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Funded by the Community Chest Social Innovation Fund, "Teen TechCreator" runs from 2023 to 2025. The project aims to provide a digital innovation training course to youths with low learning motivation who may be underachieving school and like to play online games. By learning game programming and design thinking, they can develop simple games that respond to social problems. They will present their games to the public at the game expo. Social workers will also provide them with career life development counselling. Consequently, they will enhance their digital intelligence* and transform from a youth with low learning motivation into a new identity – TechCreator.
The project is an on-site school programme conducted in the school computer room and activity room. Course instructors and tutors provide game programming training while social workers provide career and life development services through group activities and individual interviews. Also, there is an online learning support platform.
University professors and experienced programmers will act as course advisors while college students with programming experience will act as instructors and tutors to provide teaching support.
Social enterprises professionals and social workers will teach students design thinking so that the games they design can be entertaining and also respond to social needs such as the United Nations Sustainable Development Goals (SDGs).
Social workers use "interest-based" perspective to enhance students' learning motivation and provide career and life development counselling.
Educational talks on digital intelligence as well as game exhibitions based on the experiences and achievements of the programme participants are provided to schools and other organisations to enhance students' digital intelligence and inspire social innovation
Junior secondary school students who have low learning motivation but are interested in online games, game production and programming.
* Digital Intelligence (DQ) is introduced by the IEEE Standards Association in 2018 to clearly outline the abilities that every individual needs to possess in digital era. It is divided into eight domains, each of which is divided into three different levels of maturity, for a total of 24 competencies.
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