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It strives to recognize each individual child’s personal circumstances and to help them develop other equally beneficial skills such as curiosity and self-esteem along with knowledge of technology usage.

COMMUNITY HERO:
LUDOMATICA
by Claudia Herrera Hudson


Ludomática is a Colombian initiative devoted to enhancing learning environments, particularly through new media, for children who live in rural or urban marginal zones. The project primarily benefits Colombian children, ages 7 to 12, in educational institutions, from formal and non formal, urban or rural marginal zones in high-risk situations. The project’s main focus is to produce an educational transformation by “rethinking the way educational projects are developed” at schools and institutions.

In simple words, Ludomática strives to change the way learning is looked at, both by educators and their students. It seeks to help children think and act creatively. It wants to help validate all children’s’ right to a high-quality education, along with their right to be active agents of social change.


Ludomática does so by using innovations is all types of learning environments, using information and telecommunication technologies in a non-conventional manner. It takes advantage of globalization and hypercommunication while at the same time remaining personal and geared at each individual child. By doing so, Ludomática strives to build creative, collaborative, playful, and interactive learning environments for children.

Ludomática is most unique for the audience it strives to benefit. Founded in 1996, it came about as a way in which to help capture the attention, in education, of children in high-risks groups, mainly those who had been places under the care of “Bienestar Familiar” or “Healthy Families,” where the majority of participants are there because they have committed some time of crime. The majority of children are either street children or belong to families with serious problems. The group consisted of children considered to be mostly hyperactive, easily distracted, and unruly.


Not wanting these children to slip through the educational cracks, the Rafael Pombo Foundation put themselves in contact with Lidie (Laboratorio de Informática Educativa or Laboratory of Informational Education) at the Universidad de los Andes in Bogotá, Colombia, and together the two projects developed Ludomática. They realized that the world in which the children had grown, the streets, was more exciting to them than the typical classroom setting. They also realized that the children were entertained, though, by computers, particularly with games they could play on them, and with the control they finally felt by playing and winning those games. Thus came Ludomática, offering them games and activities, both on and off the computer with which they could learn, and actually want to learn.

Ludomatica does not strive to teach children a better way of learning basic subjects. Rather, it strives to recognize each individual child’s personal circumstances and to help them develop other equally beneficial skills such as curiosity and self-esteem along with knowledge of technology usage.


Ludomática’s work has been well received. In fact, it was honored by the prestigious Bangman-Stockholm Global Challenge in winning the Innovations in Education category in 1999. As says Alvaro H Galvis, who is a Professor at the University of Los Andes and a member of The Stockholm Challenge Jury, “In Colombia the educational sector does not bring many good international news to the social arena. But when Ludomática was awarded in The Global Bangemann Challenge 1999, it was the case. Many unbelievers of the importance of the project had to recognize its unique nature. Groups that were investing in the pilot phase decided to help in its expansion. National and international funds were obtained based on this international recognition.“

At the awards ceremony, Ludomatica was touted as a project which has brought forth a brilliant educational perspective to children within the most disadvantaged social conditions, and has opened the path for the use of information technology in schools.

Cynthia Lawson-Jaramillo who was the Software project leader for Ludomática in 1997-1998, describes the project as one who strives to “develop educational tools using technology for low-income children.” It ventures into schools with “educational deficiencies” and comes out shining.

Educators who use Ludomática will incorporate an anthropological view of education focusing on life-long learning, which extends long after the children have completed elementary school. They will also focus on creating playful, creative, collaborative, and interactive learning environments for their pupils. Ludomática hopes that institutions will “re-think their principles and practices, concerning spaces and times for learning, methodologies and means for supporting the process” along with “educational reengineering.”


Ludomática wants to offer education with “equity and excellence” for all children. The project feels that children will have a greater self-esteem by becoming members of a lifelong learning community. By increasing their creativity, their ability and willingness to develop both individual and group learning expands as well. They will also have increased listening and speaking capabilities, benefiting from diversity and problem-solving.

One of Ludomática’s key objectives is to develop problem posing and solving capacities, along with the ability to be innovative and creative. The project accomplishes its task by using systematic reasoning and creative resource exploration as a way to generate solutions to problems. Basically, Ludomática creates a fun learning environment by creating a microworld in which to develop creativity, creating rules, a challenge, and problems, all of which serve to bring out the potential of problem-solving in children. The project uses fantasy, different aspects of life, putting them into creative play. Ludomática seeks to be interactive using software, workshops, or proposed games within it’s microworld, which it feels will benefit children within the macroworld, the world surrounding them.

Ludomática offers a variety of projects and things of benefit to educators and teachers. Among them are creative workshops, which seek to develop practical thinking along with reflexive reading, virtual and in-person seminars wherein virtual communities are created to communicate about new ways of learning, or to explore a theme. There is also the ability to actually stay at Ludomática, living the day-to-day operations of the project while participating in workshops and research and learning experiences. An advanced degree program is even offered, offering educators the opportunity to develop the potential of becoming self-learners.

Ludomática also offers a project titled Ciudad Fantastica (Fantastic City), a digital multimedia microworld which seeks to motivate the fantasy and creative side of children by offering enigmas and puzzles and seeking to generate action in children, fostering curiosity and experiential learning. It allows for speculating, discovering, learning from trial-and-error and most importantly, fostering the desire to learn.


Written by Claudia Herrera Hudson
Photos courtesy of Ludomática and the institutions who use it
Last changed on: 11/2/2004

One Challenge, One Spirit: The Stockholm Challenge Award and Rome's Global Junior Challenge by Professor Alfonso Molina from the University of Edinburgh. This article will open as a pdf.

 

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