Edition 2022

Nominated projects

Category iStandOut

Digital Data Collection for Better Impact in Burundi and DRC: a Success Story to Digitalize Household Surveys
SOS Children's Villages Belgium; SOS Children's Villages Burundi; SOS Children's Villages DRC 
About the project: 
Children who have lost or are at risk of losing their parents' care remain largely invisible in the statistics at the global level and have long been off the radar of the SDG indicators. SOS Children's Villages International started in 2011 to fill this gap. To this end, it created Programme Database 2 (PDB2), a user-friendly web application, designed as a tool to facilitate the effective management of SOS Children’s Villages’ programmes. Its main objective is to store and process meaningful information about the children, young people and their families of programmes provided by SOS Children’s Villages. In December 2019 SOS Children’s Villages in Burundi and SOS Children’s Villages in DR Congo introduced digitalisation at the data collection stage to improve data quality, data analysis and impact measurement. 

Projet de Digitalisation de l'Agriculture en Milieu Paysan au Mali 
Réseau Agri Vision Sahel (AVS); Enabel Mali
About the project:
The project is led by a consortium of two Malian digital startups run by women, AgriBox and BI MUSSO, and the sub-regional network Agri Vision Sahel (AVS). This consortium proposes digital solutions and applications to improve the flow of goods to growth markets and the yield of agricultural production at lower cost through digital services adapted to the socio-economic realities of farmers and women processors.

The TTE Sandbox 
Enabel Uganda
About the project: 
The challenges presented by the coronavirus disease call for a new way of delivering education. Enabel responded by supporting Uganda’s Ministry of Education and Sports to develop and implement a distance learning strategy called the “Sandbox”. It is being piloted in the country’s 5 National Teachers Colleges in order to learn lessons for Uganda’s entire education sector. The sandbox steps away from traditional teaching methods and embraces the use of technology. The innovation offers a testing environment for education technology (EdTech), making full use of the potential of teachers to respond to the current education crisis by introducing various ICT tools and practices that facilitate and enhance distance learning during and post Covid-19.

Category iStartUp

Citizens and Machine Learning to End Snail-Borne Diseases
Royal Museum for Central Africa; Mbarara University of Science and Technology; Université de Kinshasa; KULeuven
About the project: 
In 2014, the World Health Organization (WHO) highlighted vector-borne diseases as a global public health priority. Among these, schistosomiasis ranks second only to malaria in terms of prevalence and morbidity. The WHO recommends combining drug treatment with snail control to combat this disease, but this requires broad-scale and regular monitoring of snail populations. However, there is a lack of snail experts in Africa and beyond, and monitoring campaigns are expensive. In the ATRAP project we therefore adopted a novel (digital) citizen science approach that can be executed by non-specialists. Deep learning object detection is thereby used for real-time snail identification. The model, with a detection accuracy of 97%, is deployed as an open-access web application. This tool, and the snail distribution maps can be online consulted by local health centers and ministries to implement preventive measures including targeted snail control.

Halisi: Trusted Biometrics as a Service for Animals
Fit-For-Purpose Technologies
About the project: 
Halisi is a biometric system which, from a simple photo or video, makes it possible to obtain key biometric indicators to assess the well-being of a cow, and therefore to take the necessary actions directly influencing its well-being level  and consequently its milk production. The Artificial Intelligence driven solution captures, extracts and analyzes physical, psychological and behavioral components. The system has the advantage of being non-invasive, that it can be embedded in fixed devices (e.g. fixed camera) for continuous evaluation, is inexpensive and easy to use and does not always requires internet coverage. 

Scratc²h 2050: Supporting Coding among Rwandan Adolescents & Teachers through the Curriculum & Clubs Heading for Rwanda 2050
VVOB; Rwanda Basic Education Board; Rwanda Coding Academy; Rwanda TVET Board; Rwandan Association for Women in Science and Engineering; Wehubit 
About the project:
In the framework of Scratc²h 2050, learners are introduced to coding principles in the classroom as STEM and ICT teachers integrate Scratch in STEM and ICT courses. The coding clubs, next, provide the opportunity to truly develop digital skills in an enjoyable environment, combining fun with learning the language of generation Z: the programming language. To this end, VVOB trains secondary school STEM and ICT teachers on coding and its benefits through blended learning. After training, they continue to develop professionally through participation in ongoing online and biannual face-to-face ScratchEd Meetups.

Category iChoose

AfriTech Hub Immersive Bootcamp 
AfriTech Hub 
About the project: 


Sustainability-As-A-Service Protocol 
Pello Múgica Gonzalez
About the project:
Enhanced Decentralized Fundraising Model
FACTmobile - A mobile application for the FACT Sahel+ network 
Fact Sahel + ; Archisanat
About the project: 


Awards ceremony

The awards ceremony will take place in the Royal Museum for Central Africa in the autumn of 2022.