Innovation Challenge:
EdTech Challenge: Revolutionize Learning for Urban Children
This Challenge is
CLOSED

Key Dates
Challenge Began
July 1, 2019
Solutions Due By
August 20, 2019
Winners Announced
October 2019
Shape the Future of Learning in Jakarta
From July 1st to August 20th, 2019, 300 innovators from 58 countries worked together to develop ideas to help share the future of learning in Jakarta. Project Everyone and the New York Academy of Sciences convened a diverse panel of creative problem-solvers to help identify a specific focus area where we could generate high-impact ideas. We invited solvers from around the world to participate in the challenge for a chance to win a $7,000 USD grand prize. The winning solution, Inggris Buddy created by Saira Mallick and Saad Nadeem, was a textbook companion app for spoken English. You can learn more about the winning solution and the solvers who designed them.
Globally, 91% of children will go to primary school, but 68% of them will reach the last grade of primary without the minimum levels of proficiency in reading. Educational technology (EdTech) enhances primary and secondary education by engaging children in unique ways. As technology improves, opportunities arise to transform activities in the classroom by integrating online curriculum, apps, devices, and games.
The goal of this challenge was to come up with innovative ideas to improve learning for children in Jakarta. Studies show that Indonesian students are using technology at a higher rate and at an earlier age compared to similar countries. By capitalizing on the Internet of Things to complement classroom learning will reach students in ways that were not possible before.
The Challenge
Design an EdTech product/solution that will support primary and/or secondary education in Jakarta, Indonesia. Read the full challenge statement including the question and background information here.
How It Works
After signing up to participate, solvers self-selected into teams and worked together on Launchpad, a virtual interactive platform that safely facilitates global collaboration and program solving. Using Launchpad, solvers from around the world participated in teams or individually, to design a solution by answering the question proposed.
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Key Dates
Challenge Began
July 1, 2019
Solutions Due By
August 20, 2019
Winners Announced
October 2019
Grand Prize Winners - $7,000 USD
Inggris Buddy - A Textbook Companion App for Spoken English
A research-based app with the following interactive features that promote student engagement and autonomy in Enlighs learning: culturally relevant animated video lessons, interactive self-directed learning practice exercise using the listen-record-complete function, simulated roleplay using animated avatars and self-peer assessment to track progress.
Team Members: Saad Nadeem, Saira Mallick
Second Place Winners - $5,000 USD
A software that contains math and English learning modules that include Indonesian folktales and cultural characters in the curriculum. Students will receive a comprehensive analysis of their skills and understanding every time they complete a module test. Parents and caregivers are encouraged to be involved in the student’s learning by accessing their learning progress and performance.
Team Memebers: Boris Massesa, Meghna Badami, Kelvin Ogba Dafiaghor, Bazaf Hassan, Maria Gitau, Venkatesan Subramaniyan
Third Place Winners - $3,000 USD
LaunchEd: Experience what you learn
A web-based platform acts as a digital learning assistant that measures and tracks individual progress and personalizes content and its delivery. The platform includes project-based, experiential learning curriculum that allows teachers to become mentors and facilitators.
Team Members: Megan Cho, Danyal Naeem
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