This is the second in a six-part series which will showcase the projects built by the Top 6 teams of the #WorldInnovationDay Hackathon. This was the biggest hackathon by Hackmakers in collaboration with the UN Environmental Programme, dedicated to developing innovative and creative solutions for the Sustainable Development Goals established by the UN.
TEAM PLATOLEARN David Chen, Julian Vu, Oliver Pang, Avery Chan, Priyanshi Patel | Team PlatoLearn created an application called Education Pals, a learning app that helps users learn, progress and achieve new things together. They ranked #5 among all the participants in the World Innovation Day Hackathon 2021. |
Challenge Addressed
Quality Education - Sustainable Development Goal 4
The Sustainable Development Goal of Quality Education ensures inclusive and equitable quality education and promotes lifelong learning opportunities for all. The SDG 4 aims to provide children and young people with quality and easily accessible education along with other learning opportunities, with one of the targets being to achieve universal literacy and numeracy.
Problem Statement
The fourth industrial revolution has rapidly changed the jobs today and 85% of the jobs in 2013 don’t even exist today.
The problem statement takes into account an individual user who is aware of the above scenario and is terrified of what might happen to their job in future. Re-learning is the only option now but they’re not sure where to start from.
Motivation
Learning these days can be a tedious process, taking into account the bundles of information around us, the amount of resources and above all not knowing where to start from.
What if we could make all the learning into a fun process by creating a co-learning environment and trying to eliminate the exhausting factor as much as we can.
Solution
Learning these days can be a tedious process, taking into account the bundles of information around us, the amount of resources and above all not knowing where to start from.
What if we could make all the learning into a fun process by creating a co-learning environment and trying to eliminate the exhausting factor as much as we can.
Featured Highlights
AI Chatbot Susan : Guides the user based on their interests, experiences and preferences and helps them with the right list of courses
Matchmaking : Finds a friend (i.e. other users) for the user to start and finish the learning journey with them.
Researches show that doing activities alongside others has been shown to have a 40% higher commitment rate than those who did it alone
Gamification : Introducing fun activities and challenges to keep the users engaged. Visually appealing avatars that mirrors the journey of the participants as they progress are also part of this platform
Accessibility for All : When one user completes a course, a course would be provided to someone who wouldn’t have been able to afford the course otherwise.
Those who can pay for the course will also be encouraged to pay it forward so that others who may not be able to afford it otherwise, can have equal opportunity to learn new skills
Designed for all : the platform is designed to work even on low bandwidth devices and areas so that external factors such as income or geography might not hinder the delivery of knowledge
What does the Application do?
As soon as the user registers in the application, the AI chatbot Susan guides the user by suggesting personalized courses from all the learning platforms based on the users’ interests, experience and preferences
The app helps users find other users via the Matchmaking feature. The feature would allow users to find friends based on their proximity, language and time zones
Lectures can sometimes be boring and talking to new people can sometimes feel a bit awkward.
To keep the interactive factor on the top, Education Plus has added a gamified platform to their learning experience by including fun challenges and activities with other users as a team.
The app also allows the users to have an avatar that visually evolves along with the progress in the users’ status
Accessibility for all : When one user completes a course, a course would be provided to someone who wouldn’t have been able to afford the course otherwise.
Those who can pay for the course will also be encouraged to pay it forward so that others who may not be able to afford it otherwise, can have equal opportunity to learn new skills
The digital courses and the platform is designed to work even on low bandwidths so that income and geographies is no barrier to cultural diversity, global citizenship and collaborative learning
What do you think of this project? Do share your thoughts and ideas with us on Hackmakers LinkedIn Page.
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Don’t forget to check out our Previous Winner Showcase Blogs:
Team Medicall - 6th Position in the World Innovation Day Hackathon 2021
Team Tardis - 5th Position in Digital Defence Hackathon 2020
Team DineDetect - 4th Position in Digital Defence Hackathon 2020
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