Ciento-01
- Chile
- Not registered as any organization
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.
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.
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.
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.
We believe and trust in our technical expertise, although not so much in economic resources, which is why we seek to partner with you.
- Ensure that all children are learning in good educational environments, particularly those affected by poverty or displacement.
- 4. Quality Education
- Pilot
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.
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.
- Business Model (e.g. product-market fit, strategy & development)
Ciento-01's innovation lies in its unique approach to integrating programming and computational thinking into education without relying on traditional computers. By combining the visual appeal of physical puzzles with an integrated microcontroller, Ciento-01 offers a hands-on learning experience that engages students directly with technology.
This approach represents a departure from conventional methods of teaching technology, which often require access to expensive computer equipment and specialized software. Instead, Ciento-01 provides an accessible and intuitive platform for learning, particularly in environments where resources are limited.
By offering a tangible and interactive learning experience, Ciento-01 has the potential to catalyze broader positive impacts within the education space. It can empower students to develop essential skills such as problem-solving, critical thinking, and creativity, regardless of their access to traditional computing resources.
Additionally, Ciento-01's emphasis on active learning aligns with emerging trends in education that prioritize hands-on, experiential learning approaches. By demonstrating the effectiveness of this approach, Ciento-01 could influence broader pedagogical practices and contribute to the evolution of educational methodologies.
In terms of the market landscape, Ciento-01 has the potential to disrupt traditional models of technology education by offering a more accessible and engaging alternative. Its scalability and adaptability make it suitable for a wide range of educational settings, from under-resourced schools to more affluent institutions seeking innovative learning solutions.
Ciento-01's impact on the problem is direct, addressing the gap in access to quality technological education. Our theory of change is grounded in a series of interrelated activities and outcomes expected to lead to both short- and long-term impacts on our target population.
Initially, our activities focus on implementing Ciento-01 in diverse educational settings, from urban to rural schools, where technological resources are limited. By providing Ciento-01 kits and training to educators, we aim to immediately increase teachers' capacity to effectively teach programming and computational thinking.
From there, we anticipate a series of direct outcomes among students. First and foremost, we expect participation in Ciento-01 activities to result in an increase in knowledge and understanding of programming and computational thinking concepts. This will be evidenced by the development of practical skills in problem-solving and creativity among students.
As students gain confidence in their technological abilities, we expect to see an increase in participation and interest in STEM (Science, Technology, Engineering, and Mathematics) topics. This heightened interest may manifest in greater engagement in STEM-related extracurricular activities, as well as an increase in educational and career aspirations in technological fields.
Long-term, we anticipate these changes in knowledge, skills, and aspirations to lead to broader and more significant outcomes among our target population. For instance, we anticipate that increased STEM participation among Ciento-01 students could translate into higher school retention and graduation rates as students become more engaged and motivated in their education.
Furthermore, we expect that the development of programming and computational thinking skills will prepare students for success in the 21st-century job market, where such skills are increasingly in demand. This could have a positive impact on students' employability and long-term economic well-being.
Our impact goals for Ciento-01 are centered around empowering students with essential technological skills and fostering a love for learning in STEM subjects. We aim to measure our progress towards these goals through a combination of quantitative and qualitative indicators.
One of our primary impact goals is to increase students' proficiency in programming and computational thinking. To measure progress towards this goal, we track indicators such as the number of students completing Ciento-01 modules, their performance on assessments related to programming concepts, and their ability to apply learned skills in real-world problem-solving scenarios.
Another impact goal is to enhance students' engagement and interest in STEM topics. We assess progress in this area through indicators such as participation rates in STEM-related extracurricular activities, surveys measuring students' attitudes towards STEM subjects before and after participating in Ciento-01, and anecdotal evidence of increased enthusiasm for learning among students.
Additionally, we aim to improve educational outcomes, such as increased school retention and graduation rates, among students who participate in Ciento-01 activities. We measure progress towards this goal by tracking indicators such as changes in attendance rates, academic performance in STEM subjects, and feedback from teachers and school administrators on the program's impact on student motivation and engagement.
Ciento-01 is built upon a combination of technologies to deliver an innovative and accessible educational experience. At its core, our solution relies on a programmer developed by us, which programs an integrated microcontroller acting as the brain behind Ciento-01 kits. This microcontroller serves as the platform's heart, enabling students to interact with technology in a tangible and practical manner.
In addition to the microcontroller, Ciento-01 utilizes a variety of electronic components such as sensors, actuators, and LED lights to create interactive learning experiences. These components allow students to build and program a range of projects, from simple robots to light and sound control systems.
Project programming is conducted using a visual programming language based on physical puzzles, making the process accessible even to students with no prior programming experience. This intuitive approach eliminates entry barriers and enables students to focus on the logic and computational thinking behind their projects.
In addition to physical technology, Ciento-01 harnesses the power of software to provide additional resources to students and educators. We offer tracking software for teachers, enabling them to design personalized learning experiences, monitor student progress, and assess the impact of Ciento-01 in the classroom.
Overall, Ciento-01 integrates a variety of technologies to offer an innovative educational experience that fosters hands-on learning and computational thinking skills. Through our unique combination of hardware and software, we aim to empower students and educators alike to explore the world of technology in a meaningful and engaging way.
- A new technology
As a newly developed technology, Ciento-01 has undergone rigorous testing and validation to ensure its effectiveness in delivering educational outcomes. While we do not have a specific academic paper to provide at this time, we have conducted extensive pilot testing in various educational settings to assess the functionality and impact of our solution.
Our testing process has involved collaborating with schools and educators to implement Ciento-01 in real-world classroom environments. Throughout these pilot programs, we have collected data on student engagement, learning outcomes, and teacher feedback to evaluate the effectiveness of our technology.
Additionally, we have conducted internal evaluations and quality assurance checks to verify the functionality and reliability of Ciento-01 hardware and software components. This process has involved testing individual modules, conducting stress tests, and ensuring compatibility with different educational systems and environments.
While we continue to refine and improve our technology based on ongoing feedback and testing, we are confident in the effectiveness of Ciento-01 based on the positive results and feedback we have received from educators and students during pilot implementations.
We are committed to transparently sharing our findings and evidence of effectiveness as we continue to develop and scale Ciento-01. As part of our commitment to continuous improvement, we welcome collaboration with researchers and educators to further validate and refine our technology through academic studies and research partnerships.
- Manufacturing Technology
- Robotics and Drones
- Software and Mobile Applications
- Chile
- Paraguay
We are a team of three, all part-time with the potential to transition to full-time roles.
We have been working on the development for three months
At Ciento-01, we are committed to fostering a diverse, equitable, and inclusive environment for all team members. While our team is currently small, we recognize the importance of diversity in driving innovation and ensuring that our solutions are reflective of the communities we serve.
To promote diversity within our team, we actively seek to recruit individuals from a variety of backgrounds, including different cultural, educational, and professional experiences. We believe that diversity enriches our team's perspective and enhances our ability to address complex challenges in education and technology.
Additionally, we are committed to minimizing barriers to opportunity for our staff by offering flexible work arrangements, including part-time positions with the potential for transitioning to full-time roles. This approach allows us to accommodate the diverse needs and priorities of our team members while providing meaningful opportunities for professional growth and development.
In creating a welcoming and inclusive environment, we prioritize open communication, mutual respect, and collaboration among team members. We strive to ensure that everyone feels valued, supported, and empowered to contribute their unique skills and perspectives to our work.
Ciento-01's business model revolves around providing innovative and accessible educational solutions that integrate technology and computational thinking into learning. Our primary focus is on serving students and educators in school environments, offering them tools and resources to develop STEM (science, technology, engineering, and mathematics) skills in a practical and engaging manner.
Our core products are the Ciento-01 kits, comprising hardware, software, and learning materials designed to facilitate exploration and programming in an educational setting. These kits are crafted to be accessible and user-friendly, even for those without prior programming experience. Additionally, we offer online training and personalized consulting services to support the effective implementation of Ciento-01 in classrooms.
Students and educators seek out our products and services because they recognize the importance of developing technological and computational thinking skills in today's world. Our kits and resources provide them with a unique opportunity for hands-on, experiential learning, enabling them to acquire critical skills for the future and prepare for the challenges of the 21st century.
In terms of revenue, our business model relies on the sale of Ciento-01 kits and the provision of training and consulting services. Furthermore, we are exploring collaboration opportunities with educational institutions and government organizations to expand the reach of our solutions and ensure their long-term impact on education.
- Organizations (B2B)
Our strategy involves a combination of revenue streams to cover our expenses and support our growth objectives.
First and foremost, we generate revenue through the sale of Ciento-01 kits and related educational materials. These kits are priced competitively to ensure accessibility while still allowing for a sustainable profit margin. By marketing our products to schools, educational institutions, and individual educators, we aim to capture a significant share of the market for educational technology solutions.
Additionally, we offer training and consulting services to support the effective implementation of Ciento-01 in educational settings. These services provide an additional revenue stream while also enhancing the value proposition of our products by ensuring that educators have the knowledge and support they need to maximize the impact of Ciento-01 in their classrooms.
Furthermore, we actively seek out grants and funding opportunities to supplement our revenue and support specific initiatives or projects.