Hackathon for Creative Learning and Pedagogical Innovation
This hackathon is a unique educational event designed to transform traditional classrooms into dynamic spaces for creativity, collaboration, and innovation. The focus is on rethinking pedagogical approaches by engaging students and teachers in hands-on problem-solving activities. Teams will be challenged to explore how technology, design thinking, and active learning methods can enhance the educational experience and foster deeper engagement.
Questions?
yessenali2001@gmail.com
Who can join?
14 - 15 NOV 2025
Register by 13 NOVLanguage(s) of the hackathon
English
Online
from KazakhstanLearning Spaces and Pedagogies
Challenge and goals
- To create an innovative and engaging learning environment where students and teachers co-design new pedagogical approaches.
- To encourage teamwork, creativity, and critical thinking through hands-on problem solving.
- To explore how digital tools and collaborative methods can transform traditional classrooms into active learning spaces.
- To promote a culture of innovation in education by connecting pedagogy with real-world challenges.
- Students and teachers will develop practical project ideas that can be applied in classrooms to improve learning.
- New models of teamwork and active learning will be tested, documented, and shared.
- Participants will gain enhanced skills in collaboration, communication, and problem-solving.
- The hackathon will generate innovative concepts for learning spaces and teaching practices that can inspire further development within the school community.
Expectations and requirements for the solutions and participants
Participants are expected to work collaboratively in teams, respecting diverse ideas and contributions. Each team should aim to produce a practical and innovative concept or prototype that enhances learning experiences or pedagogical methods. Teachers and mentors are expected to provide guidance and support while allowing students to take creative ownership of their projects. All participants should demonstrate creativity, critical thinking, and problem-solving skills throughout the event. Teams must consist of 3–5 members to ensure collaboration. All projects must be completed and presented within the hackathon timeframe. Solutions should directly address the theme of learning spaces and pedagogies, focussing on education and innovation. Participants should bring necessary tools.