Submitted
Learning for Girls & Women

MILA, Empowering Girls through Gaming

Team Leader
Samia Bwana
Solution Overview
Solution Name:
MILA, Empowering Girls through Gaming
One-line solution summary:
Multimedia Integrated Learning Application (MILA) game to amplify the role of women in digital preservation of their culture and language
Pitch your solution.

While the Swahili language is the most widely spoken in Africa, its original script, Ajami, disappeared due to the introduction of the Latin alphabet following colonisation. As men were groomed into secular education and Swahili women remained home, women were largely missing in history books and they were inherently left out of decision-making.

We wish to develop The Multimedia Integrated Learning Application (MILA, which means culture in Swahili), an app that draws from the various talents of young girls to build their capacity for reviving the Ajami script, and presenting female narratives in Swahili heritage preservation. MILAs' objectives are:

  • Presenting stories of Swahili women by making use of games, videos, interactive challenges and educational content

  • Training young Swahili women to integrate technology including on visual story collection, graphic design and illustration

  • Provision of an alternative sustainable livelihood of young girls by including them for supporting the game development process

Film your elevator pitch.
What specific problem are you solving?

Lamu, a popular tourism destination in Kenya, has the oldest and best-preserved Swahili settlement in the world and is among the few places where classical Swahili dialects are still spoken. However, its intangible cultural heritage is diminishing partly because the community is excluded in preservation efforts, especially women. 

It's one of the most remote and marginalised Counties in Kenya whose residents have little access to employment and poor infrastructure, leaving the youth vulnerable to drug abuse and crime. Lamu has a significantly low education level and an even lower technology uptake. According to the census, about 23% of the population is said to have never been to a learning institution, less than 5% of the population is digitally literate, and only 17% have access to the Internet. Statistically, men are twice as likely to have access to the internet or use technology than women.

With women and girls facing various cultural and economic barriers, they have further been left in the fringes of decision-making, and remained mostly in the in-formal employment sector. With tourism and heritage conservation being dominated by men, their roles as stewards of conservation is limited, and very few receive economic benefits from tourism in the area.

What is your solution?

We will create an app (MILA) that revives Swahili orthography while preserving Swahili history, culture and traditions through incorporating gaming and content engagement in the form of videos and interactive text elements. 

To develop MILA, we will train young girls to build their capacity in three areas: Digital Content Creation, Data Collection, and Storytelling. Upon training, we will partner with the graduates to design the game jointly in the process of heritage preservation where they will curate the content to be used in the game.

Together with the graduates, we will create MILA to have a user-friendly interface that will be easy to use with or without English fluency. In order for the application not to be too bulky, there will be a mix of client side and server side content hosting. This will allow the content to be dynamic, fresh, and scalable.

The curriculum is designed to educate on the old Swahili script and culture by immersing the player into the life of a real-life historical character or scenario of historical nature. This allows for the player/user to learn the old writing style and while learning about the swahili culture and history.

Who does your solution serve, and in what ways will the solution impact their lives?

We are targeting girls and women aged between 15-35 years in Lamu. For sustainable preservation of heritage, we believe women and girls need access to information and in-demand skills in digital literacy to help them benefit from their heritage. Furthermore, we believe that the use of the mother tongue is important in fostering community collaboration and reducing transgenerational illiteracy.

The impact of MILA is therefore not just in the app, but in the collaborative process during its development. The process will provide an inclusive entrepreneurial opportunity for the young women through digital capacity building, and an experiential learning opportunity that will have a tangible deliverable outcome for improving their skills through making the game.

MILA is not just important for the young women but other youth as well. Users will be able to improve their cognitive and analytical abilities which will be useful in their academic performances. Meanwhile the increased knowledge in their history will increase personal self-esteem and awareness to help them be effective agents of change. They will also be able to learn about their cultural history and promote intergenerational collaboration that helps build a bridge between the past, present and the future generation.

Which dimension of the Challenge does your solution most closely address?
  • Increase the number of girls and young women participating in formal and informal learning and training
Explain how the problem, your solution, and your solution’s target population relate to the Challenge and your selected dimension.

Our target population is faced with three problems: a culture and heritage at risk, poor access to digital services, and gender inequality.  MILA will be able to tackle all three problems in one App not just through the technology itself, but through the process of development of the game as well. By using the development of the games and content for the app as an experiential learning opportunity for the young girls during their training, they will be able to integrate the skills building activity, with improved access to technology, and involvement in cultural heritage education and preservation.

In what city, town, or region is your solution team headquartered?
Lamu, Kenya
What is your solution’s stage of development?
  • Prototype: A venture or organization building and testing its product, service, or business model
Who is the primary delegate for your solution?
Samia Omar Bwana, Project Lead
More About Your Solution
About Your Team
Your Business Model & Funding
Partnership & Prize Funding Opportunities
Solution Team:
Samia Bwana
Samia Bwana