Ashesi Design Lab, the design thinking and innovative solutions hub of the prestigious Ashesi University organized the Future Learning Hackathon 2 of 3 to invite brilliant ideas and innovative solutions to enhance the students’ ‘campus life’ even whilst they study from home.
The advent of the COVID-19 pandemic affected life in all circles, especially that of students and academic institutions by leading to the temporary closure of academic institutions. However, for several months now in Ghana and the world over, the educational system has since been disrupted with the closure of school campuses due to the pandemic. Most universities had to move their classes online providing a varying level of engagement with their students in the online format. For many students, being home is complicated; the life at home and that on campus are worlds apart. With another academic year drawing close in September, and the dread of reopening schools online, students wonder how they are going to experience ‘campus life’ from the comfort of their homes. This was the rationale behind the Future Learning Virtual Hackathon 2 of 3 – to provide an opportunity for this challenge to be addressed with ingenious solutions incorporating the use of Design thinking.
The Ashesi Design lab in partnership with lead sponsor Hatchery Positivo BGH, brought together enthusiasts from different academic disciplines in 17 groups (minimum of 3 individuals to a maximum of 5) to partake in the virtual competition. About 26% of the participants in this version of the series of hackathons were female.
The Future of Learning Hack 1 of 3
Ashesi University is known to be the MIT of Africa and a leader in STEM education. The Ashesi Design Lab, the design thinking and problem-solving hub of Ashesi University, on July 1st announced a virtual hackathon with the aim of identifying challenges in online examination systems and get creative ideas with solutions in a prototype.
The Virtual hackathon was launched on 1st July 2020 in partnership with Vodafone Ghana being the lead sponsor. Registration of interested teams commencing from 1st to 7th July.
Teams consisted of a minimum of 3 and a maximum of 5 members. Prizes ranged from potential private sponsorship of the presented prototypes to fully functional solutions, networking and mentoring opportunities from Vodafone and Dream Oval, and souvenirs and gift packs from other partners and sponsors to participants.
At the end of the registration, 20 teams had signed up with its members from across Africa and Europe bursting with ideas from multiple disciplines. Teams were taken through an online design thinking and orientation session after which they were assigned mentors to guide them in the hackathon in preparation for their pitch on July 16. On the day of pitching, there were 2 sessions, and 2 sets of judges.
The first session in the morning with 6 judges had the first 10 teams pitching, and the 2nd session in the afternoon with 5 judges had the remaining 10 teams presenting their solutions. Both sessions were done via a video conferencing platform and scoring by the judges were done simultaneously online as well.
The judging of solutions presented were based on criteria such as;
1. Clearly defining problems
2. Clear feasible solutions
3. Scalability of the solution
4. Presentation skills
After about 6 hours of brilliant ideas, entertaining interaction and constructive feedback from judges, here are your winners for the first virtual hackathon out of 3 sessions to be organized.
Ashesi D:Lab partners with UNICEF in a hackathon
October 19 – 20, 2018, Accra – In partnership with UNICEF, Ashesi D:Lab facilitated a two-day hackathon focused on showcasing how young people are using technology to tackle social issues to help achieve the Sustainable Development Goals (SDGs).
On the theme, Partnership with Youth to Achieve the Sustainable Development Goals the hackathon aimed at developing solutions that employ child-centred approach for SDGs 3 (Good Health & Well Being), 4 (Quality Education), 5 (Gender Equality), 6 (Clean Water & Sanitation), 8 (Decent Work & Economic Growth), 10 (Reduced Inequalities), and 13 (Climate Action).
“UNICEF realises the potential within our young people and how those potentials could help transform nations and economies, yet they remain untapped,” said Mrs Antoinette Gyan, Communication Officer-in-charge of Brand and Youth Engagement at UNICEF Ghana. “So moving forward, we are seeking partnerships with the private sector, academia, and all stakeholders to ensure they tap the potentials of these young people.”
What is Blockchain Technology?
Details of the Challenge
Details of the SPX Program
- Brown Sugar
- Soft Water
- Zobolo Hibiscus
- Red Velvet Limited – Manufacturers of white and brown sugar
- Adjoa Memuna Enterprises – Distributors of fresh ginger
- Mcnatty Limited – Distributors of a variety of flavourings
- GamSavid Enterprise – Bulk distributors of quality soft water
- BioFlow Company Limited – Retailers of local Zobolo Hibiscus leaves
Blockchain Hackathon happened on 12/05/18
Sponsors and organizers of the event include Ashesi D:Lab, Kumasi Hive, Ministry of Communications, and DevLess