competition can foster teamwork and leadership skills. Students can learn the value of working together while also experiencing the motivation that comes from friendly competition. Kisalu Mbu is an example prototype in that perfectly highlight these values.
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Kisalu Mbu (Community: Collaboration/ Cooperation )
Historically, our ancestors and many influential thinkers of our time have recognized the power of learning through games and enjoyable activities. This approach was extensively utilized in educating youth. We became aware of this concept's effectiveness a few years ago when I we discovered a video by Simon Peyton Jones, one of the creators of Haskell. In this clip, children are challenged to solve a complex sorting problem typically introduced at the university level. Remarkably, they engage with the problem as a game, demonstrating that learning can be both fun and effective, regardless of the complexity of the subject matter. This experience reinforced my belief in the potential of gamified learning to revitalize education and foster a genuine interest among students.
The Mentalyse platform core and supporting modules
In addressing the identified challenges, we have strategically divide our solution space into highly cohesive key modules that whose integration will form the foundation of our overall platform.
Identity and Management Module
This module is designed to incorporate elements of Decentralized Identifiers (DID) wherever feasible, facilitating several critical use cases:
- Tenancy Provisioning: This feature allows for the onboarding of various entities such as schools, families, or institutions interested in registering. These tenancies will have the capability to organize and manage players and their associated roles within the platform.
- User Group Provisioning: Within each tenancy, the module enables the creation of user groups. These groups will consist of individuals playing similar roles or sharing common affinities, promoting collaboration and community engagement.
- User Role Provisioning: Users can be assigned specific roles within their respective tenancies. This functionality allows for both individual role assignments and the grouping of users into roles, enhancing the organizational structure of gameplay.
Mentalyse Token Module
Many digital token lack essential traits of a truly decentralized and fair token, often overlooking diverse perspectives, especially from Africa. Current strategies replicate outdated Western banking concepts focused on scarcity. The Mentalyse Token will be co-produced by validated network members, creating a Web of Trust for transactions on the platform.
Web of Trust or Module
African communities often form tontine groups, known locally as Djangui, to support each other and strengthen relationships through group initiatives. These groups operate as a trust web or reputation system, where members gain access through endorsements from existing members. They facilitate crowdfunding, borrowing, and lending, with the network serving as an informal credit score. We want to create a community using this model. Only members within it will be able to start co-producing the Mentalyse token at regular Intervals as soon as they join the network. See our relevant game white paper draft Kikembo (Money: Conscious Economy) for more details.
Game Inventory Module
This module is responsible for managing all aspects of game functionality, including creation, configuration, and execution. It is where newly conceptualized games will be developed. The key functionalities include:
- Game Definition and Creation: Facilitating the process of defining new games, including their rules and mechanics.
- Game Configuration: Providing tools for configuring games to meet specific requirements and player preferences.
- Game State Tracking: Monitoring the ongoing state of games, ensuring that all players are aware of current progress and outcomes.
Pricing Module
Pricing plays a pivotal role in establishing and implementing the platform's pricing strategy, particularly for subscriptions schemes. Its core functionalities include:
- Defining Subscription Tiers: This feature is tailored for solo players who wish to subscribe to a selected set of games, allowing for a more personalized experience.
- Setting Prices for Each Tier: Establishing clear pricing structures for different subscription tiers to ensure transparency and accessibility.
- Currency Conversion: Enabling seamless conversion between various currency systems, accommodating a diverse user base.
Payment and Subscription Module
The payment module is responsible for integrating and managing a variety of payment methods for players, including cryptocurrencies such as ADA. Its primary function is to facilitate payments, which translates into subscription management. Key components include:
- Payment Processing: Handling transactions efficiently to ensure players can subscribe and access games with minimal friction.
- Subscription Management: Allowing players to manage their subscriptions, including upgrades, downgrades, and cancellations.
Contract Module
The contract module is crucial for capturing all agreed-upon rules and pre-configurations of games. It will persist this information on the Cardano network leveraging smart contracts together with Hydra heads / Hydra parties. This module will serve several key functions:
- Rule Capture and Persistence: Ensuring that all game rules are clearly defined and stored on the blockchain for transparency and enforcement.
- Referee Functionality: Acting as a referee during gameplay, ensuring that all rules are followed and that disputes are resolved effectively.
- Prize / wins Distribution: Automatically dispersing prizes in ADA once a game concludes, particularly relevant for multiplayer games or championships that span extended periods.
Collaboration Module
This module is designed to foster teamwork among players, providing a platform for planning and strategizing. This is a key module in that it is the space where the player community will engage in some deep aspect of games. Key features include:
- Collaborative Planning Space: Enabling team members to plan their next moves collaboratively, enhancing overall gameplay strategy.
- Game Scheduling and Role Assignment: Offering tools for scheduling games and assigning roles, ensuring that all participants are well-prepared and informed.
- A forum, calendar and notification sub-components will be integrated as well.
By integrating these modules, our platform aims to deliver a comprehensive and engaging experience for all users, facilitating seamless interactions and enhancing the overall gaming environment.
General Roadmap
Our road-map revolves around our milestones you will see detailed in the appropriate session below that can be summarize in phases as follow.
*Phase I - 3 months: Requirements Consolidation and Planning / Design and Prototyping
- Build on top of previous work to create a comprehensive specification document outlining the application's features, user stories, and technical specifications.
- Creation of UI markups and high-fidelity prototypes for the application’s user interface capturing all use-cases.
*Phase II - 7 months: Workflow Designed and Implementation
- Development of the back-end infrastructure, including APIs, database setup, and server configuration.
- Implementation of the front-end application, integrating it with the back-end services.
*Phase III - 1 month*:Testing and Quality Assurance*
- Comprehensive testing of the application, including unit tests, integration tests, and user acceptance testing (UAT).
*Phase IV - 1/2 month: dApp Launch and Deployment
- Successfully deploy and launch dApp
*Phase V - 1/2 month: Post-Launch Monitoring and Iteration
- Monitoring application performance
- Gathering user feedback for future iterations.
*Phase VI - 1 week :
- Submit close out report and video