Cais Impactaê FC
We are commited positively impact the lives of students from Brazilian and Latin America public schools, ensuring them inclusive and equitable quality education in accordance with UN's Sustainable Development Goal number 4. We are proposing a remote gamified learning program for teachers and students (K-12) with the ultimate goal of developing social impact digital creative solutions. Our solution can positively change lives if it is scaled globally because it gives an opportunity for public school teachers and vulnerable students to have contact with many of the latest innovative educational methodologies like: PBL, Applied Research, Design Thinking, Science Education, Product Management, Creative Learning and Lean Education Technology (LET). We want to promote creativity to help teachers and students develop their creative skills in order to solve real world problems connected to the UN Globals Goals.
Our mission is to positively impact the lives of students from Brazilian and Latin American public schools, ensuring them inclusive and equitable quality education in accordance with UN's Sustainable Development Goal number 4. It's well known that Brazil and other Latin American countries have a precarious public educational system. In 2017, The Organization for Economic Cooperation and Development (OECD) released a world ranking of education quality. Among the 76 countries evaluated, Brazil occupies the 60th position. First is Singapore, followed by Hon Kong and South Korea. Last is Ghana. While Asian countries were at the top of the list, the last 15 positions were taken by South American countries Argentina in 62nd, Colombia in 67th, and Peru in 71st place. In Pisa, OECD's international assessment, the scenario is difficult for young people aged 15 to 16 years. The 2018 survey showed that 68.1% of 15-year-old Brazilian students do not have a basic level of mathematics, the minimum for the full exercise of citizenship. In science, the rate reaches 55% and, in reading, 50%. Numbers have been stagnant since 2009. According to INEP, Brazil has 47 million K-12 students and 37 million of them are in Public Schools.
Cais Impactaê FC is a remote gamified learning program for teachers and students (K-12) with the ultimate goal of developing social impact digital creative solutions. The educational competition can be 6 to 12 weeks long of remote deliveries and live online mentoring meetings until the grand final, where three expert judges will assess the social impact creative solutions developed and presented by each team of educators or students. It gives an opportunity for public school teachers and vulnerable students to have contact with many of the latest innovative educational methodologies like: PBL, Applied Research, Design Thinking, Science Education, Product Management, Creative Learning and Lean Education Technology (LET). We want to promote creativity to help teachers and students develop their creative skills in order to solve real world problems connected to the UN Global Goals. The remote competition is 100% online with weekly synchronous encounters and deliveries asynchronous activities and feedbacks through Google Workspace learning tools (Google Meet, Classroom, Documents, Presentations, Forms, etc).
The solution serves Brazilian and Latin American public school teachers and vulnerable K-12 students that struggle with one of the worst educational systems of the World. The solution will promote the development of their creative skills in order to solve real world problems connected to the UN Globals Goals, giving them an opportunity to have direct contact with many of the latest innovative educational methodologies like: PBL, Applied Research, Design Thinking, Science Education, Product Management, Creative Learning and Lean Education Technology (LET). Right know we are testing our prototype with undergraduate students.
- Design, create, and implement new educational or training models for educators and students that guarantee access to quality education in low connectivity environments
Our solution is mainly aligned with the TChallenge Prize: Design, create, and implement new educational or training models for educators and students that guarantee access to quality education in low connectivity environment. It is also aligned with supporting teachers and educational institutions with teaching and learning methodologies, tools, and resources that help develop future skills for students. In this way it has potential to positively impact under-resourced populations across Latin America and the Caribbean develop the necessary skills to access good jobs, better opportunities, and overall well-being.
- Prototype: A venture or organization building and testing its product, service, or business model.
We selected Prototype because, at the moment, we are testing our solution with 11 undergraduate students, future teachers.
- A new business model or process that relies on technology to be successful
I believe that Cais Impactaê FC proposes a new way to approach active learning through projects because it relies in gamification to engage students in a journey to develop a creative solutions inspired in the UN Global Goals. Our solution is also inspired in many other active methodologies and, as it is a remote solution and we are a social business, we believe that it has the potential to scale internationally and positively impact many Brazilian public school students.
Cais Impactaê FC is a remote gamefied social impact learning program that relies in digital tools to run its synchronous and asynchronous learning moments. Right now, we are using Google Workspace educational tools to run our beta version.
- Software and Mobile Applications
We believe that this technology doesn't introduce any risks.
- Children & Adolescents
- Rural
- Urban
- Poor
- Low-Income
- Minorities & Previously Excluded Populations
- Brazil
- Brazil
As we said we are testing our prototype and, right now, we are drectly serving 15 students. We aim to directly serve 100 students in one year and 1000 students in five years.
In Brazil, we have millions of public school students in a precarious educational and social situation. Our goal is to impact as many of these students as possible.
Our prototype is still in the testing and besides the number of students that are directly impacted by our remote gamified learning program, we believe that the number os social impact solutions that we will digitally share on our platform and the number of people that will have contact with these solutions will be other important measurable indicators.
- For-profit, including B-Corp or similar models
Full-time staff: 1
Contractors: 2
We are a small team that right now is delivering and testing our prototype.
Diversity, equity and inclusion is part of our pillar and mission. As I said, right now we have a very small team that is testing our first prototype but we aim to a bigger a diverse, inclusive and equitable team in the near future.
- Organizations (B2B)