Innovations Directory - 2022
2
Access, Diversity & Inclusion Award (ACADEMIC – EARLY STAGE)
Autism Tech Taining Program, @iLabAfrica - Strathmore University
Project Summary (100 words)
The Autism Tech program is a unique training program for the neurodiverse, that is, young adults with Autism Spectrum Disorder (ASD), ADHD and learning disabilities and seeks to equip them with IT skills by using technology as a framework to build employable skills.
The program addresses the Sustainable Development Goal 4 on inclusive and equitable quality education and promotion of life-long learning opportunities for all by eliminating gender disparities in education and ensuring equal access to all levels of education and vocational training for the vulnerable, including persons with disabilities.
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Gateway Program and Pathway, University of New South Wales
Project Summary (100 words)
The Gateway Pathway and Program is an innovative educational outreach program and linked admissions pathway to the University of New South Wales designed to substantially increase the number of students from socio-educationally disadvantaged schools and low SES backgrounds in higher education. Underpinned by a robust theory of change, our program acknowledges the primary barriers to accessing university for underrepresented students by using a school-based outreach approach and a focus on academic preparedness. Further, by employing current students at UNSW from underrepresented backgrounds as program facilitators, we use a near-peer mentor model to build students' sense of belonging and confidence.
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1
Access, Diversity & Inclusion Award (VENTURE – EARLY STAGE)
Bronze
Happy Coding School, FRG Korea Co., Inc.
Project Summary (100 words)
This is the first coding program specifically tailored towards students with disabilities.
We have started to develop this project since 2018 as an additional education program for Albert Coding Robot.
We have engaged more than 1500 students with disabilities to experience coding and programming in Korea.
Our project was selected by SK Telecom as an ESG program for future funding.
We are starting to train up to 50 teachers for special education on September 2022.
We are very close to start beta demo starting 2023 in Korea in more than 500 different special schools.
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4
Access, Diversity & Inclusion Award (VENTURE – MATURE)
Delivering Infinite Book Shelves for Kids, DIBS for Kids
Project Summary (100 words)
DIBS for Kids (Delivering Infinite Book Shelves for Kids) has a solution to help schools provide every child with access to powerful in-home reading experiences, every school night. DIBS focuses on book distribution for elementary students in schools with over 70% free and reduced lunch eligibility, through an innovative book distribution model that combines teacher support, community fundraising efforts, and student-led software.
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Drop Anywhere Lab Two-part Experience, Learning Undefeated
Project Summary (100 words)
Drop Anywhere Labs are custom-outfitted shipping containers that provide authentic, real-world learning co-developed with teachers and STEM industry subject matter experts while introducing students to high-paying, in-demand careers. Designed from scratch by Learning Undefeated and launched in 2019, these traveling containers deliver game-based, multisensory STEM learning-- all at no cost to schools.
Inside the container, Learning Undefeated’s Chemical & Physical Changes Experience uses immersive reality, light, sound, touchscreen walls, and collaborative gameplay to build an understanding of chemistry concepts. Students “meet” scientists from a diverse set of backgrounds and work together to determine whether evidence indicates chemical or physical change.
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Gold
Internet Free Education Resource Bank (IFERB), Education Above All
Project Summary (100 words)
The Internet Free Education Resource Bank (IFERB) is a universally accessible collection of cost-free and technology-free project-based learning resources, games, and activities for exploratory and student-led learning. It is designed to ensure learning continuity amidst disruption and enhance learning outcomes in marginalized contexts. IFERB features over 130+ project-based learning resources, 100+ Math games, 50+ activities for children with special needs, 200+ Arabic storybooks, and 15+ monthly learning packages. It also hosts unique modules for refugee children, such as 'Survival English', 'Host Country' etc. The resources are interdisciplinary, available in multiple learning levels, and mapped to 5 international curricula.
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Silver
Second chance education, Construyendo a México Crecemos, IAP
Project Summary (100 words)
Through our intervention model, bring quality education to construction workers through multigrade educational classrooms-established in the same construction work under three strategic lines such as: Literacy, primary, secondary and high school; Training courses in masonry, plumbing and electricity; Human development through gender violence prevention courses, personal finance, computer courses, among others.
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5
AI in Education Award (VENTURE -EARLY STAGE)
Bronze
BuddyBooks, ObjectiveEdf
Project Summary (100 words)
Designed for students with dyslexia, reading impairments or low vision, a computer and the student alternate orally reading sentences using almost any popular book.
Using AI-based speech recognition, the computer verifies the student has read each sentence correctly. BuddyBooks uses this assessment information to provide feedback to the student and to provide to teachers an oral reading assessment, so they teacher can quickly target their reading instruction based on the student’s needs.
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Gold
CENTURY Tech, CENTURY Tech
Project Summary (100 words)
CENTURY is an intelligent intervention tool that constantly learns from users’ interactions to identify gaps, address misconceptions and support teacher interventions. Developed by an award-winning team of experienced teachers, neuroscientists and technologists, we have combined the latest research in learning science, artificial intelligence (machine learning and deep learning) and neuroscience so CENTURY is underpinned by evidence-based scientific and pedagogical techniques.
CENTURY also supports teacher-led interventions by turning student performance data into easy-to-use dashboards. Teachers can quickly identify students who need additional support. CENTURY further supports interventions by giving teachers access to thousands of high quality learning resources to assign instantly.
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Praktika AI - Language Learning App for emerging markets, Praktika
Project Summary (100 words)
Praktika is a language learning app with a virtual native speaking reality and AI Robots to practice speaking English.
We help people in emerging markets to afforably dive deep into native speaking enviroment and boost their career.
1. Choose one of a real-life stories.
That's a unique content in the quest format where you move the plot by answering questions by voice.
2. Video chat with an AI Robot.
These AI characters act, look and speak like a human. They understand what you're saying and give you relevant answers.
3. Get personalized feedback and track progress.
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Taskbase Feedback Engine, Taskbase
Project Summary (100 words)
The Taskbase Feedback Engine® delivers on the promise of personalized feedback – built to take any digital learning platforms to the next level. Our ambition is to develop the world’s best adaptive learning SAAS product based on formative feedback. Our product works for any topic and beyond simple tasks –including complex learning scenarios like open-questions with free-form answers or advanced-math questions. Our USP is based on long-term research partnerships with two of the world’s leading tech universities –ETH Zurich and EPFL Lausanne– we have developed cutting-edge algorithms that are capable of translating unstructured learning interaction data into a well-structured Competence.
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interVeu, Endurae
Project Summary (100 words)
interVeu is a bespoke technology that measures personalised speech performance and is delivered through an online course. It has been developed under AI premises for training and development of communication skills and is based on scientific research. interVeu automatically measures voice attributes & personality traits from how you speak and gives you actionable feedback & opportunity to practise in a controlled environment. interVeu helps adult learners and professionals unlock their speaking potential and become better communicators in their jobs and fields of responsibility.
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2
AI in Education Award (VENTURE – MATURE)
Copyleaks Inc., Copyleaks Inc.
Project Summary (100 words)
Copyleaks is a cloud-based AI & Machine Learning powered plagiarism detection and automated grading platform that can scan documents, raw text, and URLs and connect with APIs.
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Silver
Mindspark: Leveraging AI to enhance learning outcomes, Educational Initiatives
Project Summary (100 words)
Mindspark is a Personalised Adaptive Learning tool by Educational Initiatives (Ei) that uses finely graded questions and inquiry based learning to help children improve their understanding of Mathematics, their native language and English.
The program tailors a unique learning path for each student, providing targeted instruction to enable teaching at the right level. It was developed using insights from 20+ years of research and assessment data on the gaps or 'misconceptions' students face while learning.
Mindspark has been deployed globally across elite private schools and low-income government schools, with a singular objective to improve the educational outcomes of all children.
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1
AI in Education Award (ACADEMIC – MATURE)
ALEKS for Statistics at NEOMA Business School, mcGraw Hill Educaiton UK
Project Summary (100 words)
ALEKS is an AI-driven Maths-preparedness tool. Laura Trinchera at NEMO Business school uses ALEKS to drive engagement and student progression on her Statistics programmes. Students arrive with different ability levels across a range of subject areas and struggle with maths confidence.
ALEKS identifies weak points in student maths ability/confidence and targets support to them based on their diagnostic tests. The AI programme uses Knowledge space theory to identify learning paths for students and combine constituent knowledge into learning states, then helps support students progress through the millions of possible learning state combinations to maximise their development and progression.
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3
Best Online Program Award
Silver
Bachelor of Science in Data Science and Applications, Indian Institute of Technology Madras
Project Summary (100 words)
IIT Madras has launched a BS degree in Data Science and Applications in June 2020. This unique program is carefully designed to offer students multiple entry and exit options where the learner can earn a certificate, diploma, BSc degree or BS Degree. The flexibility this program provides, empowers learners to choose what they want to accomplish in their career. The courses are offered online, the quizzes and the end-term exams are conducted in-person in centers across the country in an invigilated environment. The academic rigor remains the same as an on-campus program.
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Gold
MS in Business Analytics - Blending Technology and Community, Fairfield University Dolan School of Business
Project Summary (100 words)
The Fairfield Dolan hybrid/online MSBA program combines cutting-edge professional software and tools with a unique team-teaching approach that integrates the convenience of distance learning with the dynamics of optional in-person participation. State-of-the-art artificial intelligence, custom software and integrations developed in-house, and an engaged community of faculty, students, and alumni combine to allow for multiple tracks within the program, continued mentorship, and individual capstone projects applying cumulative knowledge to produce outstanding research projects that have gone on to be presented at conferences (INFORMS, WITS), published in academic journals (Journal of the Association for Information Systems and Technology), and win prestigious awards.
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Bronze
The Competitive Advantage Degree. How the Master of Science in Analytics Program Delivers Education in a Hybrid Style Environment., Texas A&M University
Project Summary (100 words)
Created in 2013, the Master of Science in Analytics is a part-time hybrid program taught in person and via live video stream. The purpose of the program is to enhance the career of working professionals aspiring to make impacts within their organizations through the power of data. The program’s commitment is to deliver a quality education, networking with like-minded individuals, and interactive lessons where both formats could easily participate in. In short, our model is to replicate the classroom dynamics into our distance learning students, and throughout 10 years, we have enhanced the careers of over 290 former students.
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3
Blended and Presence Learning Award (VENTURE – EARLY STAGE)
FuturePro, Anudip Foundation for Social Welfare
Project Summary (100 words)
As part of its ongoing efforts to foster an ecosystem that enhances 21st century talent with the right set of skills, Anudip launched Futurepro, aimed at preparing a global workforce with the skills needed to future-proof their careers in an age of rapid technological change. Futurepro, would generate 21st Century Professionals and Global Citizens possessing foundational skills to learn modern technology, effective communication skills, demonstrate higher order thinking, problem-solving mindset, an ability to ask questions and self-learn, and be resilient team players with high empathy quotient.
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Peaqs, Peaqs
Project Summary (100 words)
Students can form groups (or work alone) and create projects using a 4 step process that is timeboxed by the teacher to follow the course plan. All steps in the process have customizable headlines so they relate to the course curriculum at all times, making Peaqs subject and content 'agnostic'. The same students are also invited to act as investors on the platform, where they browse, evaluate and buy/sell shares of other projects on the platform, adding a new dimension to peer-reviewing. Peaqs was built for biz-tech subjects such as entrepreneurship, business planning, design, marketing, and much more.
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STEAM programs for Vietnamese students, STEAM for Vietnam
Project Summary (100 words)
STEAM for Vietnam is a U.S. non-profit organization developing a comprehensive ecosystem to bring world class STEAM education to Vietnamese students. Our main activities include: Training Computer Science, Robotics, and Arts to thousands of students using in house developed Online Merge Offline education model; Developing STEAM Hubs across Vietnam to provide free access to advanced technology for students; Training STEAM teachers from all over the country so they can organize STEAM teaching and learning activities locally; and Developing a global experts network to ensure that students always have opportunity to learn from the best experts in the field.
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2
Blended and Presence Learning Award (VENTURE – MATURE)
Becar for Education, Fundación Becar
Project Summary (100 words)
The project enables children, youngsters, and teachers, living in vulnerable conditions, to acquire a quality and equitable education. It empowers them to transform their marginal communities. Becar applies its Comprehensive Educational Model to affiliated schools (currently 24 in 11 States of Mexico). The model has four pillars: 1) Human Formation; 2) Learning & New Methodologies; 3) Innovation & Strategy; 4) Educational Technology. It is implemented through three sets of programmes: 1) Scholarships; 2) Digital Educational Platforms; 3) Teachers’ Training. The sets address the main causes of schooling failure: 1) Low family income; 2) Lacking educational programmes; 3) Deficient teachers’ preparation.
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WonderBox: A STEAM Kit that Combines the Best of Digital and Analog Worlds, WonderLab Inc.
Project Summary (100 words)
WonderLab, the company that created our product (project) WonderBox, is an education technology company from Tokyo, Japan that develops educational content and products to serve the company’s mission which is to bring out a sense of wonder in children around the world. Launched in 2014 by Mr. Kei Kawashima, a gifted creator of mind enriching educational puzzles, WonderLab has released award winning products such as Think!Think! which was nominated as finalists for the Google Play Awards in 2017 & 2019. WonderLab’s products have been downloaded and used by over 2,000,000 users in 150+ countries.
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6
Blended and Presence Learning Award (ACADEMIC – EARLY STAGE)
Blended Learning Pedagogies Lead to Academic Success, Prince Sultan University
Project Summary (100 words)
Prince Sultan University (PSU) has already had visions of using technology in the classroom environment since 2011, and faculty were required to use an LMS in their courses. This visionary leadership helped the university to take action swiftly during the pandemic. In addition, before the announcement from the MOE, PSU’s administration requested the ITC, ELC, and TLC teams to look for sustainable online teaching solutions. Another example started in September 2019, when the ELC was tasked to work on blended learning courses launched in January 2020 (e.g., Personal Development Skills (PDS) in the Preparatory Year Program).
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Blended learning experiences to support autonomous learners in Japanese language programme, The Hong Kong Polytechnic University
Project Summary (100 words)
Our project is to support autonomous language learners in Japanese language course. Our teaching aims at university students who are studying Japanese as their elective subjects in Hong Kong. Our project unifies web-based and presence learning seamlessly so that our students can easily get access to the resources they need and make the most of them when they learn the Japanese language according to their proficiency and their study pace. It enables to create a learning environment where our students are actively taking initiative in their own learning and self-monitoring of their learning progress inside/outside classrooms, thus becoming autonomous learners.
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Gender and Global Citizenship through Blended COIL Experience, Lehigh University
Project Summary (100 words)
This project involves two college composition courses, one in the U.S. and one in Ecuador, with students collaborating virtually on research addressing gender and global citizenship. Employing innovative technology for experiential learning, students compare people’s experiences in the two countries, exploring the role gender identities play in shaping individual agency for societal change. This Collaborative Online International Learning (COIL) module is complemented by a one-week exchange of students volunteering at a community center in each context. The goal of this project is for students to develop critical thinking, digital literacies, and intercultural communication through research and community engagement.
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Gold
Re-engaging learners in Kenyan Informal settlements, Strathmore University
Project Summary (100 words)
The project re-engages learners and teachers in informal settlements through access to open digital platforms with local curated content and shared digital devices. It provides a platform where teachers in the competency based curriculum can share content for free. It also provides an avenue to share three other important modules: value based education; parental engagement; teacher enhancement programme materials.
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The Three I’s of Flexible Learning: The Learning Model of St. Paul University Manila in COVID, St. Paul University Manila
Project Summary (100 words)
When schools needed to shift from one hundred percent face-to-face to pure online due to lockdowns brought about by the rising number of COVID-19 cases in the Philippines and other parts of the globe, St. Paul University Manila (SPU Manila), led by the Academic Services Division came up with a quick response solution addressing the expressed needs of the students and faculty. This is the Three I's Learning Model of SPU Manila, guided by the inputs of the Commission on Higher Education (CHED) and Catholic Educational Association of the Philippines (CEAP) as well as the SPC Education Ministry.
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Bronze
Tutoring with ThemeReads, SUCCESS FOR ALL FOUNDATION
Project Summary (100 words)
In order to learn in school, students must read with confidence. Yet 80% of students from low-income areas fail to demonstrate proficient reading in elementary school (NAEP 2022). Tutoring is an effective but expensive solution. Success for All Foundation has developed Tutoring with ThemeReads to create a powerful, cost-effective strategy for meeting the urgent need of middle grades students to read well. Adaptive technology is used to assess skill level and then present targeted, research-proven reading activities. Daily tutoring in person in small groups leverages the power of peer cooperation and personal tutor guidance to support, motivate and re-energize students.
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4
Blended and Presence Learning Award (ACADEMIC – MATURE)
Centre for Holistic Teaching and Learning, Hong Kong Baptist University, Promoting Internationalisation-at-Home Through Blended Learning
Project Summary (100 words)
Designed to prepare research postgraduate (RPg) students from different academic disciplines and diverse cultural backgrounds to teach undergraduate students in a liberal arts university in Hong Kong, this initiative is to promote Internationalisation-at-Home in a 7-week mandatory teacher training course for RPg students through blended learning and development of a Small Private Online Course (SPOC). Students can interact with their overseas counterparts via this SPOC. Both quantitative and qualitative data suggested that students enjoyed their learning experiences with the adoption of different e-tools and technologies. More course information can be found at https://chtl.hkbu.edu.hk/main/mccp6010/.
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Silver
MyMachine Global Foundation, MyMachine
Project Summary (100 words)
MyMachine is a unique methodology in three steps (1 school-year):
1. Children in Primary invent their “Dream Machine”. Anything goes, as long as they really want it.
2. University Students translate the Idea into a Concept.
3. Technical/Vocational Secondary students, build a Working Prototype.
Children invent fabulous Dream Machines like the Rotating-Bunk-Bed (The-Never-Have-To-Discuss-Anymore-Who-Gets-To-Sleep-On-Top-Machine), Do-My-Homework-Machine, Jump-To-The-Moon-Machine, Robot-Emocion (a-conversation-starter-for-children-to-talk-about-their-emotions).
Students learn that one can bring any idea to life by collaborating, respecting each other’s talents, and being persistent/resilient. No matter where life will take them it all starts with having the creative confidence that your ideas matter and can make a difference!
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Interactive Synchronous HyFlex Model, Purdue University
Project Summary (100 words)
The shift in higher education that has enabled technological competencies inside classrooms and recent articles published indicate that it is highly unlikely that education will return to the pre-COVID-19 instructional delivery model. HyFlex models are the result of this change and are considered the new normal. But recent studies using the HyFlex model mention challenges related to the Jeopardized sense of community, diminished active learning, inequitable student learning, and struggles with students' self-regulation. Our project, the Interactive Synchronous HyFlex model helps to mitigate these challenges by providing a positive classroom community, student autonomy, and 21st-century skills development.
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SMARTlab Skelligs - Future Focus 21c, Muinín Catalyst Sustainable STEAM
Project Summary (100 words)
Muinín Catalyst’s Sustainable STEAM (MCSS) programme is a transdisciplinary pedagogical approach that utilises the Sustainable Development Goals and the Earth Charter as a thematic principle for place-based STEAM lesson plans and blended learning resources. MCSS augments the Irish Curriculum with 21st Century future-ready skills; creativity, collaboration, critical thinking, creative problem-solving, design thinking and the ability to communicate and develop effective real-world solutions to key global challenges. MCSS is an evidence-based response for transitioning the Senior Cycle to support future-ready teachers and learners by integrating the SDGs into the STEAM pedagogy through blended challenge-based solution-focused learning.
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Breakthrough Technology Innovation in Education (VENTURE – EARLY STAGE)
African Youth in the Education Technology Designer Seat: Advancing Digital Transformation Within Their Rural Communities, Asante Africa Foundation
Project Summary (100 words)
21st century problems demand 21st century solutions.
Our transformative, digital-enabled approach to rural education in East Africa places Youth at the center of localized and contextualized program design, delivery, maintenance, and tech support while adhering to global standards and best practices. Asante Africa has developed a system giving students, educators, and schools advanced tools while simultaneously building competence of the EdTech Apprentices for their future livelihoods. This next-generation of technical experts and young business owners enable sustainability and local and regional scalability from within their communities.
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Book Lab, Edify Education
Project Summary (100 words)
Book Lab is a literature project in which students write and illustrate their own books on an exclusive digital platform and then share the results with the whole family. With Book Lab, our little authors can explore their imagination to the fullest to tell lively stories. The result is a printed title and an exciting book-signing event.
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Individualizing Education and Empowering Teachers, Knowledge AI Inc
Project Summary (100 words)
Learning should be individualized. It can be done with AI. AI needs digital data. We solved the data issue using a digital pen to collect data. Using AI, we use formative assessments in mastery learning envirnoment to make students understand. We do not grade but show umderstanding level by question and by subtopic. Lastly, we empower teachers with diagnostics and analytics of students so that they are able to pay more attention to each individual student. They can act as SEL coaches and spend less time on teaching facts.
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Marketing, GoSkills
Project Summary (100 words)
The course builder project was launched in October 2021 to complement the GoSkills LMS and further define GoSkills as an all-in-one e-learning platform.
Since then, we’ve added several features including multiple course types (e.g., multi-lesson courses), a course template gallery, as well as more content blocks (e.g., labeled images, YouTube embeds, GIFS). The project is at an early stage. It continues to improve with features added based on user feedback.
Unlike other products, it seeks to simplify course production with an intuitive platform that helps creators develop engaging courses that can be easily deployed and managed through the GoSkills LMS.
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REACH Career Pathways Metaverse App, Chicago Scholars
Project Summary (100 words)
Students journey through the REACH Metaverse world and get rewarded for interacting with mentors, alumni, bite-sized career content, and even accomplishing real-world tasks – all to build up their skills in a way that feels more like Fortnite and less like homework.
Our methods are proven over two decades: Chicago Scholars students have achieved a 95% college enrollment rate and graduate at twice the rate of their peers.
Now, we’re raising funds to make sure college and career prep REACH the new virtual world.
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Gold
T-Insight: Scenario-based learning to develop prospective teachers, University of York
Project Summary (100 words)
Our UK-based education startup, TSP (Teacher Success Project, formerly 'Teacher Selection Project'), develops technologies to recruit and develop preservice and early career teachers. We are highlighting T-Insight, a new technology that enhances the training and development of new teachers. T-Insight, tested in the UK, Australia, and Africa, uses a 'scenario-based learning' (SBL) approach that combines authentic classroom simulations coupled with real-time tailored feedback from expert teachers. The technology can be delivered to novice teachers on demand around the world, and has been shown to build teaching competence and confidence during teacher training or the early career stage.
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Bronze
Visis, Vinsighte
Project Summary (100 words)
Visis is an artificial intelligence application that helps visually impaired and blind students and youth read and navigate their environment conveniently and independently.
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2
Breakthrough Technology Innovation in Education (VENTURE – MATURE)
African Storybook (ASb) - Storybooks for Children’s Literacy, Enjoyment and Imagination, South African Institute of Distance Education - Saide
Project Summary (100 words)
Saide’s ASb is a literacy initiative that publishes openly licensed picture storybooks to address the scarcity of storybooks in African languages that young African children can relate to and identify with. It puts in the hands of local communities the publishing tools of story creation, translation/adaptation and quality assurance. ASb’s print-ready storybooks are distributed by means of web-based internet and mobile app services enabling offline use. Working with a range of partners, ASb encourages and supports them to use these storybooks with children in ECD and those in the first three years of schooling for literacy development, enjoyment and imagination.
Website URL
Saide: www.saide.org.za; ASb: www.africanstorybook.org
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Bronze
CloudLabs Virtual STEM, CloudLabs
Project Summary (100 words)
CloudLabs Virtual STEM is a learning platform with 601 simulations and 155 learning units in English, Spanish, and Portuguese. It works both online and offline and covers all educational levels. CloudLabs focuses on STEM education and vocational areas. Virtual laboratories generate an interdisciplinary learning environment based on challenges that aim at the development of scientific and digital skills, as well as the strengthening of critical and logical-mathematical thinking. In addition, it is based on curricular standards that encourage the appropriation of concepts and their analysis for their application in real-life contexts.
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2
Breakthrough Technology Innovation in Education (ACADEMIC – MATURE)
Silver
Capstone Ninja: a breakthrough tailored education app on English Across the Curriculum, The Hong Kong Polytechnic University
Project Summary (100 words)
‘Capstone Ninja’ is the first mobile app that delivers customised, discipline-related English learning modules for final-year university students on preparing their capstone project report. The app is co-developed by several universities in Hong Kong (HK) and is primarily used by students whose mother tongue is not English. As the first app that uses a joint-university’s single-sign-on system, it distinguishes students from different disciplines/institutions and pushes specific learning materials to them (e.g. IEEE/APA referencing). The student-centred app contains 76 bite-size learning modules, a scheduler, and a chat function for supervisors/supervisees. It has over 6000 student- and teacher-users from three countries.
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Reimagining Music Learning with e-Orch, The Education University of Hong Kong
Project Summary (100 words)
"e-Orch" is an intelligent ensemble learning platform that includes an app ", e-Orch", and a cloud-based software ", THE GRID". The invention lowers the hurdles to learning, performing and composing music by including the patented Grid Notation, 28 virtual Western and Chinese instruments, three unique instrument interfaces, and gamification music playing. It presents a student-centred pedagogy so that students can practice their musical knowledge and skills. This multipurpose device helps teachers who lack adequate resources teach group music. Users can create musical accompaniment and scores much like a pro composer owing to the software's Artificial Intelligence (AI) technology.
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4
Developing Emerging Skills and Competencies Award (ACADEMIC – EARLY STAGE)
Educational Escape Rooms for 21st Century Skills Development, Bond University
Project Summary (100 words)
An escape room is a live action game, played in teams where players try to solve a series of puzzles and tasks using clues, items and hints to complete a final goal. While escape rooms are mainly known as a commercialised leisure activity, this projects implements the game in a higher education setting, in different discipline areas. This novel didactic tool promotes the development of essential workforce skills and competencies required in all disciplines. Some of these 21st century skills include teamwork, critical and creative thinking, problem solving, time management and communication.
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Gold
Harnessing the powers of quantum computing for the future of the arts and humanities, The New School
Project Summary (100 words)
The New School is pioneering the exploration of Quantum Computing and investigating the impact of this cutting-edge technology and its creative and social research applications. The first Quantum Computing course was launched at the university in the Fall of 2020, paving the way for additional courses, the first ever Quantum Design Jam at a design and social research university, and the development of The New School's Innovation Center. All of which has enabled our students to develop prototypes in the field of Design, Visual Art, Music, and Social Research.
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Bronze
Sustainable Living - Analytics Applications for Smart Living (an experiential project-based learning approach), Singapore Management University
Project Summary (100 words)
Part of Singapore’s effort to enhance sustainable living is to reduce vehicular numbers on the road. To encourage more people to use public transport and bicycles, there is now a need to pay attention to the comfort and safety of pedestrians on public walkways and spaces. There is a lack of understanding on the threshold of tolerance levels among different groups of people. Through a specially designed course, students learned to put theories into practice by working alongside a city planning agency on an interdisciplinary project marrying social sciences and information systems. Students will collect evidence and propose improvements.
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leadENG, Aalborg University
Project Summary (100 words)
In problem-based learning (PBL) a group of students from a given programme together formulate a problem, collaborate on analysing it and then solve it under the supervision of a professor. This supports the students gaining important knowledge on problem solving and collaboration. At the labour market, however, candidates will collaborate with colleagues having diverse backgrounds and sets of skills. Therefore, we have initiated the leadENG concept where groups of students from various engineering and science programmes pool their effort to define a problem and to build a physical product solving that. In this way they obtain highly relevant skills.
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2
Developing Emerging Skills and Competencies Award (ACADEMIC – MATURE)
Behavior & Brain Lab neuromarketing AI-based project, Università IULM
Project Summary (100 words)
IULM's Neuromarketing Research project "Behavior and Brain Lab" aims to analyze the emotions triggered by advertising stimuli and any type of communication through techniques and methodologies based on the analysis of physiological signals, such as those detected with the electroencephalogram (EEG), with eye movement readers (Eye tracking) and with tools capable of detecting arousal and emotional activation (Heart Rate, Skin Conductance).The main feature of the Behaviour & Brain Lab Research project is its multidimensional approach, based on the integration of several neuropsychophysiological signals monitored simultaneously, as well as data collected using classical techniques (in-depth interviews and questionnaires).
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GCSC Global Work Competency Laboratory, Global Case Study Challenge (GCSC)
Project Summary (100 words)
The Global Case Study Challenge (GCSC): Global Work Competency Laboratory is a high-impact teaching and learning project promoting the development of key competencies needed by future-oriented global, conscious and sustainable thinkers and leaders. The lab is designed to help university educators and students from across the globe develop three core GLObal Work (GLOW) competencies - diversity competency, digital communication competency and sustainability competency. Participants gain hands-on experience of collaborating in global virtual teams (GVTs) on real business cases, developing the mindset, skillset and toolset needed for digital global readiness and the future of work.
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Developing Emerging Skills and Competencies Award (VENTURE – EARLY STAGE)
ICT Skills Development in Rural Communities, Good Work Foundation
Project Summary (100 words)
Good Work Foundation (GWF) is a non-profit organisation that has pioneered a unique Ecosystem of Learning and Working on the edge of rural Bushbuckridge, one of South Africa’s largest informal economies, bringing opportunities to people who might otherwise be excluded. Our ecosystem delivers high touch, high tech programmes for adults and children. Our Campuses are built to be adaptable to the needs of an emerging4IR economy and attract more than 10,000 learners and students per week. Our ICT Academy sees rural youth graduate with skills in Networking, Cybersecurity, and Cisco - ready for the current and future world of work
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2
Developing Emerging Skills and Competencies Award (VENTURE – MATURE)
Connecting Underserved Youth to the Tech Economy, The Knowledge House Fellowship Inc (DBA: The Knowledge House)
Project Summary (100 words)
The Knowledge House (TKH) is requesting funding to support our largest and most impactful programs: the Innovation Fellowship (IF) and Karim Kharbouch Coding Fellowship (KKCF). These annual programs expose opportunity youth and young adults to robust tech education in order to empower and sustain a talent pipeline of technologists, entrepreneurs, and digital leaders who will uplift their communities out of poverty. The Innovation Fellowship is a 12-month tech training program for adult job seekers, primarily ages 18-35. The Karim Kharbouch Coding Fellowship (KKCF) is a 12-month educational program for high school students.
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Silver
Virtual Internships: Bridging the Skills Gap Between Education and the Workforce, Virtual Internships
Project Summary (100 words)
Virtual Internships is an EdTech company exporting services to 11,000+ host company partners in 110 countries and over 561 universities, colleges and government institutions across 61 countries. Founded in 2018, we deliver a comprehensive global work experience program that helps young people pursue their dream careers and bridges the gap between education and the workforce.
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3
Digital Readiness Award (Data analytics, security, privacy, equity)
Silver
Enhancing digital readiness through industry-university partnership in experiential learning, Singapore Management University
Project Summary (100 words)
The ‘Accounting for Analytics Capstone’ (AAC) module at the Singapore Management University (SMU) integrates real-world projects from the industry into its curriculum. In this course, students learn how to use a data visualisation tool, programming and advance data query to complement accounting concepts to gain insights into a business challenge. Beyond the data analytics models taught in class, students examine accounting processes and apply data-driven analytics and insights of real-world project sponsored by companies, so as to identify and create accounting delivery efficiencies. This allows students to better appreciate digital transformation to the accounting profession.
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Bronze
MSc in Finance (Fintech & Financial Analytics) ), Hong Kong Baptist University
Project Summary (100 words)
This is a practical program to prepare students for the fast growing Fintech and Financial Analytics industry. Through lectures, workshops, round-table discussions, case studies and expert sharing from industry practitioners, this inter-disciplinary programme taught by both Finance and Information Systems faculty, will widen and deepen their understanding of the rapidly changing landscape and the impact of new technologies on traditional finance models. They will be empowered with knowledge in Finance, FinTech, Financial Analytics, AI, Machine Learning, Financial Computing, Textual Analysis, Cybersecurity, Privacy, Blockchain, Cryptocurrency, Algorithmic Trading, Financial Fraud, and Regulatory Compliance.
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Gold
Mapúa ÚOx, Mapúa University
Project Summary (100 words)
Mapúa ÚOx or Ubiquitous Online Experience is Mapúa University’s fully asynchronous online programs delivered through its very own platform, Cardinal EDGE or Education in a Digital and Global Environment (Video 1,2). As part of the University’s commitment towards world-class education, ÚOx programs were offered and became the first such programs approved by the Philippines' Commission on Higher Education (CHED) (URL 1). Presently, students can enroll in any of the nine graduate and six undergraduate ÚOx programs in engineering and information technology, most suitable for those who do not want to be constrained by geography and time in learning (URL 2).
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6
E-Learning Award (VENTURE – EARLY STAGE)
Aplusclick Math and Logic, Aplusclick.org
Project Summary (100 words)
A+ Click helps students become problem solvers. Free, without ads, no calculators, and without signing-up. The website features a graduated set of 14,000+ challenging problems for students in grades one through twelve, starting from the very simple to the extremely difficult. The questions are based on the Common Core Standards in Math and go beyond by adding hundreds of meaningful practical problems and brainteasers. The questions concentrate on understanding, spatial reasoning, usefulness, and problem solving rather than math rules and theorems.
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Edily Learning, Edily Learning
Project Summary (100 words)
Edily is a mobile app that brings educational video creators, teachers, and Gen-Z high school students onto one platform and allows them all to participate in creating meaningful learning content. We are building one of the first truly open, user-generated content platforms specific to education. We organize the content created in a way that fits curriculum of the teachers and students watching it, and allow users to form communities around their areas of interest.
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Empowering tele skills training, for quality and safe remote professional practices., Telegenz
Project Summary (100 words)
Telegenz is a fully customizable, purpose-built SAS platform, coupled with early adoption templates for training of healthcare providers in remote patient assessment skills. Problem: Telemedicine has been around for decades but due to the Pandemic, Virtual Clinics accelerated their way into healthcare globally and are here to stay. However, remote patient assessment skills is a different skillset in its own right and to ensure quality and safe patient care, we need well-trained Telehealth staff. Solution: Telegenz is purpose-built for telehealth skills development. Trainings can be carried out by institutions/training bodies through customized and user specific interfaces, across all healthcare disciplines.
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Online digital library for young Africans, Maxim Nyansa IT Solutions Foundation
Project Summary (100 words)
During the pandemic schools in many African countries were closed for almost a year. We decided continue our work in the field of education innovation in Africa and make quality open source learning materials available for school children, their teachers and other communities of learners such as young IT professionals. We are currently quickly filling our online library with study materials in multiple formats including books. We work with passionate professional volunteers for content creation and quality controls. Being selected among the top 50 of education innovations in 2021 by the African Union.
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Take a Seat: Master the Game Art of Negotiation & Strategy through a Game of Skill, Poker Power
Project Summary (100 words)
Poker Power and Northwestern University's Kellogg School of Management are bringing an innovative program to empower women with skills and behaviors like strategy, negotiation, confidence, emotional intelligence, decision-making, and risk assessment through an omni-channel system: convenient zoom classes led by esteemed Kellogg faculty and female poker experts supplemented by virtual breakout groups playing on the innovative Poker Power Play app, which was designed and developed exclusively for inclusive instruction and gameplay. Key differentiators of this app include live player visibility , safe-to-play and safe-to-fail environment, and an inclusive, supportive community with real time feedback from our all female-led instructors.
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Bronze
ZNotes, ZNotes Education Limited
Project Summary (100 words)
ZNotes addresses the uneven playing field of standardized testing with a student-empowered and technology-enabled approach for content creation and peer learning. High-stakes, end-of-school exams are entrenched in educational inequality due to lack of high-quality resources, disparities in teaching quality and financial burden to receive personalized support. We enable students to maximize their potential with unlimited free access to the highest-quality educational content - all built for students, by students. Through word of mouth, ZNotes has grown to reach 28 million website hits, 3.8 million unique visitors, 155k+ registered users, and a Discord community of over 15k members.
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4
E-Learning Award (VENTURE – MATURE)
Gold
Lt: Engaging science students in active learning, ADInstruments
Project Summary (100 words)
Lt is a cloud-based learning platform for science education that enables educators and students to access content anywhere, anytime. Lt’s 500+ interactive, professionally-designed, and fully-customizable labs and lessons let educators start teaching rapidly. When authoring, educators can choose from a range of question types, assign points, and provide feedback. It’s then easy to track student progress via analytics. For courses like physiology, Lt enables authentic scientific data acquisition (e.g. EMG) by integrating with a range of hardware. Students can record their own or others' physiological data and analyze the data in the lab, or use provided example data.
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MARGA Business Simulation, MARGA Business Simulations GmbH
Project Summary (100 words)
MARGA is the first German provider of business simulations. MARGA, the „MARKET GAME“, imparts practical knowledge for management – up to date and on business school level. In our digital business simulation, the participants train managerial coherences and management methods as well as teamwork. By closely linking well-founded management knowledge with practical implementation in the business simulation, teamwork and individual support by the MARGA tutors, the business game creates an exceptionally sustainable learning environment and a very special learning experience with fun factor.
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MonsoonSIM Horizontal Experiential Learning Platform, MonsoonSIM
Project Summary (100 words)
MonsoonSIM is a cloud-based ERP simulation and experiential learning software platform covering thirteen business departments all wrapped into one platform. Using MonsoonSIM, teachers can configure business environments as facilitators. Not only does MonsoonSIM train problem-solving skills in a business environment, but also enhances teaching and learning through leveraging educational technology. Business school students can learn Accounting, Economics, Finance, Management, Logistics, Human Resources, Data Analytics, and more within a business context as they run their virtual business in a very competitive environment. This immersive platform comes with robots that both compete and support the learners as they operate their virtual business.
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Nosso Ensino Médio, Instituto iungo
Project Summary (100 words)
Nosso Ensino Médio (Our High School) aims to promote quality, innovative and scalable training to support educators and transform high school education in Brazil. It proposes a hybrid formation, based on active methodologies, through individual and collective activities, both on- and offline, always combining theory and practice and focusing on competency development driven by educators. It is a multi-strategy, multi-platform program, which is freely and permanently available to any educator and educational network.
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1
E-Learning Award (ACADEMIC – EARLY STAGE)
Virtual Laboratory Experiments for Improved Access, Efficacy, Experiences, and Chemistry Education Outcomes., Bond University
Project Summary (100 words)
"The Virtual Scientist" houses virtual laboratory experiments aimed at school and university learners. These experiments combine 360-degree virtual tours and embedded interactive videos with a gamified approach to creating realistic in-lab experiences and offer the flexibility of remote teaching. This innovation improves concept attainment and increases students' self-efficacy. Within the next 5 years, we plan to expand the virtual laboratory library to cater for all mandatory laboratories in Queensland secondary schools, along with expanding the type of content to include worksheets, revision notes, and theory pages. This resource is low-cost and offers flexibility, accessibility, and sustainability both nationally and internationally.
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E-Learning Award (ACADEMIC – EARLY STAGE) 2
Safesim Design: Improving Design for Safety (DfS) Competency in Singapore, National University of Singapore, Lan, Tianxiang
Project Summary (100 words)
In the built environment industry, Design for Safety (DfS) requires stakeholders to “design out” potential hazards associated with the construction, maintenance, and demolition processes. To assist learners in understanding the DfS process and acquiring the DfS skills, we developed SafeSim Design. SafeSim Design is a single-player digital game to educate future and practising architects, engineers and other construction professionals on the difference between design risks and operational hazards, conducting risk evaluation, and designing out hazards through design-related controls. Compared to video-based learning of the same content, digital game-based learning demonstrated greater improvements in the understanding of knowledge.
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9
E-Learning Award (ACADEMIC – MATURE)
DigitalFUTURES, DigitalFUTURES
Project Summary (100 words)
DigitalFUTURES is an independent organization for online architectural education. We are staffed by academic volunteers, and offer all our content for free. We focus on advanced architectural technologies, such as AI, AR, VR, 3D printing and robotic fabrication. We broadcast talks, tutorials and workshops in 13 different languages, and have over 16,000 followers. Our aim is to help to democratize architectural education, by bringing important educational ideas to architectural students across the planet, regardless of nationality, ethnicity, religion, gender, age or economic standing. Education, we believe, should be a universal human right, and not a privilege of the wealthy.
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Escolas Conectadas (Connected Schools), Telefônica Vivo Foundation
Project Summary (100 words)
Aiming to empower the inclusion of teachers in the digital culture and contribute to the students' development of 21st century skills and competencies, Escolas Conectadas, a free platform for online courses, offers continued education for educators. The project is an initiative of ProFuturo, a program of the Telefônica Vivo Foundation and "la caixa" Foundation and was born to support educators and school managers to connect to the digital world, exchange experiences and innovate in building meaningful teaching-learning for students.
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Silver
Kiron Campus, Kiron Open Higher Education
Project Summary (100 words)
Kiron Campus, our self-built online learning platform, was developed by our team of software engineers based in Germany to open access to educational opportunities for refugees and underserved communities. Access to this platform is entirely free for our beneficiaries. We are constantly improving its features and both curating and creating courses with the interests and needs of our students in mind. Unlike other learning management systems, the platform has been developed “mobile-first” so that our students, who may not have access to a laptop, can study effectively from their phones.
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MaivenPoint, MaivenPoint, an AvePoint subsidiary
Project Summary (100 words)
AvePoint developed MaivenPoint to make learning limitless. The goal was to help institutions of higher learning (IHLs) and professional organizations replace the previously cumbersome and disengaging digital learning environments they were used to. With a multi-SaaS platform fully integrated with the Microsoft Cloud and built on popular collaboration tool Microsoft Teams, the project has reached over 25,000 students. MaivenPoint’s agility to consistently anticipate the needs of modern learners, educators, and professional organizations has been key to the growth of its award-winning platforms.
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Peer Enhanced E-Placements (PEEP), Education Alchemists Ltd
Project Summary (100 words)
Collaboration between 2 professors, one of Employability (Professor Lisa Taylor of University of East Anglia, ) & online learning researcher and practitioner (Professor Salmon). PEEP developed as an emergency response to covid placement suspensions for health learning. The PEEP model developed and scaled to offer an adaptable & adoptable practice placement education model for staff and students. The PEEP is delivered to students entirely online and harnesses evidence-based online and peer-learning pedagogy. It provides students with a quality learning experience, with their professional standards and practice-based placement learning outcomes fully embedded, as a viable, equivalence and acceptable alternative to tradition.
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Redesigning Biomedical Science Practicum towards a New Frontier, Taylor's University
Project Summary (100 words)
Due to the COVID-19 pandemic, Biomedical Science students were unable to undergo their clinical internship at hospitals, leading to our initiative to implement a revolutionized Biomedical Science practicum, completely carried out in a virtual environment.
The initiative incorporates various teaching-learning pedagogy such as guided, self-directed and experiential learning and received support from the industries due to the competency displayed by the students.
The virtual practicum empowered students with similar skills as those who underwent physical clinical placements in hospitals. Useful skills learned include discipline-specific knowledge, collaborative and communication skills as well as solid experimental methods and good laboratory practices.
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Success: Practical Thinking Skills (MOOC), The Hong Kong Polytechnic University
Project Summary (100 words)
The project innovates the delivery of a MOOC with a revolutionary course design and new pedagogy. It aims to empower global learners with positive values, powerful problem-solving skills and personal learning autonomy. The course covers three modules: theories of success, skills for success and success stories. Innovative pedagogy includes the use of comic videos to explain otherwise abstract philosophy, practical case studies of plagiarism and successful job interview skills through poll questions and animations and a tailor-made professional micro-movie about life-and-death decisions. Among 33,000 enrolled global learners from 188 countries, many reported a life-changing experience with this successful MOOC.
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The First Digital English Academy, ABA English
Project Summary (100 words)
With more than 40 years of teaching experience and our proprietary method, we are the first digital English academy offering access to a complete English learning experience. The ABA English subscription is the only one in the market including a course based on short films and live classes in the same plan.
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United Nations SDGs eTournament, Centre for Holistic Teaching and Learning, Hong Kong Baptist University
Project Summary (100 words)
The United Nations SDGs eTournament is a technology-facilitated learning activity organised by Hong Kong Baptist University (HKBU). It is one of the world’s first online tournaments featuring United Nations’ Sustainable Development Goals (SDGs). The objectives are: to raise students’ awareness of the SDGs; and to enable students of different disciplines and cultural backgrounds to learn to work together online as a team to complete specific tasks. Since 2019, the project has attracted more than 1,750 students from 59 home regions to take part. The eTournament is based on the HKBU-led, award-winning CCGame Project. More details are available at https://chtl.hkbu.edu.hk/sdg-connect-gcr....
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Immersive Experiential Learning Award (ACADEMIC – EARLY STAGE)
A new way to practice and develop highly valuated skills by industry; the aid of immersive experiences in higher education engineering courses, Tecnologico de Monterrey
Project Summary (100 words)
A Virtual Reality Factory and a website with engineering practices designed by experts. The project allows students the development of skills such as scientific thinking, data analysis for decision making, and solution to complex problems that are highly valued in the professional field without the need to physically be in a plant.
The virtual factory provides unrestricted access and full access to a production line where there is no risk for students or operation. Users can test different scenarios while not incurring additional costs to a company.
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Colm Delves Leadership Experience - Mixed Reality Classroom, DCU Business School
Project Summary (100 words)
The Colm Delves Leadership Experience is a mixed reality classroom specifically designed to be a multi-purpose and flexible space that allows faculty, students and external stakeholders experience and learn about and through virtual reality, augmented reality, and other mixed reality technologies. The space was designed to be COVID-19 compliant and comprises 25 Oculus Quest 2 headsets, 47” eSports anti-fatigue foam VR mats, telepresence robots, eyetracking glasses, 360 degree cameras, amongst other technologies. Users can access in scheduled classes or on-demand these technologies and a wide range of commercial and specialist apps to support new digital literacy and transversal skills.
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Military education in Extended Reality, Norwegian Defence University College
Project Summary (100 words)
The research and development project Military Education in Extended Reality explores immersive technologies and novel pedagogies to improve teaching and learning at the Norwegian Defence University College on the role, utility, and limitations of force in protecting civilians from violence in contemporary wars and armed conflict. The project builds on more than a decade of research on protection of civilians and the military role, which is a new task for military forces and still not well understood. The prototype EdTech-program employs embodiment, avatar-dialogue, and Virtual Reality maps to trigger empathic reactions, presence, and peer-to-peer learning about threshold concepts.
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Virtual Hospital: An Immersive Virtual Reality System For Nursing Education, The Hong Kong Polytechnic University
Project Summary (100 words)
Virtual Hospital (VR-Hosp) is the first immersive virtual reality (IVR) learning system of its kind in Hong Kong and possibly worldwide. VR-Hosp uses a gamification approach with more than 1,200 combinations. The objectives are to develop situation awareness, decision-making and communication skills. It makes full use of the superior sense of presence in IVR to simulate a multi-bed, multi-patient, and multi-task ward setting. Not only do assigned nursing activities have to be completed under a time-pressured situation, but unexpected disruptions, distractions, and discrepancies will occur randomly. Consequently, students have to adjust by prioritising and re-prioritising to accommodate these demands.
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2
Immersive Experiential Learning Award (ACADEMIC – MATURE)
Global Pandemics: Plague of Athens, Northwestern University in Qatar
Project Summary (100 words)
Based out of Northwestern University in Qatar—and involving a talented, interdisciplinary team from around the world—our project is called Global Pandemics: an interactive learning experience designed to enhance student understanding of the role of pandemics in world history. So far, we have completed the first installment in a larger planned series that will feature five major pandemics in world history. The Plague of Athens web app features advanced web animation, digital storytelling, and interactive learning. The VR version, built for the Oculus Quest 2, pushes new boundaries in terms of immersive history education.
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Silver
VR-Mine, RWTH Aachen
Project Summary (100 words)
The use of digital technologies is firmly anchored in the teaching strategy of RWTH Aachen University in order to help students develop their full potential and specific skills as effectively as possible. One of the approaches uses VR goggles to teach and train mineral resources engineering students by using student-centred and task-based approaches. The Virtual Reality Mine (VR-Mine) is curricular integrated and recreates a 360-degree environment of a mine which students can experience using VR goggles. The mine shown is based on the Scheelite mine in Mittersill, Austria, in order to spatially illustrate the processes of a mine.
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Immersive Experiential Learning Award (VENTURE – EARLY STAGE)
EntomonVR: Learning Insect Science through VR, Nafas Creative Innovation Hub
Project Summary (100 words)
EntomonVR is a prize award-winning Virtual-Reality app by which individuals can embark on an educational journey as vivid insect enthusiasts and experts to explore any fascinating morphological features of insects and acquire a conception of terminological descriptions. In this app, 3D insect models have been reconstructed with an accuracy of more than 5 microns by using advanced imaging techniques which provide access to morphological information and three-dimensional characteristics of insects. Over twenty 3D models are designed under the supervision of entomological experts and professors worldwide.
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MegaMinds, MegaMinds Inc.
Project Summary (100 words)
MegaMinds is a social learning platform that utilizes avatars, virtual worlds, 3D teaching tools, and content authoring and publishing capabilities to immerse students in multimedia learning activities in which they are challenged, motivated and empowered through the mechanics of virtual world gameplay.
Teachers can easily customize their own worlds with the content they typically use everyday – videos, slides, images, GIFs, etc. – to create interactive learning experiences that students experience collaboratively like they’re playing Roblox. Worlds can be used synchronously or asynchronously enabling teachers to create new pedagogies and apply them to specific use cases.
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Stock Knowledge gamified immersive learning platform, Stock Knowledge
Project Summary (100 words)
Stock Knowledge is the most affordable, accessible gamified immersive adaptive learning platform via AR, VR, webXR, games, and AI to empower learners and educators in the 21st century. Our solution effectively engages students where their academic performance increases, lifts their moods, and is an excellent teaching tool, especially for personalized remote learning. The digital, experiential learning through gamified XR retains ≥90% of the information as we designed the content "learning by doing" based on Dale's cone of experience and Bloom's taxonomy. It makes an easy association of STEM complex concepts to real life.
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immersionED, immersionED, inc.
Project Summary (100 words)
immersionED builds historical learning video game modules using pre-made digital assets via Unreal Engine and through partnerships with video game companies with relevant historically set content to build educational modules on top of their existing game infrastructure. Through these approaches we reduce the time and capital required to create immersive and historically accurate experiences that better engage students. Not only does immersionED make an impact by increasing engagement with historical content, thereby improving test scores and learning outcomes, but it also allows for students to develop transferable skills, such as creativity, problem-solving, and adaptability, that are key for the workplace.
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4
Immersive Experiential Learning Award (VENTURE – MATURE)
Gold
Global Immersive Education for Developed and Low Middle Income Countries., PrecisionOS
Project Summary (100 words)
Precision OS is an immersive educational platform that has created content to benefit patients around the world. This project performed in collaboration with SIGN Fracture Care, Epic Games and Meta to improve the care of patients in low middle income and war torn countries and the physicians who provide their care.
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Bronze
HoloTable: An Immersive Interactive Knowledge Forest System, Lenovo
Project Summary (100 words)
HoloTable is a highly immersive and interactive knowledge forest system. Knowledge forest is a knowledge organization model that can alleviate information overload and learning disorientation. HoloTable applies interactive holographic technology to the 3D visualization and natural operation of knowledge forest. Automatically generated 3D models of the forests and trees are presented in the holographic space and can be viewable from all directions around the “table”. Hand-free motion interaction allows the learner to explore the knowledge forest intuitively. Furthermore, virtual experiments are introduced for certain knowledge points, while peripheral tablets turn the forest exploration into game challenge.
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How Erste Bank prepares employees for tricky situations with VR training, Erste Bank
Project Summary (100 words)
Erste Bank has a strong focus on innovation and digitalisation and is always looking for new approaches to learning & training. VR training is used to prepare employees for a number of tricky situations that are hard to prepare for using more traditional methods like checklists, e-learning and classroom training.
Branch employees can play VR training scenarios on their own smartphones together with foldables and slide-in goggles to participate. This way, they can learn anytime how to follow procedures, de-escalate difficult situations and react correctly to threat scenarios and security topics.
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VictoryXR Academy and Metaversities, VictoryXR
Project Summary (100 words)
Instead of viewing complex molecules in a book or perhaps a 2D video, you can stand in a room with your professor and hold a 3 foot wide molecule in your hand, then deconstruct it and reconstruct it. Because it’s all digital and created in spatial 3D, there are enough molecules for everyone in the classroom and then plenty more.
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Innovation in Business Education Award (ACADEMIC – EARLY STAGE)
Bronze
Entrepreneurship Program Innovation Project: The Experience Journey, Tecnologico de Monterrey
Project Summary (100 words)
The Experience Journey for Bachelor in Entrepreneurship (BE) is a multicampus national project that involved a deep redesign of the curriculum, in order to allow students to develop entrepreneurial skills and mindset, and apply the knowledge to a transversal multi-semester project of their own while receiving accompaniment in the process. The LDE program is currently offered at 10 campuses of the Tec de Monterrey and is eight semesters long. The project focuses on the implementation of 5 types of innovative interventions within the curriculum design along the journey of future entrepreneurs.
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Micro-Interns at Student Start-ups (MASS), Falmouth University
Project Summary (100 words)
The MASS project facilitates micro-internship opportunities for undergraduate students to work on marketing projects for postgraduate start-up businesses at Falmouth University. Following a successful pilot, the project will run three times a year and is intended to grow into a cross-institutional opportunity which could also link to students from partner institutions.
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New specialisations launch, Shanghai University MBA
Project Summary (100 words)
Shanghai University MBA was ready to deploy its Vision 2025 strategic plan when the Covid-19 pandemic arrived. The plan included the expansion of the MBA Centre with the addition of three new specialisations in (i) Blockchain industry, (ii) Retail Innovation and Shanghai Brands, and (iii) Smart manufacturing. The specialisations were planned to start in September 2020. The pandemic closed all activities in China in February 2020. As a result, the whole strategy of the programme was reviewed (after/during an unexpected move to online teaching) including the new specialisations.
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Reimagined BBA Program, Hult International Business School
Project Summary (100 words)
Hult's Undergraduate BBA Program has been completely redesigned with the goal to bridge the skills gap employers find with graduates. Students from 130+ countries work on teams in core and specialization modules - each built around a practical challenge so they can directly apply the knowledge they are learning and genuinely develop the necessary mindsets and skills for the 21st century. Those mindsets and skills are assessed and tracked over the entirety of the program on a personal dashboard. A Student Development Coach then helps the student digest that dashboard feedback, grow, and connect their strengths to their career path.
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Silver
Telepresence robots to foster inclusivity and connectedness in high contact hybrid higher education, Maastricht Center for Robots - Maastricht University
Project Summary (100 words)
We recently initiated a project aimed at improving the inclusivity and connectedness of students and teachers who need to join class remotely (online). Through a telepresence robot which the user can remotely control, a student or teacher is physically embodied in class, instead of joining class via Zoom on a laptop or smart screen at the edge of the room. Especially in the context of high contact, interactive education contexts, having this embodiment (an actual seat at the table whilst being remote) offers multiple benefits: Evidence from our pilot indicates that it improves group dynamics, participation, inclusiveness, and connectedness.
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The Blind Search (TBS), TBS Education
Project Summary (100 words)
We introduce The Blind Search (TBS) which is inspired by the reality TV singing competition ‘The Voice’ for the research methods course in a MSc programme to engage, motivate, surprise and welcome students, and celebrate back to classroom teaching post pandemic, without undermining the quality of teaching contents. TBS integrates edutainment (educational entertainment), peer learning through digital tools and a student-centric strategy to enhance student learning experience to facilitate thesis tutor selection process. TBS promotes educational wellbeing, inclusivity, and equal opportunity for both thesis tutors and students in the selection process, and also transforms assessment method for the course.
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The Innovation Switch, César Ritz Colleges
Project Summary (100 words)
The Innovation Switch aims at settling a global dynamic to enhance Innovation amongst all César Ritz Colleges stakeholders: students, lecturers, management and staff. The objective is to expose everyone to the possibility to innovate in a safe, supportive and inspirational environment. The Innovation Switch comes in the form of: courses, club, immersive projects, partnerships, and experiential activities. The Innovation Switch is supporting the evolution of the school culture to meet the world challenges. The Innovation Switch formally shapes with metrics and processes what has been intuitively the school values since its creation 40 years ago: innovation and entrepreneurship.
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Gold
UQ MBA Innovation Bridge, University of Queensland
Project Summary (100 words)
MBA's were designed to equip technical managers with the business skills to lead and manage money, humans and organisations. The University of Queensland MBA has an Entrepreneurship Capstone that disrupts this traditional trajectory. UQ MBA's are in their 30's, very well paid and increasingly searching for meaning. We partner with Australia's nation science research organisation CSIRO to give students the chance to found deep tech start-ups. CSIRO brings the disruptive technologies, our students act as Entrepreneur In Residence to create desirable, feasible, viable and scalable business models. If they are successful they become founder and CEO.
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Innovation in Business Education Award (ACADEMIC – MATURE)
Clark Entrepreneurship & Innovation Program, Clark University School of Management
Project Summary (100 words)
Clark’s Entrepreneurship & Innovation Ventures, all managed by students, include the Clark Collective, Clark Thrift Store, Entrepreneurship Club, Student Small Business Center, podcast, and Clark Tank Competition. The Collective and Thrift Store provide venues for students to showcase their businesses on campus and with the community. The Student Small Business Center provides low-cost services for their business needs. The podcast features alumni discussing topics related to startups. The Entrepreneurship Club students serve as panel moderators and host community events, and the Clark Tank Competition brings community leaders and alumni to campus for a pitch-style competition among students for financial awards.
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Stakeholders Perspective in Building Family Business School, Pravin Dalal School of Entrepreneurship and Family Business Management (SBM Initiative), NMIMS University, Mumbai, India.
Project Summary (100 words)
PD School of Entrepreneurship & Family Business Management MBA program is over two decades old with 500 plus entrepreneurs on campus annually and 6000 plus Alumni ranging from 50 Cr. INR to 4500 Cr. INR. is offered with an objective to transform small and mid size family business companies. The program is focused on II & III generation entrepreneurs (average age 24/25 yrs.) equipping them to bring in transformation, lay down strong processes, business expansions with mergers and acquisitions, diversifications -backward and forward with networks and strong business alliances, bringing in research and design after understanding world's best practices.
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Innovation in Business Education Award (VENTURE – EARLY STAGE)
Bachelor ACT, ESSEC BUSINESS SCHOOL
Project Summary (100 words)
Bachelor ACT is a new 3-year bachelor degree (180 ECTS), with the French state visa (“licence” degree), jointly created by ESSEC Business School and CY Cergy Paris University.
It is a multidisciplinary bachelor degree that aims at training students to become professionals committed to supporting and managing projects that contribute to ecological, social and civic transitions.
The bachelor has a competency-based approach with structuring projects combining knowledge acquisition and development of skills in project management, environmental and social issues, human and social sciences and personal development.
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2
Innovation in Business Education Award (VENTURE – MATURE)
Cultivating 21st-century skills with Team-Based Learning at IE Business School, FeedbackFruits
Project Summary (100 words)
Team-Based Learning has been widely recognized as one of the most effective pedagogical strategies for fostering the development of 21st-century skills and preparing today's learners for the world of work. However, effectively implementing TBL, especially in online and hybrid settings, can be time-consuming and cumbersome. In order to help combat these challenges, FeedbackFruits and IE Business School co-developed the LMS-integrated Team Based Learning tool that provided a smooth, user-friendly way of applying the TBL method. Supporting diverse learning contexts and pedagogical scenarios, the tool ensures that cultivating 21st-century skills is seamless for both the learners and the educators.
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MAM - Master in Applied Management, ISCTE Executive Education / part of ISCTE - Instituto Universitário de Lisboa
Project Summary (100 words)
The master's degree in applied management is a one-year master's program (60 ECTS) operated by ISCTE Executive Education in Lisbon, Portugal. It involves 30 of the most largest companies present in portugal, both national and international, involving an accompanying advisory board by companies and takes place in 4 blocks over one year: transversal management knowledge, specialized management knowledge, management consulting skills, and a business project to solve a concrete, applied business problem. The program is intended for professionals active in the market with more than 5 years of proven professional experience and its nature is totally applied to companies problems.
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2
Learning Assessment Award (ACADEMIC – MATURE)
BUSINESS 202 Assessment Project, The University of Auckland
Project Summary (100 words)
The BUSINESS 202 Assessment Project seeks to reimagine assessment in tertiary education. BUSINESS 202 is a course that combines multidisciplinary knowledge to address grand global challenges and enables student development of important professional skills. Our assessment project departs from tradition and engages students through a series of novel activities - a multilateral climate negotiation; AI-powered reading exercise; Team video presentation; LinkedIn assignment; Virtual reality presentation; Simulated video interview; and, and Infographic. Each attends to the multidisciplinary nature of grand challenges (climate change, the future of work, and competing globally), and encourages active learning.
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Investigación, Evaluación y Datos, Enseña por México
Project Summary (100 words)
As part of our Leadership & Education Program, Enseña por México collects, analyzes, and measures academic performance, social-emotional skills development, and 21st Century Skills development of our students. As part of this program, scholarship recipients we call Profesionales de Enseña por México (PEM), carry out a practical component by joining the most underserved schools in the country while studying for their master's degrees in education. As a result, Enseña por México, in collaboration with teachers and schools, can make strategic decisions based on comprehensive evidence generated by different instruments that engage key stakeholders.
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Learning Assessment Award (VENTURE – EARLY STAGE)
Brian – Learning Analytics Platform, Brian AG
Project Summary (100 words)
Brian is a b2b social learning platform for universities. With our software solution, students improve their studies, teachers gain insights into the learning process, and universities track learning- and program goals for quality assurance and accreditation processes.
We enable this by creating a data-driven, engaging learning environment on students’ smartphones. This generates insightful real-time data allowing us to optimize the learning outcome individually and provide an outstanding representation of the learning process for faculty and university with unparalleled precision and required effort.
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Equity in Literacy Assessments for Multilingual Learners, LangInnov
Project Summary (100 words)
LangInnov provides innovative technology to improve educational outcomes for Latinx bilingual and multilingual children who represent approximately 25% of all Pre-K-12 students in the U.S. Our solution, the BLAST mobile app, is a standard-aligned, child-friendly and fully-automated assessment that measures bilingual speaking and pre-literacy skills in Kindergarten children. BLAST helps educators make informed placement and instructional decisions, reduce the number of multilingual learners misplaced in special education, and accelerate literacy development.
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Gold
Exams for Zoom, Exams for Zoom
Project Summary (100 words)
Exams for Zoom is an award-winning assessment tool you can trust in a familiar Zoom setting.
Exams for Zoom is more than an anti-cheating tool or a proctoring solution. Built on trust, we provide exam metadata, live and unattended modes and both traditional and modern (skills-based) assessment methodologies so institutions can call the shots in a platform that’s as simple as a video conference tool. No downloads or complex processes are required, Exams for Zoom has flexible integration that works with existing workflows.
Exams for Zoom is at the intersection of the next generation of online assessment.
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2
Learning Assessment Award (VENTURE – MATURE)
Bronze
MaivenPoint's digital assessment platform Examena, MaivenPoint, an AvePoint subsidiary
Project Summary (100 words)
MaivenPoint developed Examena as part of its multi-SaaS platform designed to make learning limitless. The company knew that digital assessments were often hard to deliver, especially amid the pandemic, and that many organizations struggled to keep them engaging, secure and well-proctored. So, MaivenPoint created an end-to-end exam management system that is easy to use, fully integrated with Microsoft Cloud and adaptable to the evolving hybrid learning environment.
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Silver
Transforming peer and group assessment in online and hybrid learning, FeedbackFruits
Project Summary (100 words)
FeedbackFruits assessment tools consist of 6 innovative solutions co-created with institutions worldwide. These tools aim to support faculties create and implement holistic, fair, and inclusive assessments, especially during the shift to online and blended learning. Each of the tools covers different aspects of assessment, from self, peer, and group assessment, to multi-layer feedback, and collaborative learning.
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3
Lifelong Learning Award Award (ACADEMIC – EARLY STAGE)
Interdisciplinary management of cardiopulmonary health and diseases, The Hong Kong Polytechnic University
Project Summary (100 words)
This project aims to promote lifelong education to global learners ranging from students, fresh graduates and clinicians in different healthcare sectors. An interdisciplinary team comprising physician, nurse, physiotherapist, occupational therapist, psychologist, radiographer, medical-laboratory-scientist, social worker, pharmacist and nutritionist contribute to the holistic approach of healthcare exemplified in cardiopulmonary disease management featured in this project. This team allows us to achieve a balance between clinical and theoretical knowledge for long-term subsequent self-development and pursuit of holistic management. In addition, we also aim to educate patients and caregivers with better understanding and self-managing the disease and support them throughout the disease journey.
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Silver
Open Platform for Innovation (PLAi), Plataforma Abierta de Innovación y Desarrollo de Jalisco (PLAi)
Project Summary (100 words)
The Open Platform for Innovation (“PLAi” for its acronym in Spanish) is a higher education institution of the Government of Jalisco whose purpose is to promote talent development for the workforce of the digital era, encourage connections between people, companies, and ideas, and drive innovation and entrepreneurship to contribute to the capability development and competitiveness of the State. PLAi offers short courses and programs in various modalities, technological services, such as the virtualization of courses in the Virtual Campus, a physical campus that includes a VR classroom, coworking spaces, as well as labs related with multimedia production, robotics, and coding-gaming.
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Bronze
The GERAK Initiative - Moving Employees Up the Career Ladder, Multimedia University
Project Summary (100 words)
GERAK in Malay language literally means MOVE. The acronym refers to Growth in Expertise and Professional Knowledge. In the context of this project, it signifies the movement or development of one’s career through the upskilling opportunities provided by our micro-credentials. The initiative started back in 2020. It helps address 3 major areas in professional development: opportunities for upskilling and reskilling, flexible learning environment for working professionals and online course delivery to address the skills gap. The initiative also supports the third shift in the Malaysia Education Blueprint 2015-2025 (Higher Education) which refers to the Nation of Lifelong Learners.
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Lifelong Learning Award Award (ACADEMIC – MATURE)
Gold
National Programme on Technology Enhanced Learning (NPTEL), Indian Institute of Technology Madras
Project Summary (100 words)
National Programme on Technology Enhanced Learning (NPTEL) is India’s largest technical knowledge dissemination and certification program involving seven Indian Institutes of Technology (IITs - Bombay, Delhi, Guwahati, Kanpur, Kharagpur, Madras, and Roorkee) and IISc, Bengaluru. This initiative was started with the aim of providing access to quality courseware created by faculty of premier institutes to anyone who has an internet connection and a computer. With the advent of MOOC platforms, we organically evolved to offer certification exams and have grown to become the technical agency managing the National MOOC platform - SWAYAM.
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6
Lifelong Learning Award Award (VENTURE – EARLY STAGE)
Future Movers Program, Asia Society for Social Improvement and Sustainable Transformation
Project Summary (100 words)
The Future Movers Program is an innovative project that aims to build a Vocational Education and Training ecosystem to increase the employability of the youth and the disadvantaged in post-conflict Marawi. The European Union funds the project through the VET Toolbox and Enabel. It is implemented by the Asia Society for Social Improvement and Sustainable Transformation (ASSIST), The Colombo Plan Staff College for Technician Education (CPSC), & The German-Philippine Chamber of Commerce and Industry Inc. (GPCCI).
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Internationalization of Law, L Martelli Educação Unipessoal Ltda
Project Summary (100 words)
The project aims at preparing law students, legal educators, attorneys , civil servants and lawmakers for developing a global legal mindset. It was launched in Brazil but the goal is to expand it worldwide as internationalization of law is required everywhere. Since 2019, members from São Paulo State's Attorneys' Association have also benefited from the courses I offer. My solutions have already been shared, for instance, at FENALAW in Brazil which is deemed to be the greatest Legal Congress in Latin America, at the I FUTURE LAW in Portugal and at the TAKING LANGUAGE AND LAW SERIOUSLY in the USA.
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RecastSuccess Year-1, RecastSuccess
Project Summary (100 words)
Through our bootcamp we help mid-career professionals with non-traditional backgrounds identify transferable skills and build new ones to capture career opportunities that would otherwise be out of reach. We open doors to the tech industry and teach people from industries like hospitality, non-profits, and more how to navigate like a tech insider. We create a community supporting inclusion, belonging and mentorship to support these professionals beyond the job placement.
We help employers find qualified, high-value, diverse candidates for important roles from our pool of affiliated professionals. 80%+ of participants secure a new well-paid job within 3 months of graduation.
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Service Learning International, Universiti Malaya
Project Summary (100 words)
The project started with SULAM@Service Learning Malaysia which I coordinated in Universiti Malaya in 2019. However, I have been involved in service learning projects from young and venturing into Service Learning International would enable students around the globe to serve and learn. To become social individuals and sustain a world of love, peace and harmony.
I have initiated the programme in Malaysia, Indonesia, India and South Korea, and Kenya. The hope is to materialize Service Learning International around the globe where students and educators can learn and serve each other which the aim to sustain basic humanities above anything else.
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Skills Studio, SEVENmile Ltd
Project Summary (100 words)
We prepare students to become workforce-ready graduates or next-generation innovators. We elevate the entrepreneurial thinking of the disempowered. The programs are designed for students aged from about 15 years to 60+ years of age, the program culminates in an event where students present their proposed solutions to the real-world problems of local business owners. Key Objectives & Outcomes: students gain an understanding of real-life business issues directly from business owners, business owners develop connections with potential future employees, students are exposed to problem-solving techniques and processes, students gain valuable presentation skills, business owners uncover innovative solutions that they consider funding.
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Sparkwise, Sparkwise
Project Summary (100 words)
Today, the best learning doesn't scale because it relies on expert instructors. Scalable alternatives, such as click-click eLearning, are too ineffective. This is why 90%+ of $350B global workforce training dollars are still spent on costly expert services (e.g., corporate trainers, coaches), not software tools.
Sparkwise automates live multiplayer learning without live instructors, productizing expert-led training services into SaaS. Participants build skills through hands-on practice: solving problems together in teams. Managers simply pick any expert-built training from our library and deploy it — anytime, at a fraction of the typical training cost.
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Lifelong Learning Award Award (VENTURE – MATURE)
Digital Transformation for Inclusive Business Development, IE Foundation
Project Summary (100 words)
The Digital Transformation for Inclusive Business Development Project has been carried out since 2018 and is currently running its third edition. The project acknowledged that there was a gap in the current tech-savvy society, with many small or “micro” businesses excluded from the opportunities available to tech-focused entrepreneurs in the startup ecosystem. This gap has expanded even more due to the socioeconomic crisis produced by the COVID-19 pandemic. To contribute to rebuild the resilience of these micro-businesses the project focused on leveraging existing e-commerce and online marketing tools through personalized training and personal tutors to support their needs in digitalization.
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Empowering adolescent mothers: A path to sustainable development., Fundación Juanfe
Project Summary (100 words)
The project will support the Juanfe Foundation works to break cycles of poverty, vulnerability, inequality, and exclusion of one of the most sensitive populations in our society: adolescent mothers in extreme poverty. The Foundation created the 360º model that provides a holistic approach intervention to empower young mothers through three components. The first focuses on the psycho-affective strengthening of adolescent mothers. The second guarantees the right to education and includes dimensions in technical labor training. Finally, the third, directed by the Center for Employment and Opportunities, aims to contribute to the inclusion of adolescent mothers in the formal
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Recommendations, Accredible
Project Summary (100 words)
Accredible, market leader in the digital credentialing space, provides higher education institutions, certification providers, professional associations, corporate training organizations, and LXPs with the tools they need to create robust credentialing programs. Their vision is to host the world’s credentials and become the world’s first truly verifiable repository of human capital. They have issued 50 million credentials to date and recently launched Accredible Recommendations, a product to inform learners about relevant educational opportunities and provide expected ROI of those opportunities to issuers. This launch propels Accredible from only issuing digital credentials to becoming a true partner in educational and career pathways.
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Nurturing Employability Award (ACADEMIC – EARLY STAGE)
Bronze
Blended Gold Standard PBL and EntreComp pedagogy to advance Entrepreneurial 21st Century Skills development in students and improve employability, University of Exeter
Project Summary (100 words)
E21 - 'Engineering the Future' facilitates students through experiential PBL in Entrepreneurship and Challenge Projects with student-led learning to high cognitive levels. Freshers week activities in Hope and Optimism, EDI and a Design Sprint in collaboration with Spaceport Cornwall begins the development of both technical and entrepreneurial 21st Century Skills for success as professional and entrepreneurial engineers. These skills are directly applied to Research-Led learning in Stage 3 and 4 in Group Design and Build and Individual Investigative Projects with outcomes showcased in the Exeter Engineering Conference to peers and potential employers.
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Impact MBA Corporate Sustainability Fellowship Program, Colorado State University College of Business Impact MBA
Project Summary (100 words)
The Corporate Sustainability Fellowship Program in the Impact MBA pairs students with innovative businesses to address business sustainability challenges. This employment program meets a growing demand from employers for sustainable business acumen and ESG expertise, while preparing students to be competent and innovative business sustainability leaders. In the last two years, CSU Impact MBA students have completed over 22,000 hours of sustainability work in firms around the world. After implementation of this fellowship program, the salary rate of graduates increased by 55% since the prior salary measure.
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Industry-integrated experiential learning in Medical Device Design, Singapore University of Technology and Design
Project Summary (100 words)
Inquiry methods are effective at developing the innovative dimension and adaptive learning experience. They engage students in solving real-world problems while increasing student motivation and awareness of the connections between their in-class experiences and their future careers, improving their employability. In this project, we demonstrate that an industry-integrated project-based learning approach through clinical immersion to solve real-world clinical needs would result in positive student engagement, improved critical thinking to understand complex problems in real-world settings, and an opportunity to showcase their ability to utilize their technical knowledge gained in the classroom setting in designing and developing medical devices.
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NTU International Mentorship Program: Inspiring the Leaders of Tomorrow, Office of International Affairs, National Taiwan University
Project Summary (100 words)
The NTU International Mentorship Program is the first mentorship-style internship program tailor-made for international students in Taiwan. The program includes not only a 3-4 month summer internship, but also training workshops and corporate visits to enhance students’ workplace skills and experiences. Due to language and cultural barriers and lack of a local network, many talented international students have to seek employment in other countries upon graduation. This program helps them build a local network and launch their professional development. In our inaugural year, we successfully matched 58 students representing 22 countries and 33 departments with opportunities in 40 different organizations.
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The Education Focussed Program at UNSW, UNSW Sydney
Project Summary (100 words)
Introduced in 2018, UNSW’s Education Focussed (EF) program is a suite of professional development initiatives that support the teaching practice and careers of EF academics. This university-wide strategic initiative was established to ensure the university delivers a quality education, to support agile and emergent educational leadership and develop ongoing generations of educational experts.
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WE Accelerate, University of Waterloo
Project Summary (100 words)
Born out of the COVID 19 pandemic, Waterloo Experience (WE) Accelerate is a novel work-integrated learning experience designed to provide unemployed students with the critical skills necessary to secure their first work experience. WE Accelerate consists of three main components: in-demand skills training co-created with industry partners (100 hours); a team-based project experience (120 hours) where students leverage the new skills they have developed in a real world project and career education (60 hours) to help students understand how to best engage in the WE Accelerate experience and how to market their skills for future work opportunities.
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Nurturing Employability Award (ACADEMIC – MATURE)
Innovation Campus, NTU Kharkiv Polytechnic Institute
Project Summary (100 words)
The main idea of the project is to combine the high quality of classical theoretical study at university with the acquisition of relevant software development skills (both hard and soft) for solving practical tasks using a project-based approach. Innovation Campus is fully integrated into a bachelor’s degree in computer science. The innovative approach includes peer-to-peer study, gamification of the learning process, and challenged-based learning. We also provide means to create an individual learning pathway to fulfill the needs of the industry and reduce adaptation time for students when they come to their future working place.
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Katalyst, Human Capital for Third Sector
Project Summary (100 words)
Katalyst was established in 2007 to support women learners from low-income households in India pursuing professional STEM education careers such as Engineering to secure jobs in various sectors that offer them strong paths for career and economic growth. Hence, in addition to addressing the skills gap, Katalyst aims to bridge the socio-economic gap experienced by women in India to create a level playing field so that these young women can aspire and excel to become transformational leaders. Katalyst’s vision is to empower women for equality in opportunity and leadership.
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Nurturing Employability Award (VENTURE – MATURE)
Employability microcredentials that develop post-COVID enrolments for Australian education providers., Successful Graduate Pty Ltd
Project Summary (100 words)
SG was selected as the official microcredential supplier to Study Australia in 2021. With the Australian borders due to reopen post-COVID, this project was deployed at the perfect time to re-ignite student interest in Australia, providing free work readiness and academic readiness training to thousands of students around the planet.
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Gold
Generation: You Employed, Generation: You Employed
Project Summary (100 words)
Generation is a nonprofit network that supports people to achieve economic mobility and a better life. Generation: You Employed is the global hub, working with 16 in-country affiliates. We train and place adults into careers that would otherwise be inaccessible and improve how the education-to-employment system works. Launched in 2015, Generation has 65,000+ graduates, with 82% job placement three months after program completion. Graduates earn 3-4x previous income, and 40% can save for the future 2-5 years later. Generation learners typically have a secondary school background, 53% are female, 35% have dependents, and the majority identify with underrepresented populations.
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Silver
Strategic Enterprise Education, InStride
Project Summary (100 words)
InStride’s mission is to transform businesses and their employees’ lives through Strategic Enterprise EducationTM.
Cultivating the workforce of the future and equalizing access to quality online education, InStride is a public-benefit company that designs industry- and role-driven workforce education programs that help attract and retain employees, while advancing their careers and teaching them skills needed to compete in today’s changing world. InStride enables corporations to provide career-boosting degrees, credentials and diplomas to their employees in partnership with high-quality academic institutions. To date, this has resulted in meaningful learner engagement and advancement across industries.
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Nurturing Values and Ethics Award (ACADEMIC – EARLY STAGE)
GVV Africa, Ashesi University
Project Summary (100 words)
Giving Voice to Values Africa—GVV Africa for short—is an asynchronous online course designed to teach skills in ethical action, with content and ethics cases specifically tailored to the Africa context. Skills in ethical action help professionals at all levels speak up effectively, persuade others, minimize risk, and act with integrity in the workplace.
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Nurturing Values and Ethics Award (ACADEMIC – MATURE)
Gold
A New Framework for Character Education;Transforming Values and Ethical Education, University of Birmingham
Project Summary (100 words)
The Jubilee Centre (University of Birmingham) has developed a world-renowned Framework for Character Education in Schools. The Framework, created through a process of international collaboration and multi-disciplinary research, has had significant and measurable global impact on the nurturing of values and ethics. Its impact includes underpinning substantial policy changes in the UK; use as the benchmark by which $70M+ of funding for values education has been awarded; informing the foundation of the first character education subject association and first Masters degree in character education; and, transforming practice of organisations including UNICEF, Varkey Foundation, WestPoint Military Academy and many others.
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Building Students’ Character through Moral Education along Mobile Augmented Reality (AR) Learning Trails, Centre for Holistic Teaching and Learning, Hong Kong Baptist University
Project Summary (100 words)
Ethics and moral education are essential to building students’ character. This cross-institutional project which promotes Academic Integrity and Ethics (AIE) is led by Hong Kong Baptist University (HKBU) in collaboration with other 16 local and non-local universities to combine AR and mobile technology for blended learning of ethical issues. It motivates students to internalise their AIE learning, and adopt an intrinsic mindset to behave ethically and act with integrity using situated learning. A total of 15 learning trials have been developed since 2015, with 7 of them smoothly transitioned to online in response to the pandemic. More details on https://arlearn.hkbu.edu.hk.
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Bronze
Global StoryBridges, University of Wisconsin-Madison
Project Summary (100 words)
As transnational communications and engagements proliferate in an increasingly globalizing world, new understandings of ‘self’ and other’ and relationships among global citizens emerge. Yet in a world rife with misunderstanding, stereotype and bias, how can we cultivate ethical engagements, and values of openness, inquiry and care, to transform global relations? Global StoryBridges (GSB) digitally links youth (from under-resourced global communities) to learn about, with, and from each other. In site-based groups youth, with adult facilitation, create digital stories of their lives and communities, share with other sites via a dedicated website, and watch, discuss and respond to one another’s videos.
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Institutionalizing Ethics and Values Education through Academic Service-Learning, Hong Kong Polytechnic University
Project Summary (100 words)
The Hong Kong Polytechnic University values competence and ethics equally. Among our desired graduate attributes, we aim to teach students to be “socially responsible global citizens”. This encapsulates several foundational moral and ethical values, including responsibility, awareness, compassion, ethical reflection (Curko et al., 2015), care, integrity, social justice (Benson, 2007), helpfulness, courage, competence, and equality (Rokeach, 1973). Our pioneering institutionalized service-learning programme nurtures these values through an innovative, broadening approach that transcends disciplinary, cultural and national boundaries. Our programme is scaffolded with a holistic framework that blends rigorous quality assurance and evidence-based improvements with adequate support for teachers and students.
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SHIFTING PARADIGMS: HOW BUSINESS EDUCATION LEADS THROUGH VALUES, Griffith University
Project Summary (100 words)
The Griffith Masters of Business Administration is a pioneer in re-inventing business education and the role of business. Based on a unique, values-centred, and sustainability-driven curriculum, it offers a transformative journey that empowers the minds and hearts of thousands to be the catalysts of a better world. The program takes a multi-stakeholder, cross-disciplinary perspective to provide leaders the toolkit to measure what matters and create exponential, positive impact.
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Silver
Transforming Holocaust education through research-informed practice: Deepening knowledge and understanding and developing fundamental values and ethics in the face of contemporary global challenges, UCL Centre for Holocaust Education (based at the IOE, UCL's Faculty of Education and Society, University College London)
Project Summary (100 words)
The UCL Centre for Holocaust Education operates at the frontier of teaching and learning about the Holocaust, nationally and internationally. Its central mission is to transform teaching and learning in schools. Adopting a distinct research-informed approach, we conduct pioneering research into classroom challenges. We use this evidence base and the specialist knowledge of our staff to develop world-leading continuing professional development (CPD) courses and materials for teachers. To date, the Centre has positively impacted 25,000 teachers, providing them with the confidence and expertise to teach this complex history, address related contemporary issues and nurture fundamental values in students.
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Nurturing Values and Ethics Award (VENTURE – EARLY STAGE)
Venturing into Global-minded Paradigms for Future-proofing Internationalization, National Taiwan University
Project Summary (100 words)
To acquire the 21st century literacies such as digital collaboration, intercultural communication and creative thinking, universities across the globe explore the reframing of global learning environment in times of uncertainty and highlight internationalization and innovations through pilot programs and curriculum reform. Launched by National Taiwan University, the series of lectures, themed “Global Competence with Internationalization at Home,” aims to develop students’ intercultural interests as globally minded graduates. The intriguing delivery of in-depth teaching unveils approaches to complex challenges in order to navigate the rapidly changing globalized world.
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Nurturing Wellbeing and Purpose Award (ACADEMIC – EARLY STAGE)
Breathe and Feel, Heart Thinking Project/Educar Pensando con el Corazón
Project Summary (100 words)
The methodology Breathe and Feel project provides the emotional well-being that children and teachers need to be able to carry out a balanced teaching-learning process based on knowing deeply what physical processes happen in the breathing of each emotion, in order to understand them and be able to act accordingly, with an innovative method based on mindfulness. All this supported with positive psychology activities applied to education and emotional intelligence, thus providing a complete school well-being that has shown benefits both academically and in the social relationships of children and teachers.
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Finding my Purpose - a visual novel experience for you to find your purpose, Pontifical Catholic University of Rio Grande do Sul (PUCRS)
Project Summary (100 words)
What if you could join a visual novel experience to develop self-knowledge and find your purpose in life? In this online educational program developed by IDEAR – The Interdisciplinary Lab for Entrepreneurship and Innovation of PUCRS in partnership with SEBRAE, in Brazil, participants take part in a five-chapter visual novel, which prompts them to reflect upon life, motivations and entrepreneurial competences. Counting on the expertise of a Psychology faculty and a Game Studies lecturer, it has been offered as an extension program at no charge. Since 2021, it has reached out to more than 700 students from 42 different majors.
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Nurturing Wellbeing and Purpose with the Life Skills Program, Taylor's University
Project Summary (100 words)
The Life Skills Program is an innovative social-emotional learning experience, delivered as two compulsory modules for all first-year undergraduates. Since its inception in 2018, 8,000 students have participated and 85% cited that it helped them to improve their emotional well-being. Overall, 61% of students reported they are confident and able to apply emotional literacy dimensions measured including mindfulness, managing emotions, resilience, empathetic communication, leadership and purposeful living. As a pioneering concept in Southeast Asia, this program is transforming education, and creating future-ready graduates equipped with the skills to maintain wellbeing and lead purposeful lives.
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The Community and Culture Institute, Escuela Americana El Salvador
Project Summary (100 words)
Escuela Americana El Salvador has created a dynamic Social Emotional Learning curriculum embedded across the entire school, Pre-K to Grade 12. This program focuses on educating the whole child, promoting greater human connection, and cultivating well being for the school community. Secondary students spend forty minutes, four days a week, in “Community Time,” where they practice social emotional skills and build community with peers. Rapid feedback from students and facilitators create a living curriculum, responsive to the school’s needs. Escuela Americana El Salvador is now offering this curriculum to other schools through its new Community and Culture Institute.
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Bronze
UR Emotion an Educational Strategy for Fostering Wellbeing, Universidad del Rosario
Project Summary (100 words)
Given the importance of preventing mental health issues among university students, we founded the Emotional Education Center (UR Emotion), of the Universidad del Rosario, in May 2019. This Center, whose goals are to foster emotional well-being, prevent mental disease, and, by doing so, enhance student learning, is the first of its kind in Colombia. By incorporating the arts, sports, and games into psychological counseling, group work, and preventive programs, we have built an emotional education culture among the students, faculty, and staff at the Universidad del Rosario.
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Nurturing Wellbeing and Purpose Award (ACADEMIC – MATURE)
Afrogiveness Movement (#Afrogiveness), Afrogiveness Movement (#Afrogiveness)
Project Summary (100 words)
Coined from "Africa '' and "forgiveness", #Afrogivenes is a Peace Education Initiative which psycho-educationally empowers mentally traumatized young refugees/conflict-affected students with knowledge, values and skills to live in peace with themselves, with others and with nature. Inspired by Nelson Mandela's words: " I dream of an Africa in peace with itself," we believe sustainable peace can mostly come through forgiveness and arts-a universal language, can spread values that build peace and prosperity. Since 2018, #Afrogiveness has enabled 1500 survivors of conflict to rise to agents of sustainable peace while empowering them to use their talents to economically empower themselves.
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Silver
Project C.A.R.E. (Children and Adolescents at-Risk Education), City University of Hong Kong
Project Summary (100 words)
This project aims to tackle school violence in Hong Kong. The project is a pioneering effort to develop innovative interventions to address two subtypes of aggression (reactive and proactive aggression) and two subtypes of victimization (aggressive and pure victimization) among children and adolescents. We have developed and scientifically evaluated various interventions to reduce face-to-face and online aggression and bullying. Over 64,000 students in 138 primary and secondary schools, of which 9,600 were high-risk students, in Hong Kong have been benefited. Findings have published in more than 50 peer-review journals and more than 70 international conferences.
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Sexual Harassment Prevention (SHP) Initiative at EHL: promoting the wellbeing and empowerment of our students, staff and communities, EHL Hospitality Business School
Project Summary (100 words)
Sexual harassment is ranked among the most prevalent issues by both hospitality students and hospitality employees. To educate and empower all students, EHL’s Women in Leadership (WIL) team launched the Sexual Harassment Prevention (SHP) Initiative.
This includes:
● SHP workshops for all undergraduate students, delivered in partnership with the Non-Violence Project Foundation (NVPF), attended by over 3000 students and 790 employees, and achieving high levels of satisfaction (95%)
● An engaged Student Taskforce that raises awareness of SHP issues among students
● An ongoing comprehensive communication strategy that is supporting all students’ wellbeing as they progress through EHL and beyond.
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Nurturing Wellbeing and Purpose Award (VENTURE – EARLY STAGE)
GAB-on!, GAB-on!
Project Summary (100 words)
Relationships shape our identity and influence brain development. For students, the relationships between family and school can change the trajectory of their learning outcomes. Parent engagement in a child's education improves all the “A’s”: attendance, academic achievement, agency, and aspirations. GAB-on! gets parents engaged in their child’s learning consistently at home, so students are engaged every day at school. GAB-on! is student-led and student-managed, we overcome barriers that families may face engaging in their child’s education. We turn the theory of family engagement into action for all families.
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Life Skills Programs, Sawubona Project
Project Summary (100 words)
Sawubona Project offers a life-skills program with a solid pedagogy, designed for vulnerable youth living in impoverished communities in South Africa. Modules are designed to support the psychological development, driven by participant engagement. We are focused on developing critical thinking skills which will support self-awareness, personal growth and to promote the practical application of content learned. Relevant life skills modules on topics such as self-esteem, boundaries, identity, communication, violence and abuse, HIV/AIDS, integrity, and healthy relationship foster discussions that break down stigma, myths and misconceptions and foster healthy decision making now and for the future.
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2
Nurturing Wellbeing and Purpose Award (VENTURE – MATURE)
Emotional ABCs, Emotional ABCs
Project Summary (100 words)
Emotional ABCs teaches children ages 4-11 basic emotional skills. The evidence-based program is currently free to educators and school counselors at brick and mortar schools worldwide and is used in 120 countries by educators in more than 1118,000 schools. Emotional ABCs teaches children how to figure out What emotion they are feeling, Why they might be experiencing that feeling, and How to make good choices in response to what they are going through.
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Gold
NaTakallam: Learn a Language, Change a Life, NaTakallam
Project Summary (100 words)
Only 1% of refugees get formally resettled, given a work permit and a chance to restart their lives. NaTakallam ("We speak" in Arabic) leverages technology to solve the challenge of millions of highly educated displaced persons and their host communities with no access to income. Refugees work as tutors, teachers, cultural exchange instructors, and translators, providing customers with high-quality language services and building intercultural bridges. While originally born to support Syrians teaching Arabic, sessions are additionally offered in Spanish, French, Persian, Armenian, Kurdish, Russian, and Ukrainian. Since 2015, refugees have self-generated $1.7m+ through NaTakallam, connecting to 12,000+ learners worldwide.
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Science of Learning Award (ACADEMIC – EARLY STAGE)
Didactics of Philosophical Writing – cultivating Thinking Skills with Writing Exercises, NOVA FCSH
Project Summary (100 words)
The goal of the project was to improve thinking by means of writing exercises. Philosophy is ideal to practice expository, critical, analytic, evaluative, and creative writing skills in connection to thinking abilities because writing is essential for philosophical research. The objective was to design specific writing exercises for the courses that would embody the writing processes of research that cultivate excellence of thinking.
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Interdisciplinary module system for advanced secondary school students, Milestone Institute
Project Summary (100 words)
The Milestone module system is a super-curricular education system for advanced secondary school students, composed of around 100 academic modules offered over three teaching terms in the context of Milestone Institute's educational programs. In a radically personalised approach, students craft their own study pathways, guided by the modularity and design principles of the module system. Learning outcomes are aligned with a broad range of global competitiveness measures as defined by leading universities and validated by outstanding admission results at these institutions. The uniqueness of the system stems from the application of nudge theory to Milestone's educational context.
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Science of Learning Library ( www.lsep.in/SOL/login), Educational Initiatives
Project Summary (100 words)
The SLL project led by Ei aims to identify the concepts and skills that students need to solve problems in the real world, while at the same time tracing the misconceptions and errors impeding effective learning. The goal is to obtain this knowledge through leveraging diagnostic assessments, putting the resulting data through pedagogical research, and then coming up with actionable insights that will aid teachers inside classrooms. SLL is on its way to becoming the world's only repository of student misconceptions and errors, data that professionals all over the world can use to better understand how students learn.
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Gold
The IMPART model: Imparting transformation through industry-linked multidisciplinary projects, Taylor's University
Project Summary (100 words)
There is a gap between market expectations and graduate capabilities. Besides acquiring knowledge, students have to also be well equipped with soft skills, life skills and other non-technical capabilities. Therefore, education should strive to go beyond “filling the container” to include facilitating “changes in the size and shape of the container (expanding capacity)”. Both informational and transformational learning are important. Nonetheless there has always been a greater emphasis on informative learning compared to transformative learning. The motivation to help address this imbalance has resulted in the IMPART model. IMPART is an acronym for Industry. Multidisciplinary. Projects. Assessment. Reflection. Transformation.
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Science of Learning Award (ACADEMIC – MATURE)
STEAM program: advancing scientific education through the application of fundamental principles, Universidad de San Carlos de Guatemala/Universidad Galileo
Project Summary (100 words)
We have created a proposal based on fundamental scientific ideas . The program is a tiered regional intervention that switches from the discovery and investigative approaches to a hands-on approach and adopts a new paradigm for training. The effort seeks to promote scientific awareness among youngsters and the general public as well as properly educate a new generation of scientists. Depending on the grade and age of the participants, the program consists of a number of subprograms, including workshops with kids in grades K–12, science fairs, and professional development for teachers. Over 1,000,000 people have attended our online lectures.
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Bronze
Student Centred Learning approach towards nurturing well-rounded graduates, Universiti Teknologi PETRONAS
Project Summary (100 words)
Initiative towards Student Centred Learning (SCL) via active learning starts in 2016, designed and structured to shift whole institution in providing meaningful learning experience to students. This involved looking at the institutional policy on active learning, required infrastructure as well as infostructure, training and development related to teaching and learning as well as technological support for lecturers. The foundation is based on the active learning approach, which is proven through research in promoting students’ achievement levels. The success of this project is measured through recognition of the lecturers in teaching and learning at both national and international levels.
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Science of Learning Award (VENTURE – EARLY STAGE)
Silver
SmashMedicine: Transforming Healthcare Education, SmashMedicine Ltd
Project Summary (100 words)
SmashMedicine is a crowdsourcing platform for healthcare education which improves access to quality, patient-centred material. Students are actively involved in the content design process, co-creating assessment questions and linking them to real-world experiences. This represents an scalable low-cost solution to produce holistic learning resources aligned to patient needs.
Over 8,000 students from 8 countries have used SmashMedicine to create 15,000+ patient-centred questions. The project has received international acclaim from the University of Oxford (Vice-Chancellor’s Education Award), Europe's largest innovation hub (EIT Health, ranked #1 in Education) and has been featured top educational journals, such as Clinical Teacher.
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Sustainability Education Award
CREATION & IMPLEMENTATION OF A SUSTAINBLE ENVIRONMENT ECO-SYSTEM AT NU, National University of Science and Technology
Project Summary (100 words)
The NU has a history of commitment to Sustainable Goals and Environmentally friendly initiatives. NU has received international recognition for its green initiatives and won many National & International Awards and Accolades such as Green award for Education 3 consecutive years (2011, 2012 and 2013) and the Global Green award (2014). The values that drive the NU are Equity & Fairness, Social Responsibility, Sustainable Environment & Community outreach. NU believes and is committed to the UN SDG 2030 for attaining Net-Zero by 2030. This project aims to create, implement and practice a Sustainable Environment Ecosystem at NU.
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Earth Quest Climate Championship League, Earth Quest
Project Summary (100 words)
The Climate Championship League is a global inter-school competition where kids will present their solutions to tackle climate change. It's an innovative, solution-focused championship which uses the 17 United Nations Sustainable Development Goals.
Through Climate Championship League we will help kids build teamwork, and project management skills, and implement their solutions to tackle climate change worldwide. The first prize is a cash reward of 15,000 INR to the team with the best solution. They will be able to use this money to put their solution into action.
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Green That School, The Daraja Academy \ Merced Union High School District
Project Summary (100 words)
The Green That School project joins schools to collaborate on educating the public on gender violence and traditional discrimination while promoting Environmental and Social Justice. California's Green Ribbon Schools application will be used as a template to help Green, an all-girls school in Kenya, the Daraja Academy. Added educational opportunities through Career Technical Education and women's advocacy in the STEM fields will lead to higher incomes and lift their entire families out of poverty and malnutrition. Collaboration with global and national institutions like the United Nations 17 Sustainable Development Goals will lead to a cleaner, healthier, and more prosperous world.
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Greenworks, Science Voices
Project Summary (100 words)
Greenworks is a Global North-South partnership program for linking classrooms around the world to develop 21st century planetary stewardship skills and projects. The centerpiece of the program is a 6-week active learning curriculum where students role-play as decision makers of semi-fictional countries solving environmental challenges. They investigate the resources available in their countries and the institutions that enhance or constrain their decisions. Successful students conceive, implement, and evaluate a community environmental stewardship project. Teachers are provided with professional development in active learning methods that they can use to guide students through the experience and later implement in their other classes.
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Integrated Education for Sustainability: reimagine business education in face of the Anthropocene, Getulio Vargas Foundation (FGV EAESP)
Project Summary (100 words)
Created in 2010 at a Brazilian business school, Integrated Formation for Sustainability (FIS) is a discipline of innovative methodology based on transdisciplinarity and transformative learning. During the semester, students collectively conduct real projects that address wicked problems while experiencing a co-formative process that instigates changes in the perceptions of educator-learners and student-learners. Addressing the SDGs, we take students on field experiences throughout several regions of the country, from the heart of the Amazon forest to the slums of urban centers, so that, based on dialogue and critical reflexivity, they question the status quo and become responsible and ethical people.
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Gold
SERES Transformative Sustainability Leadership Programs, SERES
Project Summary (100 words)
SERES cultivate and catalyze youth leaders to build more just and sustainable communities in Guatemala and El Salvador. By providing them with tools, skills, and support services we inspire active engagement to improve health and education, reduce inequality, and spur economic growth all while tackling climate change and working to transform our systems.We do this through: 1) Advancing innovative forms of education and learning for sustainable development 2) Supporting local youth-led projects and 3) developing experiential sustainability spaces that contribute to community resilience.
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Sustainability Education Award 3
Green Information Technology and Sustainability (GITS) (postgraduate unit project), Curtin University, Tomayess, Issa
Project Summary (100 words)
This project aims to strengthen postgraduate students’ knowledge and awareness of Green IT (Information Technology) and sustainability, as businesses and governments are adopting and integrating both Green IT and sustainability in their marketing and operational strategies to improve their reputation and establish uniqueness in the market, locally or globally. GITS was developed after the GFC 2008/2009, as business schools were amongst the entities accused of contributing to economic, societal and environmental failings. Feedback and assessment outcomes indicated that GITS increased students’ awareness of sustainability and improved their personal and professional skills for their tertiary studies and their future workplaces.
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Sustainability Education Award 4
Silver
Advancing the UN’s SDGs through international Work-Integrated Learning (WIL) Opportunities, University of Waterloo, Shabnam, Ivkovic
Project Summary (100 words)
Co-operative & Experiential Education (CEE) at Waterloo has put in place an SDG awareness-building and engagement activity during co-op work terms, using international work terms with a global footprint as a pilot. Interns and supervisors are provided a quality framework of questions to begin a conversation about the company’s sustainability direction and contributions, and opportunities for the intern to engage. Lunch-and-learn opportunities are provided throughout the semester to connect with the institution. At the end of the term, both are surveyed, and interns are provided an experience debrief and articulation workshop for future job search success.
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Bronze
FutureLearn Climate Action Initiative, FutureLearn, Emily, Houghton
Project Summary (100 words)
Our mission for FutureLearn's Climate Action Initiative is to create the world's most comprehensive climate action curriculum in one place. We have a portfolio of more than 120 courses, Microcredentials and online degrees (URL link 1) and more than 100 partners including many of the UK’s top Universities committed to the initiative. We have also run a series of roundtable discussions with representatives across government, industry, academia to build on this momentum.
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IE IMPACT, IE, Max, Oliva
Project Summary (100 words)
IE IMPACT is a multidisciplinary, academic program for All IE University students, with a mission to develop leaders of positive change. The 21-credit program begins with 3 courses in IE University’s core values of Humanities, Technology, and Entrepreneurship, and culminates with the IE Challenge, allowing students to apply the skills, mindsets, and awareness to work in teams as Innovation Consultants for enterprises whose business models are driven by sustainability. Students work in intentionally, diverse teams, design and strategize together, research and engage directly with their client’s stakeholders, consult with and brief their clients, and receive ongoing mentoring and support.
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Innovative STEM Programs to Develop Sustainable Development Practices among the National Youth in Qatar, Qatar University, Zubair, Ahmad
Project Summary (100 words)
Qatar’s national strategy and development goals have outlined priorities for empowering the national youth with technical competencies and STEM dispositions that are quintessential for enhancing the country’s sustainability. To support this, Qatar University Young Scientists Center (QUYSC) has conducted over 1,957 STEM-driven informal learning initiatives to engage over 7,555 students with the required knowledge and skills to inculcate sustainable development practices. Therefore, this project proposes implementing potent STEM education practices that fulfill the demanding talents and mentalities and open access to enduring education in sustainable development.
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The Power of Partnerships Award
#OneMillionTeens Student Outreach Program, Ascendance Sdn Bhd
Project Summary (100 words)
Ascendance, is an International Youth Movement that focused on providing equal and equitable access to the resources, network and opportunities needed for students to figure out their purpose and passion in life and achieve holistic success.
Our objective is to partner with the government, corporations, businesses, schools, universities, parents and teachers in building the young in Southeast Asia. We want to create the next generation of holistic students and progressive world leaders who are equipped with the creativity and soft skills to impact the communities around them and solve world problems.
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National Programme on Technology Enhanced learning (NPTEL), Indian Institute of Technology Madras
Project Summary (100 words)
National Programme on Technology Enhanced Learning (NPTEL) is India’s largest technical knowledge dissemination and certification program involving seven Indian Institutes of Technology (IITs - Bombay, Delhi, Guwahati, Kanpur, Kharagpur, Madras, and Roorkee) and IISc, Bengaluru. This initiative was started with the aim of providing access to quality courseware created by faculty of premier institutes to anyone who has an internet connection and a computer. With the advent of MOOC platforms, we organically evolved to offer certification exams and have grown to become the technical agency managing the National MOOC platform - SWAYAM.
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The Power of Partnerships Award 2
Co-creating Financial Futures, University of Exeter, Rachael, Johnstone
Project Summary (100 words)
To co-create and deliver an ‘applied’ part-time undergraduate bachelor’s degree in Finance with employer partners including JPMorgan, UBS, and Bloomberg, that would address the skills required by the sector with the aim to grow and retain talent within organisations. The programme combines the academic rigour of Exeter’s long tradition of teaching excellence with the achievement of industry-recognised professional qualifications and industry experience wrapped into one learning experience. Students are employed by sponsoring organisations and spend 20% of their time completing academic studies with the remaining 80% applying their learning into the workplace developing skills and behaviours desirable by the sector.
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Co-creating the future of education with EdTech DoTank, FeedbackFruits, Nhi, Nguyen
Project Summary (100 words)
The DoTank is a co-creation partnership to build technology for innovative feedback-driven pedagogies, such as competency-based education and AI-assisted feedback. Its unique structure ensures better trust and alignment between partners and higher quality EdTech is developed. Over the last 6 years, FeedbackFruits has partnered with over 20 institutions to collaboratively build tools that are used by over 700,000 users. We believe this model is an archetype of how EdTech and educational institutions can work together to accelerate innovation.
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Partnership network for flexible job-relevant healthcare learning, FutureLearn, Christina, Melidou
Project Summary (100 words)
FutureLearn partnered with healthcare organisations across government, academia, industry and the not-for-profit sector to develop an online healthcare curriculum that's flexible and responsive to learner needs. Being fully online means learners can access the content anytime and anywhere. Social learning is weaved into the platform, allowing learners to interact amongst themselves but also with educators, where facilitation is available, as well as patients and carers who join the courses. Finally, our strong relationship with partners means that we can adapt content quickly and create new courses when required, something which was very important during the pandemic.
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Silver
Taronga Wildlife Conservation, The University of Sydney, Pauline, Ross
Project Summary (100 words)
The University of Sydney and Taronga Conservation Society Australia innovative alliance has created the Bachelor of Science/Bachelor of Advanced Studies Taronga Wildlife Conservation degree. This is a unique degree which provides students who have a passion for animals and dream of making an impact in the conservation sector, the highly sought-after skills they need to secure a future for wildlife on the planet. In creating this partnership, we have leveraged the power of two iconic institutions in the southern hemisphere to innovate at scale and create an immersive and exceptional learner experience.
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Bronze
The Sound/Image Cinema Lab, Falmouth University, Emma, Hunt
Project Summary (100 words)
The Sound/Image Cinema Lab is a teaching/research Project, developed within Falmouth University’s School of Film & Television, which reimagines the relationship between film education, film industry and film culture. The Lab makes interventions in professional independent film productions in return for high-level, sustained pedagogic access for students and recent graduates, resulting in positive impacts on course attainment, career acceleration, knowledge exchange and pedagogic and production culture research. Its successes include involvement with the BAFTA Winning Bait, directed by Mark Jenkin, a 4* impact case study in REF2021, and an innovative pedagogy award from the University Industry Innovation Network.
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Gold
Transforming health professions education at the University of Global Health Equity, Rwanda, University of Global Health Equity, Rwanda, Tomlin, Paul
Project Summary (100 words)
The University of Global Health Equity (UGHE), Rwanda is an educational initiative started in 2015 in the remote Burera district, with the objective “to strengthen health systems and radically change the way health care is delivered around the world by training global health professionals to deliver more equitable, quality health services for all.” UGHE has two flagship programs the Masters of Science in Global Health Delivery (MGHD) and the Bachelor of Medicine; Bachelor of Surgery/Masters in Global Health Delivery (MB BS/MGHD). It has successfully leveraged over forty partnerships across academia, public and private sector to establish and scale its programs.
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Waterloo Experience (WE) Accelerate, University of Waterloo, Anne-Marie, Fannon
Project Summary (100 words)
Born out of the COVID-19 pandemic Waterloo Experience (WE) Accelerate is a novel work-integrated learning experience designed to provide unemployed students with the critical skills necessary to secure their first work experience. WE Accelerate consists of three main components: in-demand skills training co-created with industry partners (100 hours); a team-based, employer provided project (120 hours) where students leverage the new skills they have developed and career education (60 hours). WE Accelerate would not exist without our partners - who provide skills training content and real world projects to help develop the next generation of talent.
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