This presentation was given at WaterAid Nepal in Kathmandu on 26th October 2016. The session was attended by various members of the Association of NGOs in Nepal.
36. Reach a Hand, a small
grassroots NGO in
Kampala, Uganda have
used social, media to
educate about HIV.
They have used training,
hip hop videos and
flashmobs in the
campaigns.
37.
38. Action Aid and the
Norwegian Agency for
Development Cooperation
used social media in 7
countries in a project to
empower 5,800 young
urban women.
Facebook and WhatsApp
groups were used to
enable conversations
around issues of health
and human rights
39.
40.
41. Everyday Africa is a collection of mobile phone
photography which combats the stereotypes and
clichés that depict Africa as a place of poverty, disease
and war.
42. Video and virtual reality are being used more and more
in development communications.
16MB pixel camera
Rs32,390 – About £250
Selfie Expert
Over 570 people participated in the social media quiz game
Over 40,000 likes for the game on UNDP Facebook
80% of the Facebook users said they found the video interesting and would share it with friends and families
86% of the Facebook users said the animated videos were able to prod them to think about the often invisible/ignored forms of violence in the communities.
85% of the respondents, who watched the animated videos, said they would change their behavior based on the understanding of the traditional roles of men and women.
A series of animated videos have been created, each focused on a particular form of violence such as harassment, domestic violence, political violence and sexual violence. They depict situations where traditional gender roles have been inverted, in order to make young people question existing gender norms and to change their behaviour. One example of the videos is displayed above.
These pieces were then developed into games and launched on Facebook. Animation videos were followed by quiz questions, some of which were simple yes/no questions that would elicit straight forward responses while others were trick questions to see if the people really believed in what they were saying. Few wrap up questions were designed to monitor the effectiveness of the game.