Mbalele Mbalele
- Hybrid of for-profit and nonprofit
- Mozambique
Mission: The mission of Mbalele Mbalele is to enrich the lives of communities in Mozambique through the power of education, culture, and entertainment, by providing games and playful activities that promote knowledge, social inclusion, and intellectual development.
Vision: We aim to be recognized as leaders in creating playful-educational solutions that facilitate learning, strengthen community relations, and celebrate the rich cultural heritage of Mozambique, contributing to a more promising future for all generations.
Objective and Service to the Target Population: The objective of Mbalele Mbalele is to serve the population of Mozambique, with a special emphasis on youth and families, by offering educational games that not only entertain but also teach important values, local history, general knowledge, and life skills. Through our products, we seek to foster a joyful and inclusive learning environment that supports educational and cultural development, while simultaneously encouraging social cohesion and the appreciation of Mozambique's rich cultural diversity. Our dedication to serving our target population is driven by the belief that entertainment and education can go hand in hand, creating opportunities for meaningful learning and positive social interactions.
- Product
- Mozambique
- No
- Growth
The team lead, Donald Dimas, plays a crucial role in our organization, acting as the driving force behind the strategy, innovation, and execution of our "Learning Through Play" project. With extensive leadership experience and a deep understanding of the educational impact of our products, Donald is responsible for guiding the team in the right direction, ensuring that goals and objectives are efficiently met. He works closely with all departments, from research and development to marketing and sales, fostering a culture of collaboration and excellence. As the representative of our LEAP Project proposal, Donald ensures the project remains aligned with our organization's mission and vision, while also maintaining communication with stakeholders and partners. His inspirational leadership is key to the continued success of the project and the organization as a whole, ensuring we remain at the forefront of educational gaming.
Our team, led by Donald Dimas, is fully committed and well-positioned to support the LEAP Project, dedicating 3-4 hours per week over the 12-week project sprint. With Donald's experience in strategic leadership and the team members' expertise in their respective areas, we are confident in our ability to balance this project with other organizational priorities. Efficiency in planning, a culture of mutual support, and the use of project management technologies allow us to maintain the progress of the LEAP Project without compromising the operation of our organization. We accept this commitment, motivated by our mission to enrich lives through education and entertainment.
"Learning Through Play" promotes interactive learning and child development through innovative and inclusive educational games.
The problem that our solution, "Learning Through Play," seeks to address centers on the gap between formal education and the holistic development of children. In many communities, especially in less advantaged areas, access to educational materials that are both engaging and effective in teaching vital skills is limited. Traditional teaching often does not include methods that encourage critical thinking, creativity, and socio-emotional skills, crucial elements for a child's comprehensive development.
Furthermore, the increase in digitalization and reliance on screen technologies has led to a reduction in face-to-face social interactions and physical play, important aspects of social and emotional development in children. This trend is exacerbated by economic and social challenges, further limiting children's access to playful and interactive learning opportunities that promote their overall well-being.
"Educating Through Play" proposes a solution that integrates learning into play, using educational games as a tool to teach essential skills in a fun and engaging way. Our approach aims to provide children with a way of learning that complements formal education, filling the gaps left by traditional teaching. Through games designed to be inclusive and accessible, "Learning Through Play" seeks to develop children's cognitive, emotional, and social skills, encouraging teamwork, problem-solving, and creativity.
Our solution not only addresses the need for more effective and engaging educational materials but also promotes equal access to quality education. By focusing on games that can be utilized in various contexts—including schools, community centers, and at home—"Learning Through Play" has the potential to reach children across various segments of society, including those in marginalized communities.
In summary, "Learning Through Play" seeks to solve the problem of limited access to educational resources that promote holistic development and equality in education. Through a playful and inclusive approach, our solution aims to equip children with the skills necessary for success in a rapidly changing world, while reinforcing the importance of play in learning and child development.
Our solution, "Learning Through Play," uses educational games as the primary tool to facilitate interactive learning and comprehensive child development. Understanding the importance of play in growth and child education, our program focuses on creating and distributing games that not only teach academic content but also essential life skills such as communication, teamwork, problem-solving, and empathy.
**How It Works:**
1. **Game Development**: We begin the process with comprehensive research to identify the educational needs and interests of children at different age levels. Based on this research, we develop games that address both the formal curriculum and socio-emotional skills.
2. **Inclusivity and Accessibility**: Our games are designed to be inclusive, ensuring that children from diverse backgrounds and with different learning needs can benefit. This includes creating games that are accessible to children with disabilities, as well as considering cultural diversity.
3. **Implementation in Communities**: "Learning Through Play" is implemented in schools, community centers, and homes. We offer workshops for educators and parents on how to use the games as teaching tools, maximizing educational impact.
4. **Evaluation and Feedback**: We continuously evaluate the effectiveness of the games through feedback from children, parents, and educators. This evaluation allows us to make ongoing adjustments and improvements to the games.
**Benefits of the Solution:**
- **Engagement and Motivation**: By incorporating learning into playful activities, children are more engaged and motivated to learn.
- **Holistic Development**: "Learning Through Play" promotes cognitive, physical, social, and emotional development of children, offering a more balanced and comprehensive education.
- **Active Learning**: Through play, children actively participate in their learning process, exploring and discovering new concepts and skills autonomously and enjoyably.
- **Social Inclusion**: The games promote social inclusion by bringing together children from different backgrounds to learn and play together, breaking down social and cultural barriers.
In summary, "Learning Through Play" represents an innovative and effective approach to child education, using the power of play to transform learning into an engaging, inclusive, and enriching experience for all children.
- Women & Girls
- Primary school children (ages 5-12)
- Rural
- Peri-Urban
- Poor
- Urban
- Low-Income
- Middle-Income
- Level 5: You have manuals, systems and procedures to ensure consistent replication and positive impact.
Since its inception, "Learning Through Play" has been committed to an evidence-based approach to validate the effectiveness of our educational solutions. Our organization has conducted and commissioned various studies and research, ranging from foundational research to summative research, to ensure a deep understanding of the impact of our educational games.
Foundational Research: Initially, we conducted literature reviews and desktop research to ground our project in the best educational practices and theories. This included an analysis of previous studies on the effectiveness of game-based learning and its impact on children's cognitive, emotional, and social development.
Formative Research: We carried out a series of usability and feasibility studies to refine our games, ensuring they are accessible and engaging for our target audience. This involved user interviews (children, parents, and educators), case studies in actual learning environments, and process evaluations to better understand the implementation and use of the games in different contexts. Pre-post studies and correlational studies were also conducted to assess changes in children's skills and knowledge when interacting with our games.
Summative Research: To measure the long-term impact of "Learning Through Play," we commissioned impact evaluations, including quasi-experimental studies and randomized controlled studies. These studies helped us establish a clear correlation between the use of our educational games and significant improvements in children's academic performance, as well as an increase in important socio-emotional skills.
Furthermore, we actively participate in the academic and educational community, presenting our findings at conferences and publishing in specialized journals. These activities not only validate the work we do but also contribute to the body of knowledge on game-based learning and early childhood education.
In summary, the combination of these research methods has helped "Learning Through Play" establish a solid evidence base that demonstrates its effectiveness. We remain committed to expanding our research to explore new ways to enrich and adapt our solution to the emerging needs of children and the educational system.
The data collected from research and studies conducted on "Learning Through Play" have revealed significant impacts and valuable insights, which have continuously guided our work and future enhancements.
Identified Impacts:
1. Improvement in Engagement and Motivation: The data showed a noticeable increase in student engagement with the educational material compared to traditional teaching methods. Children demonstrated greater interest and enthusiasm for learning, attributed to the interactive and playful nature of the games.
2. Development of Socio-emotional Skills: Improvements in communication, empathy, and teamwork skills among participants were observed. The games encouraged children to collaborate, resolve conflicts, and express their emotions in a healthy manner.
3. Increase in Academic Performance: Analysis of results before and after the implementation of the games showed progress in academic performance in language, mathematics, and science areas. These advancements were particularly notable in children who previously exhibited learning difficulties.
How the Data Informed Our Next Steps:
- Development of New Games and Activities: The positive results reinforced the need to expand our portfolio of games to cover more knowledge areas and skills. We are in the process of developing new games that address specific gaps identified during the research.
-Focus on Personalization: The data highlighted the importance of personalization in the learning process. We are exploring ways to tailor games to individual learning needs, allowing educators to adjust activities according to the profile of each student group.
-Expansion to New Audiences: The effectiveness of the games in different educational contexts suggests potential for expanding our reach. We plan to establish partnerships with more schools, communities, and non-governmental organizations to bring "Learning Through Play" to a larger number of children.
-Investment in Educator Training: The positive response from educators to the games highlighted the need for more resources and training that enable them to effectively integrate game-based learning into their teaching practices.
In summary, the data collected not only validated the effectiveness of "Learning Through Play" as an innovative educational tool but also provided clear directions for its ongoing evolution. We are committed to using this information to enrich children's learning experience, ensuring that "Learning Through Play" remains a relevant and impactful educational solution.
Strengthening the evidence base for "Learning Through Play" is paramount for our organization for several strategic and contextual reasons, making this an opportune moment to initiate a LEAP Project.
Firstly, as the educational world becomes increasingly digitalized and competitive, the demand for evidence-based educational solutions is growing. "Learning Through Play," with its focus on learning through play, presents an innovative proposition that meets this demand. However, to stand out in the market and gain the trust of educators, parents, and funders, it is crucial that we can present concrete and robust data proving the effectiveness of our approach.
Currently, our evidence base, though promising, largely relies on case studies and direct user feedback. While these data have been fundamental for the initial iterations of our product, they do not offer the methodological robustness needed to confidently claim causality between the use of "Learning Through Play" and improvements in learner performance and development.
Furthermore, this moment is especially timely due to increased recognition of the importance of children's emotional and social well-being in the educational environment. There is growing interest in educational approaches that go beyond traditional teaching, embracing methods that promote the comprehensive development of the student. "Learning Through Play" is aligned with this movement, but to capitalize on this upward trend, we need an evidence base that validates our impact in these areas.
Engaging in a LEAP Project now will also allow us to leverage emerging technologies and innovative research methodologies to collect and analyze data more efficiently. This will not only strengthen our market position but will also contribute significantly to the global educational community, offering valuable insights into the effectiveness of game-based learning.
Finally, as we seek to expand our solution to new markets and educational contexts, having a solid evidence base becomes a critical differentiator. By empirically demonstrating the benefits of "Learning Through Play," we will be better equipped to tailor our games to the specific needs of different student populations, thereby maximizing our educational impact.
Therefore, strengthening our evidence base through a LEAP Project is not just a necessity but a strategic opportunity to broaden our reach and effectiveness, ensuring that "Learning Through Play" is recognized as a cutting-edge educational solution.
1. What is the specific impact of "Learning Through Play" on the development of socio-emotional skills in children from disadvantaged communities compared to traditional teaching methods?
2. How does "Learning Through Play" influence student engagement and motivation in the learning process in both formal and informal educational environments?
3. In what ways can the implementation of "Learning Through Play" be optimized to maximize academic performance in key areas such as language, mathematics, and science?
- Foundational research (literature reviews, desktop research)
- Formative research (e.g. usability studies; feasibility studies; case studies; user interviews; implementation studies; process evaluations; pre-post or multi-measure research; correlational studies)
- Summative research (e.g. impact evaluations; correlational studies; quasi-experimental studies; randomized control studies)
During the 12-week LEAP Project sprint, our objectives focus on developing a stronger evidence base for "Learning Through Play," through research recommendations produced by the Fellows. Considering the time and resources available, we aim to achieve the following outputs:
1.Impact Evaluation Study Designs: We expect the Fellows to elaborate robust study designs to assess the impact of "Learning Through Play" on children's socio-emotional and academic skills. This should include methodologies for randomized controlled trials and quasi-experimental studies, identification of relevant variables, and recommendations for data collection and analysis.
2. Implementation and Monitoring Strategies: We desire detailed strategies for the effective implementation of "Learning Through Play" in various educational contexts, as well as tools to monitor the use of the games and student engagement. This will help ensure that implementation aligns with project objectives and allows for real-time adjustments based on feedback.
3. Usability and Feasibility Evaluation Frameworks: The Fellows should develop frameworks that allow for the evaluation of the games' usability and feasibility, considering the diversity of users and contexts. This includes creating questionnaires, semi-structured interviews, and observation methods that can be easily applied by our team or partner educators.
4. Monitoring and Evaluation Tools: We expect the Fellows to create practical monitoring and evaluation tools that can be continuously used to measure the impact of "Learning Through Play." This should cover key performance indicators, methods for data analysis, and recommendations for periodic progress reports.
5. Recommendations for Strengthening the Evidence Base: Finally, we anticipate specific recommendations on how we can continue to strengthen the evidence base of "Learning Through Play" following the LEAP Project's completion. This may include suggestions for future research, academic partnerships, and strategies for disseminating results.
These outputs will not only directly support the strengthening of the evidence base for "Learning Through Play" but will also provide a solid framework for future research and development initiatives, helping ensure our solution continues to evolve and positively impact the communities we serve.
Following the conclusion of the LEAP Project sprint, our organization has detailed plans to put the generated outputs into action, ensuring that the insights and recommendations are fully leveraged to strengthen the evidence base and expand the impact of "Learning Through Play."
Implementing Study Designs: The study designs developed by the Fellows for impact evaluation will be immediately implemented. We will seek partnerships with academic institutions and schools to conduct the proposed studies, ensuring rigorous data collection and analysis as recommended. This will allow us to generate solid evidence about the effectiveness of our solution.
Implementation and Monitoring Strategies: The suggested implementation and monitoring strategies and tools will be integrated into our current operation. This includes adopting new practices for engaging students and monitoring their progress, adjusting our approach as needed to maximize educational impact. These processes will be documented and shared internally to ensure uniform implementation.
Enhancing Games and Activities: Based on recommendations for optimizing the usability and feasibility of the games, we will initiate an iteration cycle to improve our existing products and develop new games. This will involve design and development teams, as well as ongoing feedback from educators and students.
Strengthening the Evidence Base: The recommendations provided for strengthening our evidence base will be critical for our future efforts. We plan to conduct working sessions with our research and development team to integrate these recommendations into our ongoing research strategy, identifying opportunities for new studies and research partnerships.
Disseminating Results: We commit to sharing the results and learnings obtained through the LEAP Project with a broader audience, including the educational community, stakeholders, and funders. This will be done through publications, presentations at conferences, and workshops for educators, aiming not only to promote "Learning Through Play" but also to contribute to the broader dialogue on educational innovation.
In summary, the conclusion of the LEAP Project represents the beginning of a new phase for "Learning Through Play," where the insights and recommendations from the Fellows will be used to drive continuous improvements, ensure a robust evidence base, and expand our impact on the learning and development of children worldwide.
The desired long-term outcomes of the 12-week LEAP Project sprint for both our organization and the "Learning Through Play" solution are ambitious yet fundamental for the evolution of our initiative. We aim to achieve substantial changes that not only validate the effectiveness of our approach but also establish a solid foundation for future growth and expansion.
For the Organization:
1.Strengthening Evidence Culture: We expect the LEAP Project to accelerate the development of an organizational culture deeply rooted in seeking and using evidence for decision-making. This includes enhancing our ability to conduct internal research and critically interpret data, ensuring future strategies are aligned with the latest findings.
2.Recognition and Credibility: A key outcome is to elevate our organization's recognition and credibility in the field of innovative education. By demonstrating a commitment to rigorous evaluation and continuous improvement, we aim to attract new partners, funders, and users to our solution.
3.Adaptability and Growth Capacity: In the long term, insights from the LEAP Project should increase our adaptability and growth capacity, enabling us to effectively respond to changes in the educational environment and learners' needs.
For the "Learning Through Play" Solution:
1.Impact Validation: We aim to gain a clear understanding and robust evidence of the positive impact of "Learning Through Play" on children's academic and socio-emotional development. This will serve as a foundation for promoting and expanding our solution to new markets and educational contexts.
2.Solution Optimization: The outcomes of the LEAP Project will guide us in optimizing "Learning Through Play," identifying areas for improvement and innovation. This includes tailoring our games to maximize relevance and engagement across diverse learning environments.
3.Expansion of Impact: In the long term, we aspire for "Learning Through Play" to become a recognized and widely adopted tool for children's comprehensive development, significantly contributing to the transformation of education through play.
By the end of the LEAP Project sprint, we expect to be in a stronger position, equipped with concrete data and a clear plan to move forward. Our goal is not only to solidify "Learning Through Play" as a leader in game-based learning but also to ensure our organization continues to innovate and lead based on evidence, positively impacting children's education worldwide.