Submitted
2024 Global Learning Challenge

Ciento-01

Team Leader
Vicente Lorca
Solution Overview & Team Lead Details
Our Organization
Ciento-01
What is the name of your solution?
Ciento-01
Provide a one-line summary of your solution.
It's a learning and creation methodology that combines the visuals and strategy of familiar physical puzzles with an integrated microcontroller-
In what city, town, or region is your solution team headquartered?
Talca, Chile
In what country is your solution team headquartered?
  • Chile
What type of organization is your solution team?
  • Not registered as any organization
Film your elevator pitch.
What specific problem are you solving?

The problem of digital access remains significant globally, with approximately 2.6 billion people, or about one-third of the world's population, still not connected to the internet as of 2023. Despite progress, the pace of connectivity improvements is uneven, particularly disadvantaging people in low-income countries.

The issue of limited access to technologies like the internet and robotics is particularly acute among children worldwide. According to a joint report by UNICEF and the International Telecommunication Union (ITU), two-thirds of school-aged children globally, amounting to about 1.3 billion children aged between 3 to 17 years, do not have internet access at home. This digital divide is even more pronounced in rural areas and low-income countries, where less than 5% of children have home internet access, compared to nearly 90% in high-income countries.

This lack of access significantly impacts educational and developmental opportunities, especially in contexts where distance education has become essential due to the COVID-19 pandemic. The situation is even more critical in Sub-Saharan Africa and South Asia, where about 90% of children in these regions are not connected.

Moreover, while nearly the entire global population is within reach of a mobile cellular signal, limited technology skills and the lack of appropriate devices prevent many children and their families from fully utilizing these resources. This highlights the need for investments and policies that not only improve physical access to technology but also enhance the digital skills necessary to participate effectively in the modern economy. (Children International)

This digital divide extends beyond just physical connectivity to include differences in digital skills and access to quality technology. The disparity is marked not only by geographic and income differences but also by other factors such as age, gender, and rural versus urban locations. For instance, there is a notable gap in internet usage between men and women, with millions fewer women accessing the internet compared to their male counterparts (Brookings).

Efforts to bridge these gaps include promoting universal and meaningful connectivity, aiming to ensure everyone can have a satisfying, enriching, and productive online experience at an affordable cost. This comprehensive approach addresses various layers of digital access, including physical, financial, socio-demographic, cognitive, institutional, political, and cultural aspects of connectivity.

These data emphasize the importance of our project in Chile and underline the urgency of addressing these inequalities on a more global level, offering solutions tailored to the needs of the least connected communities.

What is your solution?

Ciento-01 is an innovative educational tool developed in the Maule region, designed to integrate programming and computational thinking into learning without the need for a traditional computer. It employs a methodology that merges the visual appeal of physical puzzles with an integrated microcontroller, allowing students to directly interact with technology and develop essential skills in science, technology, engineering, and mathematics (STEM).

This tool is crafted to align with existing educational curricula, promoting not only technical learning but also critical thinking, problem-solving, and creativity. It features a tracking software for teachers that enables customization of learning according to school needs, designs educational experiences based on specific learning objectives, and provides online training and personalized consultations to ensure effective classroom implementation.Ciento-01 embodies principles championed by Seymour Papert, a pioneer in computational education, who advocated that children learn best when allowed to interact with and explore technology directly. He argued that this not only enhances technical understanding but also develops critical thinking and problem-solving skills, which are fundamental to computational thinking.Computational thinking is crucial as it goes beyond the ability to operate a computer or program; it fosters skills like pattern recognition, abstraction, and algorithmic thinking. These skills are vital in STEM education and applicable in a broad range of fields beyond computing. For children and adolescents aged 10 to 15, this phase is particularly critical as they begin to develop and solidify abstract thinking, according to Piaget’s theory of cognitive development.

By incorporating an integrated microcontroller and avoiding the need for a conventional computer, Ciento-01 allows students in this age group to engage with technology in a tangible way. This not only makes learning more interactive and engaging but also provides a practical framework that can be more intuitive and less intimidating than traditional programming approaches.Ciento-01 has the potential to significantly transform technological education, equipping students with the skills necessary to thrive in the 21st century and promoting an education that moves beyond rote memorization to a more creative and problem-solving approach. This aligns perfectly with Papert's concept of "microworlds," where students learn in an environment where they can actively and personally experience and understand principles.

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

Ciento-01 primarily serves students, especially those in environments where access to traditional computing technology is limited. This innovative educational tool aims to enhance learning experiences by integrating programming and computational thinking directly into the educational process, without relying on standard computers. Here's how Ciento-01 is set to impact its target population: The target population for Ciento-01 includes young learners aged 10 to 15 years, primarily in schools that lack extensive technological resources. This group often finds themselves underserved in the digital aspects of education, which hinders their ability to compete in an increasingly digital world.

These students typically have limited access to advanced technological tools in their learning environments, which can stifle the development of crucial skills such as critical thinking, problem-solving, and digital literacy. Traditional educational methods may also fail to fully engage them, especially in subjects that require interactive and practical learning approaches like STEM.

By merging the physical interaction of puzzles with an integrated microcontroller, Ciento-01 provides a hands-on learning experience. This method encourages active participation and engagement, making learning more intuitive and enjoyable.

The tool is designed to foster skills such as problem-solving, logical analysis, and creative thinking.

Ciento-01's approach aligns with Seymour Papert's educational philosophy, emphasizing learning through making—known as constructionism—which supports the idea that students learn best by doing.

Since it doesn't require a traditional computer, Ciento-01 is particularly suited for schools that cannot afford extensive digital infrastructure. This makes advanced learning tools more accessible to a broader range of educational institutions, particularly in underprivileged or rural areas.

By equipping students with modern technological skills at a younger age, Ciento-01 empowers them to pursue further education and career opportunities in technology and engineering fields, thereby improving their future prospects.

With its tracking software for teachers, Ciento-01 allows for the customization of educational content to meet the specific needs and learning speeds of different students, thereby enhancing the effectiveness of educational delivery.

Ciento-01’s approach to integrating technology directly into the educational process, without the barriers of traditional computer infrastructure, offers a promising solution to the challenges faced by its target population. This tool not only addresses the immediate educational needs but also aims to prepare students for a future in a digital world.

How are you and your team well-positioned to deliver this solution?

We have been working in education and technology for over ten years, particularly in collaboration with Make magazine on a program called Maker Campus. This initiative has involved schools with varying levels of access to resources, highlighting the disparity but also deepening our understanding of the misuse of technology.

Our approach is informed by the vision of Seymour Papert, a distinguished computational scientist, mathematician, and educator at MIT, a pioneer in Artificial Intelligence. He researched education and technology, developing the theory of Constructionism. Based on Piaget and Vygotsky's Constructivism, Papert’s approach is that "the best learning happens with the least teaching" (Papert, 1995, p.153). Learners play an active role, designing their projects and constructing their knowledge, empowering them to take on this role. We see technology as a means to foster active learning, critical thinking, problem-solving, personalized learning, and creativity, enabling students to use technology as a powerful tool in their learning process. We believe that:

  • Students learn best when given the chance to explore, experiment, and build in an interactive and meaningful learning environment. Programming tools and computing can powerfully facilitate this type of active learning.
  • Technology can be a tool for engaging students in solving real problems, where programming and the use of technological devices provide an environment for students to face challenges, propose solutions, and reflect on their thought processes. Thus, technology becomes a means to promote critical thinking and logical reasoning.
  • Technology has the potential to adapt to individual student needs and provide personalized learning. By allowing students to work at their own pace and explore specific areas of interest, technology can offer more relevant and meaningful learning experiences.
  • Technology should be viewed not only as a tool for acquiring knowledge but also for creativity and personal expression. Through programming, robotics, and other technological forms, students can create projects and produce works that reflect their imagination and originality, fostering creative skills, unconventional problem-solving, and divergent thinking.
For the Maker Academy, the technological scope of our era is defined by the physical, digital, and biological drivers of the industrial revolution we are experiencing and by a productive democratization aligned with the social development goals of "significantly reducing waste generation through prevention, reduction, recycling, and reuse" and "ensuring that people everywhere have the relevant information and knowledge for sustainable development and lifestyles in harmony with nature."

We believe and trust in our technical expertise, although not so much in economic resources, which is why we seek to partner with you.

Which dimension of the Challenge does your solution most closely address?
  • Ensure that all children are learning in good educational environments, particularly those affected by poverty or displacement.
Which of the UN Sustainable Development Goals does your solution address?
  • 4. Quality Education
What is your solution’s stage of development?
  • Pilot
Please share details about why you selected the stage above.

So far, we have two active pilot programs involving over 60 participants. In terms of technology, we have developed a kit with a custom programmer (not requiring a traditional computer), which we have tested in more than 15 schools.


Why are you applying to Solve?

We aim to apply to gain guidance on our business model and also to become part of a network of individuals who are engaged in social projects. Being part of Solve will allow us to refine our approach to creating and implementing sustainable and impactful business strategies. This is particularly important for social enterprises like ours, where balancing mission and market demands is crucial.

Moreover, by joining a community of like-minded individuals and organizations, we hope to foster collaborations that could lead to innovative solutions and partnerships. Such a network can provide not only moral support but also practical insights and resources that are critical for scaling social impacts.

Our involvement with Solve would also allow us to access mentorship in specific areas where our experience is limited. This includes navigating legal frameworks, understanding cultural nuances in new markets, and overcoming technical challenges that may arise as we expand our reach. The collaborative opportunities provided by Solve could help us overcome these barriers more effectively than if we were to tackle them independently.

In which of the following areas do you most need partners or support?
  • Business Model (e.g. product-market fit, strategy & development)
Who is the Team Lead for your solution?
Vicente Lorca
More About Your Solution
Your Team
Your Business Model & Funding
Solution Team:
Vicente Lorca
Vicente Lorca