ABOUT JUNIOR INNOVATE

Competition to inspire digital creator mindset and life skills  amongst primary school students in preparation for jobs of the future.

 

    WHY?

Technology will be core knowledge applicable to any career in the future.

  • Students today consume rather than create with technology.  They indulge heavily in social media and computer games.
  • The program provides opportunity for them to create and apply open-source technologies in various fields.

 

Life skills will provide competitive edge in a future dominated by machines.

  • In a consuming mode as opposed to creating mode, students lack opportunities to develop life skills – communication, collaboration, creativity and critical thinking.
  • The program provides opportunity for them to invest in developing the projects of their interest.  The experiential learning journey nurtures their life skills.

COMPONENTS IN JUNIOR INNOVATE

TECHNOLOGY

APPLICATION

COMMUNICATION

  • Embedded system with Scratch programing
  • Complementing schools’ coding class
  • Relating coding to the physical world
  • Realising ideas and learnings
  • Build physical projects incorporating technology
  • Present their projects
  • A platform to apply English

FRAMEWORK

Phase

Details

Remark

Phase 1:

School Level

  • Teachers hold boot camp in school.
  • Teams compete at school-level.

 2 students per team

Max 4 teams per school

Phase 2:

State-level competition

Sleected teams to compete at State-level

(August - October)

Phase 3:

National-level competition

Selected teams to compete at National-level

(November)

COMPETITION CRITERIA

STUDENTS

  • Open to any primary schools registered in Malaysia
  • 2 students per team
  • The 2 students can also come from different schools.
  • Age : 9 - 12 years old

 

 

PROJECTS

Game Design with Technology

  • Design a game with creative use of the microcontroller’s input and output
  • The game must consists of open-source microcontroller (eg Arduino, Raspberry Pi) and developed with open-source software (eg Scratch, Python)

IMPACT OF THE PROGRAM

Capacity building for teachers

  • Coding, Embedded System and other related knowledge for Industry 4.0.
  • Application of English.
  • 21st century teaching skills.

Formation of digital maker clubs in primary schools

  • Exposes students to coding, embedded system and other related knowledge for Industry 4.0.
  • A platform for students to apply English.
  • Opportunity for students to apply Higher Order Thinking Skills (HOTS).
  • Creation of innovative projects annually.

Sustainable results beyond the program

  • Creating awareness amongst parents on the importance of digital making.
  • A knowledge that the teachers can take along with them whichever schools they go and continue to create an impact.
  • Senior students will be able to guide junior students through the digital maker club platform.

Chumbaka Sdn Bhd © 2019

ABOUT JUNIOR INNOVATE

APPLICATION

  • Present their projects
  • A platform to apply English

COMPONENTS IN JUNIOR INNOVATE

  • Embedded system with Scratch programing
  • Complementing schools’ coding class
  • Relating coding to the physical world
  • Realising ideas and learnings
  • Build physical projects incorporating technology

TECHNOLOGY

COMMUNICATION

FRAMEWORK

Phase 1:

School Level

2 students per team

  • Teachers hold boot camp in school.
  • Teams compete at school-level.

Phase 2:

State-level competition

Max 4 teams per school

Selected teams to compete at State-level

(August - October)

Phase 3:

National-level competition

Selected teams will compete at

National-level

(November)

Game Design with Technology

  • Using open-source hardware and software
  • Must consist of both coding (e.g. Scratch, Python) and physical computing elements (e.g. Arduino, Raspberry Pi)

COMPETITION CRITERIA

STUDENTS

  • Open to any primary schools registered in Malaysia
  • 2 students per team
  • The 2 students can also come from different schools.
  • Age: 9 - 12 years old

 

 

PROJECTS

IMPACT OF THE PROGRAM

Capacity building for teachers

  • Coding, Embedded System and other related knowledge for Industry 4.0.
  • Application of English.
  • 21st century teaching skills.

Formation of digital maker clubs in primary schools

  • Exposes students to coding, embedded system and other related knowledge for Industry 4.0.
  • A platform for students to apply English.
  • Opportunity for students to apply Higher Order Thinking Skills (HOTS).
  • Creation of innovative projects annually.

Sustainable results beyond the program

  • Creating awareness amongst parents on the importance of digital making.
  • A knowledge that the teachers can take along with them whichever schools they go and continue to create an impact.
  • Senior students will be able to guide junior students through the digital maker club platform.

ABOUT JUNIOR INNOVATE

APPLICATION

  • Realising ideas and learnings
  • Build physical projects incorporating technology

COMMUNICATION

  • Present their projects
  • A platform to apply English

COMPONENTS IN JUNIOR INNOVATE

  • Embedded system with Scratch programing
  • Complementing schools’ coding class
  • Relating coding to the physical world

TECHNOLOGY

FRAMEWORK

Phase 1:

School Level

2 students per team

  • Teachers hold boot camp in school.
  • Teams compete at school-level.

Phase 2:

State-level competition

max 4 teams per school

Selected teams to compete at State-level

(August - October)

Phase 3:

National-level competition

Selected teams to compete at

National-level

(November)

Game Design with Technology

  • Using open-source hardware and software
  • Must consist of both coding (e.g. Scratch, Python) and physical computing elements (e.g. Arduino, Raspberry Pi)

COMPETITION CRITERIA

STUDENTS

  • Open to any primary schools registered in Malaysia
  • 2 students per team
  • The 2 students can also come from different schools.
  • Age: 9 - 12 years old

 

 

PROJECTS

IMPACT OF THE PROGRAM

Capacity building for teachers

  • Coding, Embedded System and other related knowledge for Industry 4.0.
  • Application of English.
  • 21st century teaching skills.

Formation of digital maker clubs in primary schools

  • Exposes students to coding, embedded system and other related knowledge for Industry 4.0.
  • A platform for students to apply English.
  • Opportunity for students to apply Higher Order Thinking Skills (HOTS).
  • Creation of innovative projects annually.

Sustainable results beyond the program

  • Creating awareness amongst parents on the importance of digital making.
  • A knowledge that the teachers can take along with them whichever schools they go and continue to create an impact.
  • Senior students will be able to guide junior students through the digital maker club platform.

ABOUT JUNIOR INNOVATE

TECHNOLOGY

  • Embedded system with Scratch programing
  • Complementing schools’ coding class
  • Relating coding to the physical world

APPLICATION

  • Realising ideas and learnings
  • Build physical projects incorporating technology

COMMUNICATION

  • Present their projects
  • A platform to apply English

COMPONENTS IN JUNIOR INNOVATE

FRAMEWORK

2 students per team

  • Teachers hold boot camp in school.
  • Teams compete at school-level.

Phase 1:

School Level

Max 4 teams per school

Teams to compete at State-level

(August - October)

Phase 2:

State-level competition

Selected teams will compete at

National-level

(November)

Phase 3:

National-level competition

Game Design with Technology

  • Using open-source hardware and software
  • Must consist of both coding (e.g. Scratch, Python) and physical computing elements (e.g. Arduino, Raspberry Pi)

COMPETITION CRITERIA

STUDENTS

  • Open to any primary schools registered in Malaysia
  • 2 students per team
  • The 2 students can also come from different schools.
  • Age : 9 - 12 years old

 

 

PROJECTS

IMPACT OF THE PROGRAM

Capacity building for teachers

  • Coding, Embedded System and other related knowledge for Industry 4.0.
  • Application of English.
  • 21st century teaching skills.

Formation of digital maker clubs in primary schools

  • Exposes students to coding, embedded system and other related knowledge for Industry 4.0.
  • A platform for students to apply English.
  • Opportunity for students to apply Higher Order Thinking Skills (HOTS).
  • Creation of innovative projects annually.

Sustainable results beyond the program

  • Creating awareness amongst parents on the importance of digital making.
  • A knowledge that the teachers can take along with them whichever schools they go and continue to create an impact.
  • Senior students will be able to guide junior students through the digital maker club platform.