JAKARTA – 11 May, 2021 – With the rising demand and needs for e-learning, the Ministry of Health in Indonesia (BKKBN) has taken early steps in gamifying its curriculum for youths across Indonesia, with a population of 270 million. BKKBN (Badan Kependudukan dan Keluarga Berencana Nasional), a government body operating under the Ministry of Health, has been tasked with addressing family planning challenges across the nation since 1957. As part of its efforts to digitise its program, information, and knowledge provided to families & youth, BKKBN has teamed up with Solve Education!, an education technology non-profit that provides effective education through gamification.
BKKBN launched a digital event titled – ‘The Forward-Looking Generation Educational Game and Youth Comic Books Launch’ (‘Sosialisasi Game Edukasi GenRe dan Komik Edukasi Genta & Rere’). The launch event focused on sharing its 2 digital versions of its curriculum, a digital comic, as well as a mobile & desktop game with ‘Anti-Stunting’ as a key subject. The online campaign was attended by over 300 local province and city leaders who will be tasked with sharing the digital comic & game to beneficiaries across the world’s 4th most populous country.
Representing BKKBN during its campaign launch, Dr. Drs. Lalu Makripuddin, M.Si, Acting Deputy for Family Welfare and Empowerment BKKBN, shared that, “E-learning is not just limited to academic content. We believe that any educational content can positively engage and impact our beneficiaries through edtech solutions provided by Solve Education!.” Makripuddin also shared that “BKKBN is expected to impact youths across the country as we are not limited by physical books, and this allows easier access and sharing between students, parents, and families.”
Solve Education! Indonesia Country Director, Talitha Amalia was excited to be part of the launch, stating, “It is our honour to be part of this initiative as we can positively engage not just more people, but on a deeper level through the game’s interaction. The partnership between BKKBN and Solve Education also aims to provide all Indonesians with access to international quality academic content, including subjects such as ‘English’ & 21st Century Skills including ‘Employability Skills’.”
Makripuddin and Talitha shared in agreement, “We are determined to benefit users not just from a family planning perspective, but to also equip them with over 30,000 English questions to improve their knowledge, ultimately providing them with better access to opportunities in life such as a better job, income, and quality of life.”
About BKKBN – GenRe
The GenRe program is a program developed in the context of preparing family life for adolescents through an understanding of the maturity of the marriage age so that they are able to carry out education levels in a planned manner, careers plans, and marry in full planning according to the reproductive health cycle. The Indonesian GenRe Forum has a function as a forum for communication that is dynamic, aspirational, and integrative. To become a forum for development and capabilities for the program, members of the Genre Forum and members of PIK Remaja throughout Indonesia, as well as forging partnerships and creating collaborations in developing sustainable and sustainable work programs.
About Solve Education!
Solve Education! is a non-profit organization that is committed to helping children and youth around the globe who don’t go to school, or feel like the traditional education they receive is ineffective. SE! built an open platform that is integrating evidence-based curriculum and employment opportunities in gameplay. The team is made up of experienced educators, technologists, and business executives whose driving passion is to close the global education gap, one child at a time. It is headquartered in Singapore, and it has offices in Indonesia, the United States, India, and Nigeria. Some of the organization’s recognitions are Next Billion EdTech Prize 2019 Finalist, 2019 Innovate for Good Challenge Semifinalists, Future Makers 2017 Winner, and Global Learning Challenge Top 3 finalists 2017.