IGF 2019 WS #71
Gamification to Increase Participation of the Underserved

Organizer 1: Esther Mwema, Digital Grassroots
Organizer 2: Bolutife Oluyinka Adisa, Joppa technology servicesl
Organizer 3: Noha Ashraf Abdel Baky, Digital Grassroots

Speaker 1: Eileen Cejas , Civil Society, Latin American and Caribbean Group (GRULAC)
Speaker 2: Elisabeth Schauermann, Technical Community, Western European and Others Group (WEOG)
Speaker 3: Uffa Modey, Technical Community, African Group

Moderator

Esther Mwema, Civil Society, African Group

Online Moderator

Bolutife Oluyinka Adisa, Technical Community, African Group

Rapporteur

Noha Ashraf Abdel Baky, Civil Society, Intergovernmental Organization

Format

Birds of a Feather - Classroom - 60 Min

Policy Question(s)

How can gamification of digital rights issues be used for localisation of content in order to increase access for digital inclusion to bridge the digital divide?

How does localized content, such as games, promote reach to undeserved communities?

How can we increase discussions about digital rights using games adapted for local communities?

SDGs

GOAL 4: Quality Education
GOAL 5: Gender Equality
GOAL 10: Reduced Inequalities

Description: The objective of this session is to share ideas on ways through which gamification can be adopted as a method of raising awareness about Internet Governance and digital rights issues in order to promote the inclusion of people from underserved regions in discussing solutions to these issues.

The session will feature three experts from different regions and industries who will engage the session attendees through shared experiences on how they have managed to merge Internet governance issues with localized games from their communities. The workshop will enable participants to share challenges and personal experiences from their countries about how citizens, especially youth, can easily learn about Internet governance by simplifying the concept through gamification.

At the beginning of the session, the moderator will introduce the session, its speakers and goals. Each of the speakers will be given 10 minutes to briefly discuss their assigned discussion points.

Points for discussion are:
Board games for digital inclusion - Digital Rights Monopoly [see reference link]
Fun games to teach kids about online safety and Internet health
Transforming local games to include Internet governance issues

After the discussions by the speakers, the session attendees are welcomed and encouraged to share their comments, ideas and experiences about how this method of digital inclusion may be adopted in their communities.

Thereafter, the session moderator will close the session and provide possible next steps for continuing and implementing the issues discussed and session outcomes.

Expected Outcomes: At the end of the session, the attendees would have been able to identify a possible means to include more young people in Internet governance by making use of common games in communities as a tool for teaching and learning about Internet governance issues.

Alternative ways to localize internet content for digital literacy in order to bridge the digital divide in underserved communities.

1. Demonstration of existing digital literacy gamification tools
2. Q & A session time slot

Relevance to Theme: Gamification to Increase Participation of the Underserved is a crucial workshop for digital inclusion because of the digital divide and lack of relevant local content available to marginalized communities. Using games and similar tools to bridge the digital divide explores various resources that youth and marginalized communities can use to better connect and understand the internet, therefore increasing access.

Relevance to Internet Governance: Connect the unconnected
Bridge the digital divide
Non-formal education of digital literacy through games

Online Participation

Livestream our session. An online moderator will ensure remote participants have their views heard.

Proposed Additional Tools: Digital Grassroots Digital Natives Network Forum; To increase participation of youth from 40 countries who are part of our network.

Social Media push on Twitter and Facebook.