In Pursuit of Preserving Namibian Languages: The Development of
the Ndungika App, an Oshiwambo Children’s Android Application
Setson Penombili Vatilifa
1a
, Victoria T. Hasheela-Mufeti
2b
and Lukas Homateni Julius
3c
1
Department of Computing, Statistical and Mathematical Sciences, University of Namibia,
340 Mandume Ndemufayo Street, Pioneerspark, Windhoek, Namibia
2
Department of Computing, Statistical and Mathematical Sciences, University of Namibia,
340 Mandume Ndemufayo, Namibia
3
Department of Language Development, University of Namibia, 340 Mandume Ndemufayo Street,
Pioneerspark, Windhoek, Namibia
Keywords: Oshiwambo, Ndungika, Language Preservation, Mother Tongue, Children, Mobile App.
Abstract: Indigenous languages are often at risk of extinction, especially if they are not well preserved, and when their
native speakers seldom practice it. Namibian indigenous languages are not spared from this risk, due to the
fact that the children are most often from various tribes, especially in cities, and they normally communicate
in English as the sole official language used in Namibia schools. As children grow, they tend to become
resistant to using home languages and exhibit an increasing desire to conform to the majority language
speakers. Many recent studies have focused on the importance of preserving languages through teaching of
children songs, poems and stories. The purpose of this research was to collect Oshiwambo language children’s
songs, poems and stories and to develop an android application to host them. This was a randomized study.
Children from 3 to 15 years of age, fluent in speaking any of the 13 Oshiwambo dialects were eligible for
participation. Participants were randomly selected and through structured interviews, they were asked to sing
any song in any of Oshiwambo languages or tell the story or a poem, and they were audio/video recorded.
The designed application is envisaged to help in the language’s preservation.
1 INTRODUCTION
Over the years, the practice of speaking countries’
official languages in Africa due to colonialization,
has negatively affected the usage of native languages.
After the countries gained independence, the
languages imposed by the colonizers continue to
dominate, eventually being recognized as the official
languages (Norro, 2022).
Namibia is a country of many languages, of which
13 have been recognized as national languages, and
Oshiwambo language, which consists of several
dialects, is spoken by close to 50% of the Namibian
population (MBESC, 2003).
The Namibia’s Language Policy states that
English is the country’s sole official language, but
instruction for primary school learners from Grades
a
https://orcid.org/0000-0001-6680-8078
b
https://orcid.org/0000-0002-6512-4712
c
https://orcid.org/0000-0002-7083-0099
0-3 should be delivered in mother languages
(MBESC, 2003). However, this is hardly practiced in
heterogeneous classrooms, where learners are coming
from different language backgrounds, because the
policy is not supporting multilingualism (Ashton et
al., 2008). Therefore, many schools, especially those
in cities and towns, where children speak several
languages end up opting to instruct the learners in
English only from Grade 1 (Chavez, 2016).
This practice has especially affected the children,
who end up being denied the privilege of learning
their mother tongues. This can result in forthcoming
children finding little to no knowledge of their
languages, making them incapable to relate to the
cultural heritage, which puts the language and its
culture in danger to be labelled as extinct. Therefore,
it is important to make innovative ways that will
130
Vatilifa, S., Hasheela-Mufeti, V. and Julius, L.
In Pursuit of Preserving Namibian Languages: The Development of the Ndungika App, an Oshiwambo Children’s Android Application.
DOI: 10.5220/0011302900003280
In Proceedings of the 19th International Conference on Smart Business Technologies (ICSBT 2022), pages 130-136
ISBN: 978-989-758-587-6; ISSN: 2184-772X
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
enhance our language skills, as well as to preserve
them.
The adoption of technology for language teaching
and learning proved to be effective (Galla, 2018), and
mobile learning has become even more popular. Due
to the popularity of mobile devices, the young
generation are able to engage in learning activities on
mobile devices, both in formal and informal settings
(Kukulska-Hulme, 2009).
Interactive mobile applications have also gained
popularity over the years among children and young
adults. Some applications were developed for
learning, and others for fun.
In this research study, an Oshiwambo application
known as Ndungika App, was developed with a
purpose of connecting Oshiwambo speaking children
to their language, by being able to listen to old
Oshiwambo folklores, songs, as well as poems. As a
result, this would also help them complement their
language skills.
1.1 Background of the Study
In Oshiwambo culture, it’s a norm to tell stories and
teach children songs. This is normally done at night,
after dinner at family evening devotions, or during the
day when children are playing. These stories and
songs are more related to old age fairy tales and to
Oshiwambo culture and tradition. They help children
to know their culture and pass that knowledge to the
future generation, in order to preserve Oshiwambo
culture and the language. Conde (2019) explained the
importance of indigenous languages as the main form
of interaction with our environment. The study also
highlighted that indigenous languages represent the
legacy of our grandparents, and our obligation is to
take care of them because when an indigenous
language disappears, the indigenous traditional
knowledge also disappears.
Similarly, research by Trinidad (2019) explains
that language loss means that people cannot
communicate with certain family members or pass on
a vital piece of heritage to their own children. The loss
of indigenous language by the children has a great
impact on communication between adults and the
children, which might affect family relations. Many
recent studies have focused on the importance of
preserving indigenous languages through teaching of
children songs, poems or stories (Puthuval, 2017).
This helps in preventing language shifting. Language
shift happens when a group of people stops using one
language in favour of another, such that subsequent
generations no longer acquire the original language
(Puthuval, 2017).
However, as much as one can echo the virtues of
oracy in preserving culture and language, particularly
in the technologically semi-literate society. The fact
is that, many African indigenous languages in the
context of rapid development and modernisations
have been thrown into a world in which integrating
them with technology is an inevitable prerequisite.
This paper aims to contribute to such exercise.
1.2 Problem Statement
In modern days, most families spend their evenings
in front of televisions, and there is no time for
traditional storytelling or teaching of children songs.
And since most parents are employed, they spend
their days at work and when they come home, they
are tired and go straight to bed. According to Marsh
et al. (2016), children spend less time playing
physically, mixing with different generations,
creating imaginary games, and interacting with
parents.
In most cases when children begin school, they
know, to a large extent, what they have learned in
their mother tongue(s). Indeed, this is supposed to
be the actual starting point for all learning, however,
in multilingual settings, such as Namibia, this fact is
often ignored and hindered when the language of
teaching is different from the children's mother
tongue(s). In addition, many Oshiwambo speaking
children, for instance, start school at early ages. At
those schools, they mix up with children from
different tribes who speak different languages.
Because of this, they are taught all the stories and
songs in English since it’s the medium of instruction
and the official language, and they are not being
taught something in Oshiwambo that will help
preserve their indigenous language. As such,
English then begins to replace children’s home
language as the language of learning. According to
Cunningham, (2017) it has been observed that, as
children move up the school, they tend to become
resistant to using home languages and exhibit an
increasing desire to conform to the majority
language speakers.
Also, most children have mobile devices, they
spend their free time playing video games or
watching noneducational videos and movies. Marsh
et al., (2016) indicated that many children are
becoming socially isolated because their leisure time
is spent in front of a computer or television. They are
losing the ability to empathize, to communicate and
to read emotional language. This minimizes the
chance of physical interaction with other children and
In Pursuit of Preserving Namibian Languages: The Development of the Ndungika App, an Oshiwambo Children’s Android Application
131
learn new Oshiwambo language folklores, poems and
songs.
The objectives of this study are:
1. To develop an application that will help
Ovawambo to preserve their culture and
language.
2. To design and develop an application that will
teach Ovawambo children different
Oshiwambo language children’s folklores,
poems and songs.
The importance of this study is that, it will help in
preserving the Oshiwambo indigenous language
through the telling of their stories, poems and songs
to children who will pass them on to their children.
According to Puthuval (2017), a better
understanding of the long-term dynamics of language
shift would improve not only our understanding of the
language endangerment crisis, but also the
understanding of language ecology at earlier periods
in human history. Niland (2012) explored how new
songs could become part of the musical cultures of
young children.
Since most children do not spend most of their
time with their parents, there is no one to teach them
and no time for them to learn cultural children’s
stories, poems and songs. The application developed
in this research will help solve that problem since
most children have access to smart devices such as
tablets and cell phones, where the application can be
installed.
2 METHODOLOGY
The data collected for this research was obtained by
conducting face to face interviews with participants
from the northern part of Namibia, where the
Oshiwambo language is dominantly spoken. It
focused on children who are fluent in the language.
The main reason why children were deemed fit for the
study was because the App that is being developed is
for children, therefore, it would be more adaptable
and fun for the children if they are listening to voices
of fellow children.
The study population comprised of 50 inhabitants
from 5 villages located in Omusati and Ohangwena
regions (Ongungila, Oshivanda, Okambebe,
Omughete and Omungwelume) in the range of three
to fifteen years old. Participants were randomly
selected. As a result, a sample of 28 participants was
used.
Ethical considerations in this study were taken
into account in relation to permission, informed
consent and anonymity. Everyone directly involved
in the research was informed about the aims and
nature of the study before participation. Since the
participants were still minors and still under the
guidance of their parents, informed consent letters
were sent to the participants’ parents explaining the
purpose of the research and requesting permission for
their children to be part of the research. In these letters
it was also explained to the participants and their
parents how the recordings will be anonymised and
used. Parents were asked to read, sign and return the
letters as an indication that they had agreed for their
children to be part of the research. The participants
and their parents were made aware that the data will
be distributed publicly. Furthermore, copyrights and
other forms of intellectual property were honoured,
and the use of unpublished data or results without
permission was avoided.
The actual collection of data collection in the
form of unstructured interviews were carried out at
different places. In many occasions, the researchers
visited the participants at their houses or the
participant(s) and the researchers would meet at an
agreed place free from unwanted noises or
disturbance. The participants were interviewed
openly and asked to tell any children’s story, poem or
sing any children’s song they know. The interviews
were audio recorded with a smartphone. Data was
stored in audio forms. As a result of these interviews,
eighteen (18) children’s songs were recorded from 16
participants. Seven (7) stories from five (5)
participants and four (4) poems from 4 participants.
In addition, secondary data was also collected
from previously published work, such as Oshiwambo
literature books that are related to the research.
The researchers got hold of the book titled
Omatevelo 4 (Nghifikua, 2011), and three poems
from the book were used in an application (Owambo,
Omahangu and Fimbi). The researchers made some
participants to read out these poems and they were
recorded.
This research yielded mainly unstructured data. In
order to present the most relevant data, all the data
collected was analysed.
With this research, since the interviews have been
audio recorded, there was a need for cropping. Some
audio recordings were cropped in order to remove
unwanted conversations, as well as time lapses. This
was also done to remove anything that would unveil
or compromise the participants’ identities.
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After cropping audio recordings, the next stage
performed was to categorize the data. All the data
were subdivided and assigned into categories. This
process was done manually by the researchers.
The data collected was divided into 3 categories:
poems, songs and stories. There were three folders
created on a computer, one for each category, and
data belonging to each category would be placed in a
corresponding folder.
The next stage after categorizing data was
identifying of themes, patterns and relationships
between data in each category. In qualitative data
analysis, applicable techniques that can be applied to
generate findings and analytics are not universal,
therefore critical thinking skills of researcher plays a
significant role in data analysis in qualitative studies
(Lester et al., 2020).
In the stage of identifying themes, relationships
and patterns, data went through three analysis steps.
The first step is content repetition. The researcher
went through each category and look for any
repetitive or similar content. If any repetitive content
was found, the duplicate was to be deleted and only
one will be left. The second step was primary and
secondary data comparison. The findings of
interviews were compared with the findings of
literature review and the differences between them
were discussed. The ones of poor quality were
removed. The last step in identifying patterns and
relationships was searching for missing information,
finding which research issues that were not
mentioned although they were expected to be
mentioned or covered.
The last stage in data analysis was: summarizing
the data. In this stage the researcher compared and
linked the research findings with the research
objectives. This included removing content which
contained verbal languages, content with poor audio
quality and all contents which expose participants
identity. The themes that were identified were:
poems, songs, and folklores/stories.
For the development of an application, Android
studio software was used for all coding and
compiling. For image manipulation, editing and free-
form drawing, the GNU Image Manipulation
Program (GIMP), was used. The final animated
videos were created using a trial version of Mango
Animate animation Maker.
As a result, the application that was developed in
this research has three separate parts. One part hosts
the songs, the second part hosts stories and the third
part hosts poems. The next section offered the
detailed description of the application and its
implementation.
3 APPLICATION DESIGN AND
IMPLEMENTATION
This research study followed the waterfall model,
which has four phases, namely: Requirements
gathering and analysis, Design, Implementation and
Testing (Sommerville, 2016). One of the advantages
of the waterfall model is that, it is very easy to
understand and use, and the phases do not overlap,
one has to be completed, before the next phase is
started. It was deemed suitable for this research,
because all requirements were clear from the
beginning, and it was unlikely to change them during
the implementation.
3.1 Research Gathering and Analysis
In this phase, the requirements were identified and
analysed. The main functional requirements
identified were:
a) The application should be able to run on
Android
b) It should be able to host songs, poems and
stories in audio and video format.
c) The application should be a one-tier
application, and all the data should be
contained in the application.
3.2 Design
In this phase, the system was designed, which
included the conceptual design, as well as paper
prototypes. The software used for the design and
development of an application was an open-source
Android studio. For the application architecture
design, the Model View Presenter (MVP) architecture
was used. “The MVP design pattern is set of
guidelines that should follow for better code
reusability and testability (Morris, 2019). It
contained three layers:
The first layer is a view layer. This layer contains
the user interface, where the user interacts with the
server, in order to request a specific content from the
application. The home page of an application
contained three buttons, directing to songs, poems
and stories. The stories home page contains the grid
layout with clickable content. These contents are the
displays or thumbnails of stories. The user is able to
click on any story and direct it to the page hosting that
specific story. The poems homepage contains the
video view and the list view. The user is able to press
on any content on the list view and the corresponding
In Pursuit of Preserving Namibian Languages: The Development of the Ndungika App, an Oshiwambo Children’s Android Application
133
content will be displayed in the video view. The songs
home page/activity contains the video view for
playing videos and the grid layout.
The second layer is the presenter layer. These are
the codes connecting the view layer to the requested
content.
The third layer is the model layer which contained
the data/videos to be presented to the user on a
request.
3.3 Implementation
Using the inputs from system design, four separate
modules were developed, namely: the home page,
stories, poems and songs. Each module was coded
and tested separately in the Android studio emulator
for its functionality. All the system design ideas in
corresponding requirements were converted into
source codes and user interfaces.
3.4 Integration and Testing
After successfully testing all the modules in the
implementation stage, they were integrated together.
modules, the entire system was tested in the emulator
and all modules were corresponding. The system was
further tested on two mobile phones (Lenovo TB-
73051(Figure 1) and Samsung J3) and all
functionalities were working.
4 RESULTS
By analysing the data from interviews and secondary
data, ten (10) songs, seven (7) stories and seven (7)
poems qualified to be included in the application. The
application was successfully developed and tested. It
has a home page from where a user can choose one of
three options, by clicking the corresponding button,
first option takes the user to the songs (button written
“ouimbilo”), second option is for poems (button
written “outevo”) and the third option is for stories
(button written “ouhokololo”). The songs content
page or fragment has a video view and ten image
buttons where a user can click, and the corresponding
song visuals would display in a video view. The user
can use media controllers to play, pause or rewind the
songs.
The poems fragment has a video view and list
view containing poems, which plays when clicked.
Whereas, the stories section also has a stories home
page with clickable images and texts. Once any image
is clicked, it will display the corresponding fragment,
with a video view displaying that animated story and
buttons to play, pause, play the next story or the
previous one. For the songs, poems and stories
fragments, there are four image buttons at the top
which directly take the user either to any of the
sections. Figure 1, 2, 3, and 4 below show the
Application home page, the songs section, the stories
section and the poems section respectively.
Figure 1: Ndungika Homepage.
Figure 2: Songs Section.
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Figure 3: Stories Section.
Figure 4: Poems Section.
5 LIMITATIONS
The first limitation was the lack of enough previous
research studies on the topic. Due to this, the current
research had to start from scratch, which was time
consuming.
The second limitation was the limited access to
data. Due to the outbreak of the novel coronavirus, it
was risky to get in close contact with many people
when collecting data.
6 CONCLUSION AND
RECOMMENDATIONS
The primary purpose of this research study was to
develop an Oshiwambo Android application for
children, where they will be able to listen to poems,
songs and stories. This research involved designing
and developing an application and collecting data to
be presented by the application. The data collection
was a success, although there were some limitations
such as limitation to data and cultural bias. In total,
10 songs, 7 stories and 7 poems are hosted in the
application. Both the application and the content
hosted will help in the preservation of Oshiwambo
language.
The application design and development followed
a waterfall model architecture and the open-source
Android studio software was used for coding and
units testing.
In addition, the research has contributed to the
body of knowledge concerning the utilization of
technology to enhance the Oshiwambo learning
experience. The study recommends that the
application should be turned into a multilingual
application, considering that Namibia is a country
with many languages. Therefore, it will be very
beneficial to be able to host other Namibian
languages on the App.
Furthermore, currently the Ndungika App only
runs on Android, it is recommended that it should be
developed further, in order to enable it to run on other
platforms.
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