STEM Outreach in rural Kenya
- Kenya
- Nonprofit
Most public African schools are gravely under-resourced and under-developed as per the global standard. In the modern world where modern the tools are used t supplement the modern class, the African school is largely left behind affecting the overall outcome of the African child in a very competitive modern and highly digitized global level in various industries across the world. There are no basic educational tools present in most of them, and in some areas, not available for tens of miles from the schools.
In the very least, we are talking of hundreds of millions of African children, but in Kenya, we are talking at least 40% of the schools are under very poor conditions.
Even after they are done with their education, there is no enough public input in regards to the initiatives that can help the youth to establish themselves Post College.
What you now have in the collective, is an uninformed youth that is not hungry for life, their youthfulness, dimmed by a detached and un-inspirational education system that never taught this youth anything enough to ready them for the global competitive markets.
The Africa VR Campus and Center Initiative introduces Virtual Reality (VR) as a learning tool in under-resourced high schools, transforming educational experiences, particularly in sciences. VR’s immersive and interactive environments enhance learning, filling a gap these girls experienced in their own schooling.
The unique approach of our initiative involves using these young female students themselves to help begin the integration process in a school setting. Our cohort is a self-selected group of six who have worked on a regular weekly basis for 18 months -- learning about VR, the metaverse, and presenting themselves in a professional way.
These students were drawn to XR Girls Africa by our outreach to multiple schools in the Greater Nairobi area. Now they preparing to return and lead a process they have been through.
For example, students will make a subject like Biology more understandable with a demo, using Meta Quest VR Headsets. Subjects like cell biology are hard to grasp due to resource scarcity -- labs and equipment the schools don’t have. In VR, students can experience a lab and see complex biological processes in simulation.
VR can inspire the other students, especially demonstrated by peers, young people like themselves. It can supplement the existing curriculum; help get students curious and engaged.
The XR Girls Africa Initiative could serve as a model for any area facing similar challenges, showcasing how a small team of students can help ease the technology into the classroom The ultimate goal is to permanently train some students from the beneficiary school in further use of VR/XR/AR technologies in various fields of study and social issues, aligning with the Sustainable Development Goal 4, Quality Education.
The Africa VR Campus and Center Initiative serves under-resourced high schools, particularly in the outskirts of Nairobi, Kenya. The primary beneficiaries are the students of these schools, who are currently underserved due to a lack of access to quality educational resources and modern learning tools.
These students, many of whom come from disadvantaged backgrounds, often struggle with complex subjects like Biology due to the scarcity of labs and equipment. Traditional teaching methods may not fully engage them, leading to a gap in their understanding and performance.
The initiative introduces Virtual Reality (VR) as a learning tool, transforming educational experiences. VR’s immersive and interactive environments can significantly enhance learning. For instance, in VR, students can experience a lab and see complex biological processes in simulation. This can make subjects like Biology more understandable and engaging.
Moreover, the initiative involves using students who have undergone VR/XR/AR training to help integrate this technology into the school setting. These students, drawn from multiple schools in the outskirts of Nairobi, have spent 18 months learning about VR, the metaverse, and professional presentation. They are now preparing to return to their schools and lead a process they have been through.
This peer-led approach can inspire other students, especially when demonstrated by young people like themselves. It can supplement the existing curriculum, help get students curious and engaged, and potentially improve their academic performance.
The ultimate goal is to permanently train some students from the beneficiary school in the further use of VR/XR/AR technologies in various fields of study and social issues. This aligns with the Sustainable Development Goal 4, Quality Education, which aims to “ensure inclusive and equitable quality education and promote lifelong learning opportunities for all”.
In conclusion, the Africa VR Campus and Center Initiative serves under-resourced students in Nairobi, Kenya, by providing them with access to VR technology and training. This initiative has the potential to significantly improve the quality of education these students receive, thereby enhancing their future prospects in a highly digitized global level in various industries across the world.
First of all, Paul Simon Waiyaki wa Hinga, our CEO, is considered the first African in VR and/or in the MetaVerse.
He is also a community elder in the Kikuyu Community, an indigenous tribe of Kenya. He was also the first to host a live event in the MetaVerse in Africa which continues to run weekly in Engage XR App and where we meet our international partners and collaborators. I joined the Board of Members in 2017 soon after one of his VR visit to our village and became the Associate Director a year later. I saw his passion and drive to spread VR as an educational tool in remote Africa and as a social platform to put African issues on the global forums in a next Gen digital stage.
We are usually the sole VR sponsors in many VR and MetaVerse related summits in Africa and especially the East African Region.
We have done countless free VR/XR/AR Outreaches in the East African Region mainly to Primary and secondary schools, and institutions of higher learning. We are now about to embark on Industrial training institutions where we expect to attach VR to different courses in different fields like Medicine, Nursing, Engineering and Psychiatry.
We were the sole VR and MetaVerse facilitators in the MetaVerse for SDGs Program where we brought over 200 African applicants to VR to showcase their talents in building their SDGs and to be able to showcase them to international audiences in the MetaVerse.
Our Village Campus is in Rural Kiambu County, in Kenya, and its primary function is to help the local community and especially the youth and students in local school with STEM knowledge and especially in using VR/XR/AR tech, not only for educational purposes, but also for social and economic revolution. It is also here that we also host weekly village classes where we have shown our young students how to host their own MetaVerse events making our African team of young girls, the first to host a MetaVerse event in the world. They have also scooped awards in international MetaVerse business competitions ad we continue to polish them in MetaVerse economies and Business Networking. These girls and young women who are passionate in VR launched their curated programs specifically dealing with women issues and became the XR Girls Africa, which is now a Program of The Africa VR Campus and Center of which I became its Director. We have just launched a MetaVerse SOKO Fundraising initiative for XR Girls Africa in the MetaVerse where we are selling self-made wares in the MetaVerse.
And just this month, we have also launched a XR Kids Africa Program where we are now weekly hosting our youngest cohort of students.
We have been awarded a number of VR headsets and laptops that we continue to use in our programs, a stable internet Wi-Fi connection, and a StarLink satellite is now on the way to enable more remote visits in the deeper interior of Africa.
- Provide the skills that people need to thrive in both their community and a complex world, including social-emotional competencies, problem-solving, and literacy around new technologies such as AI.
- 4. Quality Education
- 5. Gender Equality
- 9. Industry, Innovation, and Infrastructure
- 10. Reduced Inequalities
- 11. Sustainable Cities and Communities
- 17. Partnerships for the Goals
- Growth
Africa VR Campus and Center has served at least two thousands Africans in its Village and Communities VR/XR/AR Outreaches. We have done at least 50 VR/XR/AR Outreaches to Primary Schools, Secondary Schools and Universities. We have helped in tech support of disfranchised communities, e.g., the LGBTQ in the Microsoft Pride Month where ten beneficiaries were helped to network in the 2 day held event in AltSpaceVR in 2022.
We have been in the forefront of leading the children in STEM through our XR Kids Africa Program. The XR Kids Program which only started this month now has a registration of Thirty Five kids and counting.
Our XR Girls Africa Program is now permanently sponsoring Ten Post High School Girls with the exception of one who is still in High School, and its MetaVerse Fundraising project has a reach of about a dozen women single mothers who use the MetaVerse to sell their wares in Virtual Exhibition hosted by Africa VR Campus and Center.
We have also been in the forefront of helping onboard community leaders who deal with social issues affecting Africans across the whole region in helping them find a platform to showcase their grassroots programs in the bid to use the immersive platform as a marketing base in eliciting empathy and conjuring their fundraising base. In connection to the MetaVerse for SDGS program, over 200 Social Change leaders were aided by our organization, ten of whom were retained to help us not only gain hubs and strongholds across the content but also to be aligned with different issues affecting each region of the continent.
We have also been contracted by Programs, like The Rise International Program, which is sponsored by Google’s Philanthropy Executives, and which saw us onboard over a hundred students in London Virtually in the MetaVerse.
We have also worked in many projects with the just recently launched Organization, AGOG whom we also helped onboard most of their executives onto the MetaVerse.
Because of the networks created, we have been able to work with organizations like The United Nations, SXSW, ImmerssiveX, Google, Harvard University, Microsoft, Mercer University, The Human Space Program, Tripp, OASEAS, The Kenya Ministry of Education, Girls TEAM Institute, and may other institutions, companies, and organizations, both local, regional and international.
The fact that we have been able to impact the continent with such limited resources shows we can do immeasurably more with adequate resources. In fact, we are always in search of exactly that which the query posed, monetary and non-monetary support. We need mentors who can talk to our students, we need re hardware to offer more sufficient support to more regions. We need travel support to deeper regions in Africa to make sure we offer equitable reach to all the youth we can be able to train.
At the moment, we have 15 headsets, and five more on the way. We have a StarLink satellite on the way too to help with connectivity in those hard to reach regions. But that’s not enough. Sometimes we attend to a class of a 100 students and they all have to wait turns making our lessons longer. We also need some equipment to sustain a day’s lesson without necessarily having to worry about issues like electricity which these devices need frequently because of their dismal charge holding capacities.
But we also need to be fully registered as per the international standards, so there’s a legal need there. We are currently in the process of having the organization registered in the US before we register it to operate across the African Continent.
We are also about to receive our Kenyan Education Charter which will help us engage academia institutions and Industries which we can align with VR in a more professional setting. All these are milestones we will need partners and Solve aligned with our goals.
- Financial (e.g. accounting practices, pitching to investors)
- Legal or Regulatory Matters
- Technology (e.g. software or hardware, web development/design)
The Africa VR Campus and Center Initiative approaches the problem of under-resourced education in a new and innovative way by leveraging Virtual Reality (VR) technology. This is a significant improvement over traditional teaching methods, especially in areas where there is a scarcity of resources.
Here’s how it could catalyze broader positive impacts and change the educational landscape:
Innovative Learning Experience: VR provides an immersive and interactive learning environment. This can make complex subjects more understandable and engaging, thereby improving the quality of education.
Peer-Led Approach: The initiative involves students who have undergone VR/XR/AR training to help integrate this technology into the school setting. This peer-led approach can inspire other students and potentially improve their academic performance.
Scalability: The initiative can be replicated in other under-resourced schools, not just in Africa but globally. This scalability could lead to a widespread adoption of VR technology in education, thereby transforming the educational landscape.
Market Change: The initiative could stimulate demand for VR technology in the education sector, leading to market growth. It could also encourage other tech companies to develop similar solutions, fostering competition and innovation.
Alignment with Global Goals: The initiative aligns with the Sustainable Development Goal 4, Quality Education, which aims to “ensure inclusive and equitable quality education and promote lifelong learning opportunities for all”. This could attract support from governments, non-governmental organizations, and the international community, further amplifying its impact.
In conclusion, the Africa VR Campus and Center Initiative is a pioneering effort that could catalyze broader positive impacts in the education sector and significantly change the market landscape. By leveraging VR technology, it offers a new and improved way to address the challenges faced by under-resourced schools. It serves as a model of how technology can be used to enhance education and improve the lives of students.
The Theory of Change for the Africa VR Campus and Center Initiative can be described as follows:
Activities: The initiative introduces Virtual Reality (VR) as a learning tool in under-resourced high schools. It trains a group of students in VR/XR/AR technologies, who then return to their schools to integrate this technology into the school setting.
Immediate Outputs: The immediate output is the creation of an immersive and interactive learning environment. This makes complex subjects more understandable and engaging, thereby improving the quality of education. The peer-led approach inspires other students and potentially improves their academic performance.
Longer-Term Outcomes: The ultimate goal is to permanently train some students from the beneficiary school in the further use of VR/XR/AR technologies in various fields of study and social issues. This aligns with the Sustainable Development Goal 4, Quality Education, which aims to “ensure inclusive and equitable quality education and promote lifelong learning opportunities for all”.
Evidence of Impact: The impact of this initiative can be measured through various indicators. For instance, improvements in students’ understanding and performance in complex subjects can be tracked. Surveys and interviews with students and teachers can provide qualitative data on the effectiveness of the VR technology in enhancing learning. Furthermore, the number of students trained in VR/XR/AR technologies and the number of schools adopting this technology can serve as quantitative indicators of the initiative’s success.
In conclusion, the Africa VR Campus and Center Initiative is expected to have a significant impact on improving the quality of education in under-resourced schools. By leveraging VR technology, it offers a new and improved way to address the challenges faced by these schools. The Theory of Change provides a logical framework that links the activities of the initiative to its outputs and outcomes, demonstrating how it can transform the educational landscape.
Consider also listening to The Over Coffee by Dot Cannon who actually recently interviewed our CEO and Founder, and two Bord Members of Africa VR Campus and Center in three different podcasts.
The Africa VR Campus and Center Initiative has set forth several impact goals that align with their mission to transform educational experiences in under-resourced high schools through the use of Virtual Reality (VR) technology. Here are their key impact goals and the indicators they are using to measure their progress:
Enhance Learning Experiences: The initiative aims to make complex subjects more understandable and engaging through VR’s immersive and interactive environments. They measure this by tracking improvements in students’ understanding and performance in these subjects.
Inspire and Engage Students: By using a peer-led approach, the initiative seeks to inspire other students and improve their academic performance. They measure this by conducting surveys and interviews with students and teachers to gather qualitative data on the effectiveness of the VR technology in enhancing learning.
Train Students in VR/XR/AR Technologies: The ultimate goal is to permanently train some students from the beneficiary school in the further use of VR/XR/AR technologies in various fields of study and social issues. They measure this by tracking the number of students trained in these technologies and the number of schools adopting this technology.
Align with Sustainable Development Goal 4, Quality Education: The initiative aligns with this global goal, which aims to “ensure inclusive and equitable quality education and promote lifelong learning opportunities for all”. They measure this by tracking the number of students who have access to quality education through their initiative.
These impact goals orient all aspects of the Africa VR Campus and Center Initiative’s work. By measuring their progress towards these goals, they can ensure that their solution is having a transformational impact on the lives of the students they serve. This aligns with the UN Sustainable Development Goals, particularly Goal 4, Quality Education, further demonstrating the initiative’s commitment to creating meaningful and lasting change in the field of education.
Virtual Reality (VR): VR is a simulated experience that can be similar to or completely different from the real world. In the context of the Africa VR Campus and Center Initiative, VR is used as a learning tool in under-resourced high schools. It provides an immersive and interactive environment that enhances learning, particularly in complex subjects like Biology.
The initiative also involves a training program where a group of students undergo training in VR/XR/AR technologies. These students then return to their schools to integrate this technology into the school setting. This unique approach not only enhances the learning experience but also inspires other students, especially when demonstrated by peers.
All our fundraising Initiatives are also all centered around the MetaVerse.
Our Social Good Programs as our VR for Social Change Campaigns are all in VR.
Most of our International Summits, Conferences and weekly/monthly gatherings, all take place in the MetaVerse.
70% of our partners revolve their work around VR and the MetaVerse.
In conclusion, the core technology that powers the Africa VR Campus and Center Initiative is VR, along with XR and AR. These technologies, combined with a unique peer-led approach, are used to transform educational experiences in under-resourced high schools.
- A new application of an existing technology
- Artificial Intelligence / Machine Learning
- Audiovisual Media
- Crowd Sourced Service / Social Networks
- Internet of Things
- Software and Mobile Applications
- Virtual Reality / Augmented Reality
- Kenya
- South Africa
The Executive Board of three are all full-time staff, and they include our CEO, me and an American Based Board member.
Then we have Eight part time staff who represent our groundwork across different parts of the continent.
we have over Twenty permanent students in our Village Campus which means labor support of Two Cooks, a media staff, and a driver for the Campus Van.
We occasionally need more media people for our large-scale summits, and internet network support crew of three on our remote VR Outreaches.
Our CEO, Paul Simon Waiyaki has been in the VR since 2016 and as the founder, laid the groundwork for the organization which has been running since. I joined him in 2017 and became the Associate Director. Our Schools Outreach Programs have been running since 2016 and our Youn Women and Girls Initiatives have been running for 2yrs now. Our young children initiatives started last year.
The Integration of VR as a solution to bridging the gap in the STEM Vacuum has been running since 2016.
Our students started working it last year and We done four successful VR Outreaches.
Embracing Diversity and Inclusion at the Africa VR Campus and Center Initiative
The Africa VR Campus and Center Initiative is a pioneering project that leverages Virtual Reality (VR) technology to transform educational experiences in under-resourced high schools. But beyond its innovative approach to education, the initiative also stands out for its commitment to diversity and inclusion.
A Diverse Team
The team at the Africa VR Campus and Center Initiative is a testament to the power of diversity. The Executive Board is headed by Waiyaki who a Kikuyu Community indigenous Leader, and Elder in The Kikuyu Council of Elders is. He is deputized by me, Diana Njeri Maina, a young woman who is bent on integrating the aspects and needs of women and girls' needs. Tom Nickel is a septuagenarian from Seattle and he represents the International Community which shows the global scope of Inclusion of Africa VR Campus and Center. The initiative involves students who have undergone VR/XR/AR training to help integrate this technology into the school setting. These students, drawn from multiple schools in the outskirts of Nairobi, Kenya, come from diverse backgrounds and bring a wealth of different perspectives to the table.
Some of those students are from the LGBTQ Community and are under the protection of the Africa VR Camus and Center banner from social segregation and rejection which is still very rife in Africa.
This diversity is not just about race or ethnicity, but also about age, gender, socio-economic status, and even academic interests. By involving students in the integration process, the initiative ensures that its team is representative of the communities it serves. This diversity is a source of strength, fostering creativity, innovation, and a deeper understanding of the challenges faced by under-resourced schools. Our age demographic is between 9yrs and 23yrs.
Moreover, Our Africa VR Campus and Center team currently forms a network of Six countries all drawn from different identities and genders and who represent the rainbow of colors of our Staff and Team
Africa VR Campus and Center also works very closely with disfranchised communities and organizations who are bent on working with minorities and socially rejected people. One of those organization is VOFCIN, Volunteers For Children in Need.
Moreover, the initiative ensures that all students, regardless of their background or circumstances, have access to the same learning opportunities. By leveraging VR technology, it is able to provide a high-quality education to students in under-resourced schools, thereby leveling the playing field and promoting educational equity.
The Africa VR Campus and Center Initiative’s commitment to diversity and inclusion has far-reaching impacts. It not only enhances the effectiveness of the initiative but also serves as a model for other organizations in the education sector.
By fostering a diverse and inclusive team, the initiative is able to generate more innovative solutions to the challenges faced by under-resourced schools. It also sends a powerful message to the students it serves: that everyone, regardless of their background, has valuable contributions to succeed.
The Africa VR Campus and Center Initiative operates on a social impact business model, focusing on providing value to under-resourced high schools in Africa, particularly in the outskirts of Nairobi, Kenya. Here’s a breakdown of our business model:
Key Customers and Beneficiaries: The primary beneficiaries are the students of these schools, who are currently underserved due to a lack of access to quality educational resources and modern learning tools.
Products and Services: The initiative provides training in Virtual Reality (VR), Extended Reality (XR), and Augmented Reality (AR) technologies. We also provides VR equipment, such as Meta Quest VR Headsets, to these schools. The students who undergo this training then integrate this technology into their school setting, thereby enhancing the learning experience for all students.
Delivery of Products and Services: The initiative delivers its services through a unique peer-led approach. A group of students undergoes training in VR/XR/AR technologies and then returns to their schools to lead the integration process. This not only enhances the learning experience but also inspires other students, especially when demonstrated by peers.
Value Proposition: The initiative’s value proposition lies in our ability to transform educational experiences in under-resourced schools through the use of VR technology. By making complex subjects more understandable and engaging, it improves the quality of education. Moreover, by training some students in the further use of VR/XR/AR technologies, it equips them with skills that are highly relevant in today’s digital age.
Revenue Model: Our revenue model in these initiatives like these often rely on a mix of funding sources, including government grants, donations from individuals and corporations, and partnerships with tech companies. We also generate revenue by offering VR/XR/AR training to other organizations, Companies and Private Schools and by selling VR equipment to schools that can afford it.
In conclusion, the Africa VR Campus and Center Initiative provides a valuable service to under-resourced schools in Africa by leveraging VR technology to enhance education. Its business model is centered around social impact, with a focus on improving the quality of education and equipping students with relevant digital skills.
- Organizations (B2B)
The Africa VR Campus and Center Initiative is considering several strategies to achieve financial sustainability while continuing to provide value to under-resourced high schools in Africa:
Diversify Funding Sources: The initiative could seek funding from a variety of sources, including government grants, donations from individuals and corporations, and partnerships with tech companies. Diversifying funding sources can provide a more stable financial base. We have had these benefits occasionally.
Charge for Services: While the primary goal is to provide free VR/XR/AR training to under-resourced schools, the initiative could consider charging a nominal fee for their services to schools that can afford it. This could generate a steady stream of revenue while still keeping the services accessible to most schools. We have done this occasionally in our VR Outreach to private schools.
Sell VR Equipment: We sometimes sell VR equipment to schools, Companies and Individuals that can afford it. This not only generate revenue but also help spread the use of VR technology in education.
Offer Training to Other Organizations: We do offer VR/XR/AR training to other organizations, such as non-profits or businesses. This generates additional revenue and also help spread the use of VR technology beyond the education sector. we Have Occasionally had these short term contracts with Organizations.
Seek Corporate Sponsorships: We do seek sponsorships from tech companies interested in promoting VR technology. In return for their sponsorship, we display their logo on the VR equipment and in our Metaverse events and have their products featured in the training.
Apply for Educational Grants: There are many grants available for initiatives that aim to improve education, particularly in under-resourced areas. We hope to apply for these grants to fund their operations.
By implementing these strategies, the Africa VR Campus and Center Initiative could achieve financial sustainability while continuing to provide valuable services to under-resourced schools in Africa. It’s important to note that any revenue-generating activities should align with the initiative’s mission and values, and should not compromise the quality of services provided to the schools.