Markoding Innovation Challenge
Adolescents co-created digital solutions for positive change in communities
UNICEF implemented an adolescent skills development and empowerment programme through co-creation of innovative digital solutions, in partnership with Yayasan Daya Kreasi Anak Bangsa (MARKODING) and supported by the global technology company, Arm, as well as the Provincial Education Office in Jakarta. The Markoding Innovation Challenge empowered adolescents in Jakarta and surrounding areas to improve their 21st century skills and digital skills to co-create digital innovations for issues they identified in their communities.
The programme started in November 2019 with a design-thinking workshop for teachers, followed by Innovation Challenge workshops that brought together nearly 500 young people (34% female) in 21 secondary schools and community-based learning centres. After the initial Innovation Challenge, 164 digital ideas were submitted with issues ranging from education, bullying and violence against female, environment, health, climate change, and mental health. Six teams were selected as finalists to participate in the Digital Innovation Bootcamp for two months. During this time, they were equipped with skills such as creativity, empathy and teamwork as well as coding skills to turn their ideas for solutions into digital-based applications and games. During the bootcamp, the adolescents received training and mentorship from private sector professionals and facilitators. After the bootcamp, the six teams showcased their digital innovations to relevant ministries, Provincial officials, the private sector and other young people at an online ‘Demo Day’ in July 2020.
See what digital innovations the six finalist teams have developed, together with the stories, Demo Day recording, and the overall programme results.
Check out the six digital innovations
Hero Story game
“Every citizen should know the history of their country and appreciate the services of its past heroes. However, today more and more young Indonesian people know little about their history and heroes.” Believing in this trend as an alarming issue among their own generation, the Untouched Team (Ode, 17, Fariz, 17 and Jordan, 17, from Prestasi Prima Vocational School) created a game to help the younger generation learn about Indonesian history and heroes in a fun way. Users are invited to play roles to help victims of war while learning the history of wars and the stories of the heroes in Indonesia.
Three vocational school students (Audrey, 17, Karnadiyya 17, Zelita, 17) formed the Lugna SMK Forward Nusantara Team. They wanted to help young people overcome mental health problems and create an application that helps make them aware of the importance of mental health. The digital solution idea they developed was called Lugna, which has several key features such as emergency call, daily journal, group chat and pill tracker.
Plastic Solve application
The Plastic Solve team are three senior secondary school students from SMAN 111 Jakarta (Stevi Wong, 17, Kristianti, 17, Regita, 17) who want to help protect the environment by reducing the daily use of plastic. They decided to create an application, Plastic Solve, which encourages people to replace plastic bags with a reusable tote bag by purchasing them through the application.
Rubbish to Point application
Team Something (Abyan, 17, Mikhael, 17 and Gilang, 17) from Prestasi Prima Vocational School wanted to help solve the problem of increasing rubbish in their city. They developed a waste management application, Rubbish to Point. In this application, users can collect rubbish and separate plastic and paper waste. By delivering the waste to the nearest garbage bank, the users earn points which can be exchanged for reusable items such as drinking bottles, straws and cutlery.
Having witnessed bullying at times and heard numerous stories of young people becoming depressed, Team Asik (Yasin, 14, Nichol, 14, and Faisal, 14) from SMPN 253 Jakarta wish to reduce those cases in their communities. A self-love application they developed functions as a place for peers to tell their stories of sadness and depression and share solutions. Users can chat in a safe room with a bot until they feel calmer and don't feel alone.
Tractor Chicken Trash game
The Dream Catcher team (Lukman, 16, Farhan, 16, Nouvel, 16) from SMKN 64 Jakarta want to help end the problems of increasing volumes of waste and lack of public awareness of the importance of throwing garbage in the right place. They made a game called Tractor Chicken Trash which invites users to find the location of the nearest trash in real-time and invites them to dispose of it responsibly.