Cannes Lions
WUNDERMAN THOMPSON, Bogotá / PONY MALTA / 2022
Overview
Entries
Credits
Background
School dropout is a global problem that has increased due to causes such as the pandemic, lack of resources and demotivation. Today teens face outdated models of education, uninspiring teachers and receive worthless rewards, leading to disinterest in learning.
According to UNESCO, an estimated 117 million children and young people dropped out of school during 2021. Meanwhile, in Colombia, about 300,000 children drop out of school every year. For this reason, a response strategy to this problem was necessary, which in addition to counteracting the figures, would encourage young people to study recognizing their effort with the prizes they want and motivate them to be better.
The goal was motivated teens to be better in the school giving them prizes that they always wanted to have.
Idea
Winning with Class is an AI platform that rewards good performance in school to motivate young people to study more. On this platform, students upload their grades to be analyzed individually and systematically and recognize their academic growth with tokens that they can redeem in technology, school supplies, gaming codes, or necessity goods like uniforms, scooters, or scholarships.
Strategy
We identified in the grades information a strategic opportunity to motivate young people to study further, and used it to collect, analyze and drive student growth through prizes that rewarded good performance in school.
Winning with Class is an AI platform that changes the way young people see their education, motivating them to be interested in studying and to constantly improve to achieve a goal, which in this case are cool prizes that complement their lifestyle or facilitate their stay at school.
Execution
Winning with Class is an AI platform that evaluates and recognizes academic growth, analyzing each student's grades individually and systematically, to convert them into tokens redeemable for prizes. In addition, it gives extra points for raising the average in the subjects where the student demonstrates strengths.
On the platform participants find the number of tokens won, as well as the catalog of prizes they can redeem, allowing them to set goals to achieve what they really want and motivating them to study more to obtain better grades and with it more tokens.
Outcome
With the help of Winning with Class thousands of teens increased their academic average, earning rewards that encouraged them to study more and gave them the tools to be better in school. The idea changed their behavior with motivation and encouraged the country's education by giving students an extra reason to strive and learn in each class.
In just a month and a half of the campaign we reached
+360K Visits to the platform
+20K Registered notes
+81K Registered students
In addition, we contribute to the growth of 5 pts of educational average of Colombia regulated by the Organisation for Economic Co-operation and Development.
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