THE Proj3ct

The pps interactive tech library project

The People’s Primary School (PPS) Interactive Tech Library Inspired by global trends of modern library designs as well as opportunities of emerging technologies we launched into a tech library design journey. The PPS Tech Library is a library designed for 21st-century students.

It utilizes technology to enhance reading experiences for children. The PPS Tech Library was entirely co-designed by Namibian learners of PPS; deploys technologies developed with and for the children. Furthermore, it’s a state of the art from an educational and technology perspective, which will be a model library for other schools in Namibia and the region.

The Project


It utilizes technology to enhance reading Kishikishi, A Traditional Story While Namibian tribes have many traditional stories, Kishikishi is known to most Oshiwambo speaking people in Namibia. The story was told to scare kids away from places where they should not go. With many variations of narratives across families, the essence of the story is Kishikishi a monster, which is out to eat children. The hero of the story is a small boy who climbed a tree and eventually defeated the monster. The story transmitted an experience of fear, suspense, and the forbidden. It also allowed for imagination on how the monster probably looked like.

Kishikishi App game

Kishikishi Game App. This app was designed by collaborating with Aalborg students. The Graphics and text in the Kishikishi App are taken directly from the Kishikishi book. For personalization, the players enter their name, which is then integrated into the following texts of the story. The game has a number of scenes. In some scenes, the player can read the story, and then they’re presented with questions to test their knowledge. While the player is busy reading, above the text there is an option to interact with the animation, which sings in a male voice.

Kishikishi Augment Realty

The Kishikishi Augment Reality (AR) was designed by students from the Namibia University of Science and Technology (NUST). The player needs to have a device such as a phone or a tablet, and a printed book in order to interact with the Kishikishi Augmented Reality app. The player must hold the device pointing to the pages in the book. While the device is pointing, a child’s voice will begin to read the story, and the monster will be brought to life running chasing people. The player also has an option to play a puzzle that shows an image from the printed book.

Interactive map

Interactive map description

Spin da bottle

Spin Da Bottle reading game. The ‘’spin the bottle’’ game is a child-friendly customized reading game. It was conceptualized by a NUST student and refined with the PPS learners and NUST supervisors. The learner’s version draws on the idea of the popular young adult’s game ‘Spin-the-Bottle’. The tablet is positioned on the table, while the players stand in a circle around the table. The first player touches the bottle which starts spinning. When the lid of the bottle points to a specific child, that child will have to read and perform the activity displayed on the Pop-up card. The pop-up cards are customizable. The children requested a language learning version where each card displays a word in a foreign language. Another version contained fun cards requesting the children to say the alphabet backwards or put the word frog in between every word said, make a fish face, etc. Teachers can customize this game for different subjects and indigenous languages.



The aim of the project is to develop emerging technologies to increase children’s motivation and participation in reading activities, and creating an enabling reading environment.  Technologies such as augmented reality (AR), virtual reality (VR), 3D printing, and mobile applications have shown promising results in enhancing user experiences in many related fields. These technologies can be deployed in schools, libraries and other spaces where reading is encouraged. This project will provide reading opportunities through ICT to individuals through collaborative and social activities. There will be school-based support for teachers and students; this will be provided by interns from Namibia University of Science and Technology (NUST), and many other volunteers studying ICT.


  • The first of its kind in Namibia inspired by a global movement of libraries of the future.
  • It contributes to Namibian Vision 2030.
  • Was entirely co-designed by Namibian learners of PPS.
  • Deploys technologies developed locally with and for the children
  • Is state of the art from an educational and technology perspective.
  • Will be a model library for other schools in Namibia and the region.


Although there are libraries in all Namibian schools, more than 80% of the school libraries are not used and they lack adequate resources especially reading books to extend children’s knowledge NengomashaT, Uutoni, W, & Yule, W (2012). Some of the factors contributing to the lack of functional school libraries in Namibian government schools include the deployment of untrained librarians, the lack of qualified librarians, and the lack of reading books. These schools are attended previously Socially Disadvantaged Children. There are not many ICT opportunities compared to elite schools ‘Private Schools.’

The Team

Picture: Last raw from the right: Teacher Khumo Kauahito, NUST Computer Science Student Albertus Coetzee,  Helvi Itenge, Prof Heike Winschiers-Theophilus, NUST computer Science Intern Nathan Dasneves, PPS principal Mr Xoagu, Mr Walter Kamungu, and Mrs Uavangua Mbasuva

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