Hands-On Project 2017 “Teaching the Global Goals” – The Results
Two months ago the Hands-On Project 2017 “Teaching the Global Goals” has been launched. The challenge this year: to develop a concept for innovative information or education materials, which make a specific social target group aware of the 2030 Agenda and raise their sensitivity for the Sustainable Development Goals. More than 40 creative minds focused on ideas and prototypes during the past weeks.
Now, we are proud to present you the results and the winners of the competition here! A jury of four experts (see bottom of the page) from the fields of sustainability and education assessed and rewarded the contributions according to fixed criteria. The votes (likes and comments) from the Alumniportal community contributed to the final evaluation.
Below you will find the three winning teams and all the submitted results! We thank all participating Alumni for their great work, outstanding results and their dedication!
Target Group: Millennials with internet access and smartphone
Format: Social media campaign; consist of videos that inform and promote action together with a profile picture campaign in Facebook.
Learning effects: Recognising-awareness / Acting-behaviour learning
What the jury says: "I like the playfulness and innovative approach of this idea – and the link between information, social media and a real life challenge to put the SDG into practice!" "The prototype is already well-developed, the team has really put thoughts and efforts into it – also in the design and visuals!" "#SDGRace is a very cool idea to reach the target audience"
(in German only)
Target Group: Eine erste Klasse an der Deutschen Schule „Mariscal Braun“ in La Paz, Bolivien
Format: Kurze Bildergeschichte für Kinder, deren Hauptfiguren die Andenbären Jukumari (aus Bolivien) und Frontino (aus Venezuela) sind. Die Andenbären, auch als Brillenbären bekannt, sind Tiere, die vom Aussterben bedroht sind. Der wissenschaftliche Name des Andenbären ist Tremarctos ornatus, der als Oso Jukumari in Bolivien und als Oso Frontino in Venezuela bekannt ist. Das Verhalten und der Entwicklungsstand der aufrecht gehenden anthropomorphen Hauptfiguren der Bildergeschichte entspricht etwa einem 6- bis 7-jährigen Kind. Die in der Geschichte auftretenden anderen Figuren sind Andentiere und haben auch menschliche Züge.
Learning effects: Am Ende der Veranstaltung namens „Die Andenbären erzählen uns…“ werden die Kinder der Zielgruppe Kenntnisse über Wasser- und Umweltschutz haben, sowie praktische Beispiele über sparsamen und verantwortungsbewussten Wasserverbrauch zu Hause und in der Schule und über den natürlichen Lebensraum der Andenbären kennen.
What the jury says: "I really like the level of concrete planning of this proposal. The team has put lots of thoughts in the how and what and who and the medium of learning" "the learning material is closely adapted to the childrens’ interest and life world" "Very hands-on, feasible, much work to do regarding the concept" "An absolutely wonderful idea that is excellently created for this age group! Child implemented and very nicely illustrated, thus the children are definitely addressed and sensitized for this topic."
Target Group: Academic community at Universities and Higher Schools.
Format: A SDG Fair at the university/higher school. The SDG Fair has an activity program that consists of four stages: (1. Promotion Week; 2. Experts’ Discussion Week; 3. Implementation of the SDGs into the University’s Study Plan; and 4. Monitoring Phase).
Learning effects: 1. Increasing the awareness of SDGs 2. Transforming the target group’s mindset and actions based on the SDGs, specifically regarding the 11th SDG 3. Active participation leading to action!
What the jury says:"Well planned, based on a survey carried out, lots of efforts put into exhibiting the potential fair in the “prototype”" "I especially like the way the team has put thoughts into developing an innovative format to reach their target group!" "Creativ, convincing, straight" "this is my absolute favorite. From the beginning to the end completely and perfectly thought out, I would implement it immediately and I am impressed by this great idea"
All other teams
Target Group: Students from 12 to 18 years old, from schools and NGOs
Format: 15 minutes presentations face to face to students using a tablet/computer, power point, data show, internet to show some videos, and after the presentation invite students to answer the question “How do you want to live by 2030?” in a blog on the internet.
Learning effects: Create interest in students in the sustainable development goals developed by the UN, allowing them to recognize (cognitive learning) and assess (social-emotional learning) the information, in order to open space to create critical thinking in them so they can act in their future with the acquired knowledge (behavioural learning).
Target Group: Students at age of 18 to 30 years old who are currently studying tertiary education institutions (colleges / universities) in the cities
Format: Aware - Perceive - Act. Creating a Facebook page firstly to post an educational slides-show and inviting targets to join in. Next, to post a link to survey or QA and ask targets to fill in. Subsequently, to ask targets to form team & cre-ate & post a poster online
Learning effects: From attitudes and behavior to action and values: Participant awareness on traffic measures
Target Group: 8-18 years of age. Young people attending primary, secondary & high School.
Format: Videogame on SDGs
Learning effects: The videogame will focus on cognitive learning of the children, including socio-emotional learning & behavioural learning.
Target Group: The global community of netizens
Format: Facebook community page. WeChat, Instagram, Twitter and YouTube will also be included at a later stage.
Learning effects: Members of the community shall be able to 1) recognize the issues at stake by gaining a comprehensive understanding of the SDGs and their challenges on our shared platform; 2) assess the global goals through self-reflection and collaboration with fellow members by exchanging their values, attitudes, perspective and ideas on how to achieve such goals; and finally 3) actively engage themselves to solve a problem the SDGs are trying to tackle by gathering creative solutions with fellow members. This shall give the possibility to raise Awareness on the one hand and to find solutions together on the other.
Target Group: Children between the ages of 5 and 10 years old who can read and have internet access.
Format: A scale
Learning effects: We would like to give children a better understanding of the need to empathize, share and cooperate with others to balance wealth, possession and power in order to make a just and an equitable world for all.
Target Group: Internet user, focus on younger generation (age: 12 to 45)
Format: Pictures, Memes
- Making those people aware of achieving and backing SDGs
- Making SDGs omnipresent
- Rethinking of own behaviour (maybe shifting from weak to strong sustainability)
A jury of four experts from the fields of sustainability and education assessed and rewarded the contributions according to fixed criteria (i.a. SDGs, information transfer, design, prototype, etc.). The jury consists of: