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Solve Education

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Solve Education!
Solve Education Foundation
AbbreviationSE!
Formation2015
FoundersPeng Tsin Ong
Janine Teo (Peihan)
TypeNon-profit
HeadquartersSingapore
Region
Worldwide
Key people
Peng Tsin Ong (Chairman), Janine Teo (Peihan) (CEO)
Gita Wirjawan (Patron)
Websitesolveeducation.org

Solve Education! (SE!) is a global technology non-profit organization founded in 2015 by Peng Tsin Ong and Janine Teo (Peihan).[1][2] Solve Education! is making education and employment accessible to children and youth who do not have access to school around the globe.[3][4]

Using a mobile game application, out-of-school youth can improve their literacy rate, improve skills such as life skills, numeracy skills, and gain work experience which will better prepare them for the upcoming challenges.

The team at Solve Education! consists of subject experts who have developed an educational gaming app with which they deliver lessons to students from developing countries. It is headquartered in Singapore, and it has offices in Indonesia, the United States, India and Nigeria.[5]

History

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Solve Education! was founded in December 2015 after Peng Tsin Ong attended the Africa Innovation Summit in Cape Verde in 2014[6] where he led a plenary session on financing innovation.[7] At the end of the summit, he engaged stakeholders from Africa on the ideal educational intervention for narrowing the gap of education inequalities to help produce knowledge workers for a knowledge economy.[4] It was after the summit that Solve Education! was born, to offer scalable educational interventions which can work with limited infrastructure in low income countries in Asia and around the world.[6]

In 2017, Solve Education! launched its mobile learning app, Dawn of Civilization, in Indonesia.[8]

Janine Teo, the incumbent chief executive officer, is a member of the high-level advisory group on digital technology at the Asian Development Bank.[9]

Services

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Dawn of Civilization

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Dawn of Civilization (DoC) is a city-building game which is based on various subjects and itself contains mini-games.[10][11] The game was launched in 2017 and is made to be operated on low-end mobile devices.[12][13] SE! leverages gamification and artificial intelligence to maximize the ubiquity of mobile phones and broadband to make sure education reaches children and youth in low-income countries.[14][15][5]

Ed the Learning Bot

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It is an AI-based chatbot used by Solve Education! on Telegram.[16] It helps underserved young people to learn about any subject with the help of gamified pictures and text.[16] The major subject taught by the bot is English, while other subjects are also available.[16] Solve Education! has partnered with various other organizations to gamify their learning modules and spread the education using chatbot.[16] The bot has been launched in Nigeria and it has been reviewed by the Ministry of Education, Nigeria and has acknowledged its role to improve the literacy of youth.[17]

Content+

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It is an open platform which facilitates educational content providers to add their content in order to meet the needs of beneficiaries.[18] The added contents are accessible on Dawn of Civilization and Ed the learning bot.[18]

Learnalytics

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It is a tool developed by Solve Education! Which helps measure the performance.[19] Additionally, Learning Portal Analytics, provides context, the learning progress and performance of the students as they learn.[19] Further, it can also be tracked in real-time using the platform.[19]

Solve Employment!

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In order to reward learning and motivate out-of-school children and youth to study more, Solve Education![20] links progress in the game to employment opportunities.[21][22]

Game for Charity

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It is a point-based program which was introduced during the COVID-19 pandemic. By completing learning modules, students can earn points which they can later exchange for food packages. Solve Education! is working with various organizations, notably Nusantra Innovation Forum, Putera Sampoerna Foundation, East Java Government of Indonesia to gamify the pandemic-safety education package for underserved children in Indonesia.[23]

Youth Well-being Education

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Solve Education! in partnership with Badan Kependudukan dan Keluarga Berencana Nasional (BKKBN), a government body operating under the Ministry of Health Indonesia, launched their digital comic book which addresses family planning issues in Indonesia.[24]

Recognition

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  • Ashoka x Google.org ChangeMakers 2020 [25]
  • Next Billion EdTech Prize 2019 Finalist[26]
  • QS Reimagine Education, Best Educational App 2020 Finalist
  • Cisco Global Problem Solver 2020 Semi-finalist
  • 2019 Innovate for Good Challenge Semi-finalists[27]
  • World Summit Awards 2018[28]
  • Singtel Future Makers 2017[29]
  • MIT SOLVE: Youth Skills and the Workforce of the future 2017

References

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  1. ^ "Lenovo Foundation Partners with Solve Education! to Support STEM Education through Gamification". 18 August 2021.
  2. ^ "Technology 'can transform' the developing world's education". Nikkei Asia.
  3. ^ "Solve Education! CEO Janine Teo on Her Company's Start and How They Use Technology". Amazon Web Services. 17 May 2019. Retrieved 28 April 2020.
  4. ^ a b hermes (24 June 2018). "Using brains and heart to educate children in need". The Straits Times. Retrieved 25 April 2020.
  5. ^ a b "Fact or Fiction: Online Games Could be the Future of Education". Temasek Corporate Website English. 22 February 2019. Retrieved 25 April 2020.
  6. ^ a b Annual Progress Report 2017. Indonesia: Solve Education!. 2018. pp. iii–iv.
  7. ^ Africa Innovation Summit Report (PDF). Praia, Cabo Verde: Africa Innovation Summit. 4–6 February 2014. pp. 53–54.
  8. ^ Thompson, Vanessa; Analyst, ContributorUC Berkeley Environmental Business (11 June 2017). "Addictive Education: The App Revolutionizing Literacy". HuffPost. Retrieved 25 April 2020. {{cite web}}: |first2= has generic name (help)
  9. ^ "ADB Establishes High-Level Advisory Group for Digital Technology". Asian Development Bank. 2 September 2019.
  10. ^ Aulia, Farah. "Leveraging technology to make education accessible". ORF.
  11. ^ Hernandha, Rahmandhika Firdauzha Hary. "Gim DOC: Mengedukasi dan Berdonasi Lewat Gim". www.goodnewsfromindonesia.id.
  12. ^ "Fact or Fiction: Online Games Could be the Future of Education". Temasek Corporate Website English. 22 February 2019.
  13. ^ "In a Class of Her Own_2019Issue1". singaporemagazine.sif.org.sg.
  14. ^ "How one app is making social ripples". Bangkok Post. Retrieved 25 April 2020.
  15. ^ "Dawn of Civilization - Play and Learn English!". dawnofcivilization.net. Retrieved 25 April 2020.
  16. ^ a b c d "Ed the Bot — Learn English through conversations on Telegram with Ed the Bot". Ed the Bot.
  17. ^ "Don, others highlight importance of educational games to learning". Punch Newspapers. 18 June 2021.
  18. ^ a b "content+". content.solveeducation.org.
  19. ^ a b c "Learnalytics". learnalytics.solveeducation.org.
  20. ^ "Homepage". Solve Education!. Retrieved 25 April 2020.
  21. ^ "Solve Employment!". Solve Employment!. Retrieved 25 April 2020.
  22. ^ faith-leong. "How Solve Education wants to help a billion people". e27. Retrieved 25 April 2020.
  23. ^ developer, mediaindonesia com (2 May 2020). "Peringati Hardiknas, Pemprov Jatim Luncurkan Game Edukasi Covid-1". mediaindonesia.com.
  24. ^ "BKKBN Bersama Solve Education Lakukan Digitalisasi Materi Stunting Melalui Game". www.bkkbn.go.id.
  25. ^ "Homepage | The Changemaker Journey". thechangemakerjourney.ashoka.org.
  26. ^ "30 startups named finalists of 'Next Billion' EdTech prize". www.tradearabia.com.
  27. ^ "Introducing the 2019 Innovate for Good Challenge Semifinalists". 12 November 2019.
  28. ^ "Winners | WSA".
  29. ^ "Singtel Group announces six winning social impact start-ups of Asia Pacific Future Makers 2017 - Singtel". www.singtel.com.
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