ABOUT JUNIOR INNOVATE

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

 

    WHY?

  • Students today are consumers and not creators of technology
  • Technology will be core knowledge regardless of any career choice
  • Life skills (e.g. creativity, critical thinking, collaboration) will provide competitive edge in a future dominated by machines

 

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 in a form of creative story telling
  • A platform to apply English

FRAMEWORK

Phase

Details

Remark

Phase 1:

Learn and Build

  • Students to hack / upcycle their old toy using open-source hardware and software
  • 2 students per team

5 teams of 2 students

 5 teams of 2 students

5 teams of 2 students

Phase 2:

State-level competition

Teams to compete at State-level

(September - October)

Phase 3:

National-level competition

Selected teams will compete at National-level

(November)

COMPETITION CRITERIA

STUDENTS

  • Open to any primary schools registered in Malaysia
  • Age : 9 - 12 years old

 

 

PROJECTS

Hack / Upcycle a Toy

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

JUDGING CRITERIA

UPCYCLING

They transformed their old toys into something creative and innovative.

"Wow, it was entirely something else"

Things to look out for:

How innovative did they get through creative upcycling using Arduino and other materials (preferably recyclable).

STORY TELLING

Their storyline was very engaging.

"No time for me to space out"

Things to look out for:

Was the story creatively presented, well-structured and managed to engage the audience’s interest through story-telling and decorative presentation of the project?

LEARNING & COLLABORATION

From their presentation, they’re able to articulate clearly what they’ve learn and how every single team member played a part in the project.

"It’s amazing how much they’ve learned through their projects and even more amazing that no one was a sleeping partner"

Things to look out for:

Team was able to articulate well what they learned with detailed elaboration.

Team worked well with each other.

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 © 2018

ABOUT JUNIOR INNOVATE

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

 

    WHY?

  • Students today are consumers and not creators of technology
  • Technology will be core knowledge regardless of any career choice
  • Life skills (e.g. creativity, critical thinking, collaboration) will provide competitive edge in a future dominated by machines

 

APPLICATION

  • Present their projects in a form of creative story telling
  • 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:

Learn and Build

5 teams of

2 students

5 teams of

2 students

5 teams of

2 students

  • Students to hack / upcycle their old toy using open-source hardware and software
  • 2 students per team

Phase 2:

State-level competition

Teams to compete at State-level

(September - October)

Phase 3:

National-level competition

Selected teams will compete at

National-level

(November)

Hack / Upcycle a Toy

  • 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
  • Age: 9 - 12 years old

 

 

PROJECTS

JUDGING CRITERIA

UPCYCLING

They transformed their old toys into something creative and innovative.

"Wow, it was entirely something else"

Things to look out for:

How innovative did they get through creative upcycling using Arduino and other materials (preferably recyclable).

STORY TELLING

Their storyline was very engaging.

"No time for me to space out"

Things to look out for:

Was the story creatively presented, well-structured and managed to engage the audience’s interest through story-telling and decorative presentation of the project?

LEARNING & COLLABORATION

From their presentation, they’re able to articulate clearly what they’ve learn and how every single team member played a part in the project.

"It’s amazing how much they’ve learned through their projects and even more amazing that no one was a sleeping partner"

Things to look out for:

Team was able to articulate well what they learned with detailed elaboration.

Team worked well with each other.

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.

IMPACT OF THE PROGRAM

ABOUT JUNIOR INNOVATE

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

 

    WHY?

  • Students today are consumers and not creators of technology
  • Technology will be core knowledge regardless of any career choice
  • Life skills (e.g. creativity, critical thinking, collaboration) will provide competitive edge in a future dominated by machines

 

APPLICATION

  • Realising ideas and learnings
  • Build physical projects incorporating technology

COMMUNICATION

  • Present their projects in a form of creative story telling
  • 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:

Learn and Build

5 teams of

2 students

5 teams of

2 students

5 teams of

2 students

  • Students to hack / upcycle their old toy using open-source hardware and software
  • 2 students per team

Phase 2:

State-level competition

Teams to compete at State-level

(September - October)

Phase 3:

National-level competition

Selected teams will compete at

National-level

(November)

Hack / Upcycle a Toy

  • 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
  • Age: 9 - 12 years old

 

 

PROJECTS

JUDGING CRITERIA

UPCYCLING

They transformed their old toys into something creative and innovative.

"Wow, it was entirely something else"

Things to look out for:

How innovative did they get through creative upcycling using Arduino and other materials (preferably recyclable).

STORY TELLING

Their storyline was very engaging.

"No time for me to space out"

Things to look out for:

Was the story creatively presented, well-structured and managed to engage the audience’s interest through story-telling and decorative presentation of the project?

LEARNING & COLLABORATION

From their presentation, they’re able to articulate clearly what they’ve learn and how every single team member played a part in the project.

"It’s amazing how much they’ve learned through their projects and even more amazing that no one was a sleeping partner"

Things to look out for:

Team was able to articulate well what they learned with detailed elaboration.

Team worked well with each other.

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.

IMPACT OF THE PROGRAM

ABOUT JUNIOR INNOVATE

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

 

    WHY?

  • Students today are consumers and not creators of technology
  • Technology will be core knowledge regardless of any career choice
  • Life skills (e.g. creativity, critical thinking, collaboration) will provide competitive edge in a future dominated by machines

 

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 in a form of creative story telling
  • A platform to apply English

COMPONENTS IN JUNIOR INNOVATE

FRAMEWORK

5 teams of

2 students

5 teams of

2 students

5 teams of

2 students

  • Students to hack / upcycle their old toy using open-source hardware and software
  • 2 students per team

Phase 1:

Learn and Build

Teams to compete at State-level

(September - October)

Phase 2:

State-level competition

Selected teams will compete at

National-level

(November)

Phase 3:

National-level competition

Hack / Upcycle a Toy

  • 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
  • Age : 9 - 12 years old

 

 

PROJECTS

JUDGING CRITERIA

UPCYCLING

They transformed their old toys into something creative and innovative.

"Wow, it was entirely something else"

Things to look out for:

How innovative did they get through creative upcycling using Arduino and other materials (preferably recyclable).

STORY TELLING

Their storyline was very engaging.

"No time for me to space out"

Things to look out for:

Was the story creatively presented, well-structured and managed to engage the audience’s interest through story-telling and decorative presentation of the project?

LEARNING & COLLABORATION

From their presentation, they’re able to articulate clearly what they’ve learn and how every single team member played a part in the project.

"It’s amazing how much they’ve learned through their projects and even more amazing that no one was a sleeping partner"

Things to look out for:

Team was able to articulate well what they learned with detailed elaboration.

Team worked well with each other.

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.

IMPACT OF THE PROGRAM