Interdisciplinary because it uses concepts of science, society and environment communicated through the means of English language to reach out to larger mass. Presenting it into a competition aid in challenging the creativity, consciousness and critical thinking of the high-school learners about the seriousness of these issues.
The trending literacy that is suitable for the current E-Generation is the digital literacy. Digital literacy is understood as ‘a measure of the ability of users to perform tasks in digital environment’ (p.6, Jones et al). Yesmindz Academy with an aim to promote and encourage digital literacy in academic learning organized an online challenge titled, ‘Interdisciplinary Competition-2024’. It calls for digital content making on the specific topics of environmental sustainability concerns that is the need of the hour. It was meant for those who has futuristic vision during the process of knowledge building and who wishes to bridge the gap between the digital and the traditional learning approaches. As per the demands of the 21st century learning requirements, the competition is aimed to encourage creative and critical thinking by using digital platform with the resources available in handy.
Round 1 | Round 2 | Round 3 |
Infographic/Poster/Graphic Illustration (digitally) | One Min. Video of the Literary Character Ramp Walk | Extempore |
The digital content making in round 1 prompted the student to use language creatively, symbolic color thoughtfully, implied images logically, differing font size artistically, and structuring of the digital design skillfully planned and designed within their own pace and comfort as a back-end work. Autonomy in making fostered creativity and consciousness for the task. The satisfaction they derived in the creation of complex message in short, crisp and stylized manner gave them a sense of achievement. The complex, lengthy information in a single page within a capsule capture made the task challenging yet interesting.
The idea was to bring young minds to research on the topic of sustainability, explore insightfully on the issue and create a digital document of one page displaying the solutions. It being a global competition, winning the coveted positions indeed is a sense of accomplishment for the students. Learning is taking place involuntarily without even the learners realization.
Entertainment and Learning
How to make learning entertaining yet meaningful?
The round 2- ONE-MINUTE VIDEO OF A LITERARY CHARACTER RAMP WALK.
- Students choose the literary character of their liking.
- walk the ramp in an aesthetic setting that is relevant to the chosen topic.
- Display the issue, implication, and solution.
- Convey it through costume, props and their makeup.
This round aims to make students realize their responsibility to contribute socially for the well-being of the society and the world they live in. Ramp walk is to grab the attention of the audiences towards the issue without ignoring it in the scrolling process.
Round 3 the EXTEMPORE (Interpersonal skills)
Students speak about the digital creation and the ramp walk without straying away from the topic of sustainability to exhibit their personal involvement in the whole process of the competition.
Yesmindzians believe is just one thought- Be the change you wish to be!!
To conclude the competition has been planned with an objective to provide platform to think critically and find solutions to the priority problems of society that needs instant attention. The competition supports to grow a sense of positivity and competitiveness in the learning process of the students at the K-12 level that is pedagogically pertinent and progressively relevant for the future generations.
Motto- Exposure! Encouragement! Engagement!