Solve Education
{{Multiple issues|
{{Orphan|date=April 2022}}
{{Notability|org|date=September 2024}}
{{Undisclosed paid|date=September 2024}}
{{Primary sources|date=September 2024}}
{{Unreliable sources|date=September 2024}}
}}
{{Use dmy dates|date=August 2024}}
{{Infobox nonprofit
| name = Solve Education!
| full_name = Solve Education Foundation
| logo = SE_new_logo-01.png
| abbreviation = SE!
| formation = 2015
| founders = Peng Tsin Ong
Janine Teo (Peihan)
| type = Non-profit
| headquarters = Singapore
| region = Worldwide
| key_people = Peng Tsin Ong (Chairman), Janine Teo (Peihan) (CEO)
Gita Wirjawan (Patron)
| revenue_year = 500M – 1M USD
| website = {{URL|https://solveeducation.org/}}
}}
Solve Education! (SE!) is a global technology non-profit organization founded in 2015 by Peng Tsin Ong and Janine Teo (Peihan).{{Cite web|url=https://news.lenovo.com/foundation-solve-education-to-support-stem-gamification/|title=Lenovo Foundation Partners with Solve Education! to Support STEM Education through Gamification|date=18 August 2021}}{{Cite web|url=https://asia.nikkei.com/Life-Arts/Life/Technology-can-transform-the-developing-world-s-education2|title=Technology 'can transform' the developing world's education|website=Nikkei Asia}} The organisation works to make education and employment accessible to children and youth who do not have access to school.{{Cite web|url=https://aws.amazon.com/blogs/startups/solve-education-ceo-janine-teo-on-her-companys-start-and-how-they-use-technology/|title=Solve Education! CEO Janine Teo on Her Company's Start and How They Use Technology|date=17 May 2019|website=Amazon Web Services|language=en-US|access-date=28 April 2020}}
Using a mobile game application, out-of-school youth can improve their literacy and numeracy skills, and gain work experience.
The team at Solve Education! consists of subject experts who have developed an educational gaming app with which they deliver lessons to students from developing countries. It is headquartered in Singapore, and it has offices in Indonesia, the United States, India and Nigeria.
History
Solve Education! was founded in December 2015 after Peng Tsin Ong attended the Africa Innovation Summit in Cape Verde in 2014{{Cite book|url=https://solveeducation.org/2017-annual-report/|title=Annual Progress Report 2017|publisher=Solve Education!|year=2018|location=Indonesia|pages=iii-iv}} where he led a plenary session on financing innovation.{{Cite book|url=http://www.africainnovationsummit.com/uploads/reports/gcLAAvdnacaI00S5hTvxtfCIHmzKvfH1.pdf|title=Africa Innovation Summit Report|date=4–6 February 2014|publisher=Africa Innovation Summit|location=Praia, Cabo Verde|pages=53–54}} At the end of the summit, he engaged stakeholders from Africa on the ideal educational intervention for narrowing the gap of education inequalities to help produce knowledge workers for a knowledge economy.{{Cite web|url=https://www.straitstimes.com/singapore/education/using-brains-and-heart-to-educate-children-in-need|title=Using brains and heart to educate children in need|last=hermes|date=24 June 2018|website=The Straits Times|language=en|access-date=25 April 2020}} It was after the summit that Solve Education! was born, to offer scalable educational interventions which can work with limited infrastructure in low income countries in Asia and around the world.
In 2017, Solve Education! launched its mobile learning app, Dawn of Civilization, in Indonesia.{{Cite web|url=https://www.huffpost.com/entry/addictive-education-the-app-revolutionizing-literacy_b_5935cb66e4b0cca4f42d9c8e|title=Addictive Education: The App Revolutionizing Literacy|last1=Thompson|first1=Vanessa|last2=Analyst|first2=ContributorUC Berkeley Environmental Business|date=11 June 2017|website=HuffPost|language=en|access-date=25 April 2020}}
Janine Teo, the incumbent chief executive officer, is a member of the high-level advisory group on digital technology at the Asian Development Bank.{{Cite web|url=https://www.adb.org/news/adb-establishes-high-level-advisory-group-digital-technology|title=ADB Establishes High-Level Advisory Group for Digital Technology|date=2 September 2019|website=Asian Development Bank}}
Services
= Dawn of Civilization =
Dawn of Civilization (DoC) is a city-building game which is based on various subjects and itself contains mini-games.{{Cite web|url=https://www.orfonline.org/expert-speak/leveraging-technology-to-make-education-accessible-60144/|title=Leveraging technology to make education accessible|first=Farah|last=Aulia|website=ORF}}{{Cite web|url=https://www.goodnewsfromindonesia.id/2020/05/23/gim-doc-mengedukasi-dan-berdonasi-lewat-gim|title=Gim DOC: Mengedukasi dan Berdonasi Lewat Gim|first=Rahmandhika Firdauzha Hary|last=Hernandha|website=www.goodnewsfromindonesia.id}} The game was launched in 2017 and is made to be operated on low-end mobile devices.{{Cite web|url=https://www.temasek.com.sg/content/temasek-corporate/en/news-and-resources/stories/sustainability/generational-investing/online-games-could-be-the-future-of-education|title=Fact or Fiction: Online Games Could be the Future of Education|website=Temasek Corporate Website English|date=22 February 2019 }}{{Cite web|url=https://singaporemagazine.sif.org.sg/Stories/Data/Stories/In-a-Class-of-Her-Own_2019Issue1|title=In a Class of Her Own_2019Issue1|website=singaporemagazine.sif.org.sg}} SE! leverages gamification and artificial intelligence to maximize the ubiquity of mobile phones and broadband to make sure education reaches children and youth in low-income countries.{{Cite news|url=https://www.bangkokpost.com/business/1292907/how-one-app-is-making-social-ripples|title=How one app is making social ripples|newspaper=Bangkok Post|date=24 July 2017 |access-date=25 April 2020}}{{Cite web|url=https://dawnofcivilization.net/|title=Dawn of Civilization - Play and Learn English!|website=dawnofcivilization.net|language=en|access-date=25 April 2020}}{{Cite web|url=https://www.temasek.com.sg/en/news-and-views/stories/sustainability/generational-investing/online-games-could-be-the-future-of-education|title=Fact or Fiction: Online Games Could be the Future of Education|website=Temasek Corporate Website English|date=22 February 2019 |language=en|access-date=25 April 2020}}
= Ed the Learning Bot =
It is an AI-based chatbot used by Solve Education! on Telegram.{{Cite web|url=https://ed.solveeducation.org/|title=Ed the Bot — Learn English through conversations on Telegram with Ed the Bot|website=Ed the Bot}} It helps underserved young people to learn about any subject with the help of gamified pictures and text. The major subject taught by the bot is English, while other subjects are also available. Solve Education! has partnered with various other organizations to gamify their learning modules and spread the education using chatbot.
The bot has been launched in Nigeria and it has been reviewed by the Ministry of Education, Nigeria and has acknowledged its role to improve the literacy of youth.{{Cite web|url=https://punchng.com/don-others-highlight-importance-of-educational-games-to-learning/|title=Don, others highlight importance of educational games to learning|date=18 June 2021|website=Punch Newspapers}}
= Content+ =
It is an open platform which facilitates educational content providers to add their content in order to meet the needs of beneficiaries.{{Cite web|url=https://content.solveeducation.org/|title=content+|website=content.solveeducation.org}} The added contents are accessible on Dawn of Civilization and Ed the learning bot.
= Learnalytics =
It is a tool developed by Solve Education! Which helps measure the performance.{{Cite web|url=https://learnalytics.solveeducation.org/|title=Learnalytics|website=learnalytics.solveeducation.org}}
Additionally, Learning Portal Analytics, provides context, the learning progress and performance of the students as they learn. Further, it can also be tracked in real-time using the platform.
= Solve Employment! =
In order to reward learning and motivate out-of-school children and youth to study more, Solve Education!{{Cite web|url=https://solveeducation.org/|title=Homepage|website=Solve Education!|language=en-US|access-date=25 April 2020}} links progress in the game to employment opportunities.{{Cite web|url=https://www.solveemployment.org/index.php|title=Solve Employment!|website=Solve Employment!|access-date=25 April 2020}}{{Cite web|url=https://e27.co/how-solve-education-wants-to-help-a-billion-people-20190604/|title=How Solve Education wants to help a billion people|last=faith-leong|website=e27|language=en|access-date=25 April 2020}}
= Game for Charity =
It is a point-based program which was introduced during the COVID-19 pandemic. By completing learning modules, students can earn points which they can later exchange for food packages. Solve Education! is working with various organizations, notably Nusantra Innovation Forum, Putera Sampoerna Foundation, East Java Government of Indonesia to gamify the pandemic-safety education package for underserved children in Indonesia.{{Cite web|url=https://mediaindonesia.com/nusantara/309591/peringati-hardiknas-pemprov-jatim-luncurkan-game-edukasi-covid-1|title=Peringati Hardiknas, Pemprov Jatim Luncurkan Game Edukasi Covid-1|first=mediaindonesia com|last=developer|date=2 May 2020|website=mediaindonesia.com}}
= Youth Well-being Education =
Solve Education! in partnership with Badan Kependudukan dan Keluarga Berencana Nasional (BKKBN), a government body operating under the Ministry of Health Indonesia, launched their digital comic book which addresses family planning issues in Indonesia.{{Cite web|url=https://www.bkkbn.go.id/detailpost/bkkbn-bersama-solve-education-lakukan-digitalisasi-materi-stunting-melalui-game|title=BKKBN Bersama Solve Education Lakukan Digitalisasi Materi Stunting Melalui Game|website=www.bkkbn.go.id}}
Recognition
- Ashoka x Google.org ChangeMakers 2020 {{Cite web|url=https://thechangemakerjourney.ashoka.org/|title=Homepage | The Changemaker Journey|website=thechangemakerjourney.ashoka.org}}
- Next Billion EdTech Prize 2019 Finalist{{Cite web|url=http://www.tradearabia.com/news/EDU_351701.html|title=30 startups named finalists of 'Next Billion' EdTech prize|website=www.tradearabia.com}}
- QS Reimagine Education, Best Educational App 2020 Finalist
- Cisco Global Problem Solver 2020 Semi-finalist
- 2019 Innovate for Good Challenge Semi-finalists{{Cite web|url=https://independentsector.org/news-post/introducing-the-2019-innovate-for-good-challenge-semifinalists/|title=Introducing the 2019 Innovate for Good Challenge Semifinalists|date=12 November 2019}}
- World Summit Awards 2018{{Cite web|url=https://wsa-global.org/wsa-awards/winners/|title=Winners | WSA|date=11 October 2023 }}
- Singtel Future Makers 2017{{Cite web|url=https://www.singtel.com/about-us/media-centre/news-releases/singtel-group-anounces-six-wining-social-impact-start-ups-of-asia-pacific-fut|title=Singtel Group announces six winning social impact start-ups of Asia Pacific Future Makers 2017 - Singtel|website=www.singtel.com}}
- MIT SOLVE: Youth Skills and the Workforce of the future 2017
References
{{reflist}}
External links
- [https://solveeducation.org/ Official website]
- [https://t.me/edthelearningbot Ed the Learning Bot]
Category:Non-profit organizations based in Indonesia