Providing the marginalised youth with practical education and job prospects

We are building an open digital platform that provides everyone with access to effective education and employment opportunities.

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  • Yes, I fulfill all of the eligibility criteria.

Initiative's representative name

Janine Teo

Initiative's representative date of birth

15 October 1981

Initiative’s representative gender

  • Woman

Which eligible market are you based in?

  • Indonesia

Where are you making a difference?

Indonesia, Malaysia, India, Nigeria, Cameroon, Thailand, Cambodia, Singapore, Vietnam, Myanmar

Website or social media url(s)

Instagram: Facebook: LinkedIn:

When was your organisation founded?

December 2015

Focus areas

  • Reskilling and upskilling the workforce
  • Creating digital tools

Project Stage

  • Growth (have moved past the very first activities; working towards the next level of expansion)

Yearly Budget: How much capital do you need to accomplish your proposed project?

  • $500k - $1m

Organisation Type

  • Non-profit / NGO

1. Founding story: Share a story about the "Aha!" moment that led the founder(s) to get started or the story of how you saw the potential for this to succeed

A few years ago, while I was still working in the corporate world, I had a friend who suddenly asked me: “What is your purpose in life?”. I found myself dumbstruck as I didn’t have an answer for that at the time. I was too busy achieving excellence and wanting to be on top of everything. Then, as I walked home from my office in Jakarta, I saw inequality in front of my eyes and it made me think: I was helping rich people become richer, but what about people at the bottom of the pyramid? So, I quit my job, spent some time searching for my purpose. And after meeting the right people with a similar purpose and observing the ubiquity of smartphone and broadband connection, we decided to create Solve Education!

2. The problem: What problem surrounding employability or financial capability are you helping to solve?

According to the UNESCO Institute for Statistics report (2019), 258 million children and youth around the world are denied access to education. Without learning opportunities to acquire digital fluency and life skills such as problem solving, critical thinking, and communication skills, many of today’s out-of-school youth will find it hard to be part of the workforce of the future and achieve their personal and professional goals.

3. Your Solution: How are you planning to solve this problem? Share your specific approach.

Our target learners do not have access to effective education, however many do have access to medium-end smartphones and the internet. That is why we decided to leverage the proliferation and smartphones and broadband to bring free and engaging educational software to those who need it the most. When learners are marginalised from society, they face severe barriers to generating the motivation to learn and to recognising the benefits of education. Therefore, we also address both the affordability and motivational aspects of our target learners. At Solve Education!, we work to engage and develop young people’s hunger for learning through Dawn of Civilization, an Android-based learning app. By combining a rigorous curriculum with real-life incentives (income opportunities), we engage learners’ motivation, and in doing so, improve the effectiveness of their learning. Solve Education!’s technology is aimed at low-end smartphones with intermittent internet connectivity, allowing the option to play the game in online or offline mode. Data suggests that most of our target beneficiaries are more likely to have access to Android smartphone devices, enhancing our potential for scalability.

4. How are you innovating or using unique approaches to solving the problem?

Our approach to solving the problem allows children and youth to learn and earn through a single account. We believe in an economy that generates opportunities for investment, entrepreneurship, skill development, job creation, and sustainable livelihoods. Through Solve Employment!, our online job portal, we link learners’ success in Dawn of Civilization with internship and employment opportunities.. After learners reach a certain level in the game app, our team will send them an invitation to access the job portal. We show the learner’s learning indexes on their profile page to inform potential employers about the individual’s level of skills and soft skills and whether it is suitable for the job posted.

5. Employability: how is your organization or project teaching people to develop the skills that they need to survive in the future job market?

DoC is designed to be a crowdsourced learning platform, where anyone can contribute and access content in a gamified presentation. Through Content+, anyone who is passionate about sharing knowledge can contribute content to be taught through DoC. Our users can therefore learn anything, including the skills they need to survive in the future job market. We’ve also designed a learning management system, Learnalytics, to keep track of our users’ learning progress within the game. Educators and organisations will be informed of the learners’ current progress and learning difficulties and can use that information to further encourage learners’ to keep on learning. Once those skills have been developed, learners’ will be invited to access Solve Employment!, where they have the opportunity to apply for internship and job opportunities which are available exclusively for learners on DoC.

5a. Please describe which future-oriented skills your organization is focused on fostering and how you have measured / plan to measure progress

The learning areas taught in the core curriculum delivered through DoC aims to cover both literacy and numeracy. Literacy and numeracy are vital in preparing young people to thrive in the 21st-century knowledge economy; helping them within education and entering employment. We believe that they lay the foundation of active participation in society and lifelong learning. They are the key to help young people become self-flourished adults in the data-driven and interconnected world. In addition, the platform will also accommodate learning of practical skills with high job demands.

6. Financial capability: how is your organization or project creating innovative solutions that arm people with ability to optimize their current and future financial health


6a. Please describe what aspect of financial capability your organization is focused on fostering and how you have measured / plan to measure progress.


7. Marketplace: Who else is addressing the same problem? How does the proposed project differ from these approaches?

Most edtech products assume that their users are motivated to learn. We understand that when students are marginalized from employment opportunities, it is nearly impossible to be motivated to learn the skills for that marketplace. Programs such as Ruangguru and Khan Academy may offer valuable resources but only focus on school learning outcomes. In addition, though accessible to the masses, they are available only to families who have an inherent motivation to use these programs as learning tools – which is largely lacking in our target beneficiaries.

8. Impact: How has your project made a difference so far?

In the 3 years since we first launched our learning platform to the public, we have gained 18,474 users spread across 11 countries (Indonesia, Malaysia, India, Nigeria, Cameroon, Thailand, Cambodia, Singapore, Vietnam, Myanmar, Bangladesh) who have learned for a total of 26,771 minutes. This was achieved only through partnership with local communities on the ground working towards the same mission. As of now, we have supported several of our most achieving users to gain scholarships to pursue further education and employment opportunities.

9. Financial Sustainability Plan. Can you tell us about you plan to fund your project and how that plan will be sustainable in the short, medium, and long term?

To continue providing free education for our learners sustainably via our game app, we create three revenue streams: 1) We charge a monthly subscription fee for our learning analytics; 2) Through Solve Employment!, we charge a processing fee to the hiring companies, for connecting them up with our talents; 3) We charge a service fee for metagame development should our corporate clients wish to create their own gamified content. In the future, we hope to make our non-profit sustainable, relying on a combination of philanthropy and business revenue.

10. Team

Our organisational structure is very lean. It consists of full-time employees, freelancers, volunteers, and interns in five departments under the CEO: Partnership and Sustainability, Programme Development, Tech Development, Operation, and Design. The Solve Education! leadership team is composed of innovators, technologists, and educators with extensive experience in game development, AI, software engineering, big data analysis, education and learning science.

Help Us Support Diversity! Are you a member of an under-served , under-represented, or marginalized group in your country of residence? (yes/no) (this question is optional – if you choose to fill it out, the response will not be shared with your fellow contestants)

  • Gender

If you selected “yes” to any of the categories above, please explain how being a member of this group has impacted you and your work?

Globally, women are a minority within tech leadership, accounting for less than 20% in their respective countries. Despite the few female engineers that apply to our organisation, we have a better representation of women at the senior and executive level. I intentionally create an environment where females flourish in this male-dominated software engineering environments. Some even voluntarily teach themselves programming and they learn fast. I hope to inspire more women in Asia to work in tech.

How did you hear about this challenge?

  • Email

Evaluation results

5 evaluations so far

1. OVERALL Evaluation:

Yes, absolutely! - 40%

Yes/maybe - 60%

Maybe - 0%

Maybe/no - 0%

No - 0%

2. Is this entry INNOVATIVE?

Yes, absolutely! - 40%

Yes/maybe - 60%

Maybe - 0%

Maybe/no - 0%

No - 0%

3. Does this entry have SOCIAL IMPACT?

Yes, absolutely! - 40%

Yes/maybe - 60%

Maybe - 0%

Maybe/no - 0%

No - 0%

4. Is this entry VIABLE financially and operationally?

Yes, absolutely! - 20%

Yes/maybe - 60%

Maybe - 20%

Maybe/no - 0%

No - 0%


Yes, absolutely! - 20%

Yes/maybe - 80%

Maybe - 0%

Maybe/no - 0%

No - 0%

6. FEEDBACK: Highlights

IMPACT POTENTIAL: You use specific numbers and evidence to describe what your project has achieved so far (or plan to achieve in the future) – and you have a concrete plan for future impact. You have specific tools for measuring impact. - 100%

QUALITY OF INNOVATION: You have a great understanding of the problem, have researched existing solutions, and have developed unique, thoughtful solutions - 50%

FINANCIAL AND OPERATIONAL SUSTAINABILITY: You have given a great deal of thought to not just the idea itself but how to make it work operationally and financially in the present and future; your plan is specific and you value sustainability. - 0%

CHANGEMAKING ACTIVATION: You have a good plan on how to activate changemakers and empower them to innovate through your product or programming - 100%

Other option - 50%

7. FEEDBACK: Areas for Improvement

IMPACT POTENTIAL: make sure to provide specific instances of your social impact (or how you plan to measure impact) – it may be helpful to describe the beneficiaries, the main activities/products, and provide evidence of (or plan for) impact evaluation - 0%

QUALITY OF INNOVATION: make sure to describe how your solution is unique and innovative – it is helpful to include the research you have done on past solutions and how your solution is different from (and/or builds upon) these. - 50%

FINANCIAL AND OPERATIONAL SUSTAINABILITY: make sure you have provided descriptive information about your financial sustainability plan. Where do the funds come from now and do you have a concrete plan for future sustainability? - 100%

CHANGEMAKING ACTIVATION: make sure you describe your plan for how to empower others to become changemakers through your programming, service, or product - 0%

WRITING STYLE. Try to be concise, descriptive, and specific. Avoid jargon. - 0%

Nothing stands out! I thought it was great. - 50%

Other option - 50%

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