LeapXperience 1 : LITERACY ADVENTURE
LeapXperience Batch 1 was started as a pilot project in February 2023. It was joined by 8 students from 6 elementary and middle schools in Surabaya. Taking the theme Literature, which was aligned with SDG 4 Quality Education as its anchor, the students explored some challenges faced in the literature world. SDG 4 focuses on ensuring inclusive and equitable quality education for all, a goal that resonates deeply with our values and aspirations as an educational institution.
Through 10 meetings in 4 months, students worked on the challenges and solutions with the support from local communities such as Ideo Kids, Komunitas Buku Ramah Cerna Anak and public libraries in Surabaya. These solutions were then presented to the representatives of the city officials from the Department of Education, Department of Youth and Sports, Department of Library and Archives, Department of Women and Children Empowerment and Department of Research and Development from Bappedalitbang Surabaya.
Categories: literature, literacy, SDG 4, literacy projects, education for all, library, BookLens App, reading time, reading aloud, boardgame
Name:
Jabbar Goldy Putra Damayanto and Zivana Maudy Putri Damayanto
School:
SD Budi Mulia Islamic School Surabaya
Project Title:
Reading Aloud Boardgame to make Reading Experience more fun!
Solution:
Reading Aloud Boardgame
Reading Aloud Boardgame is a dynamic board game created by Goldy and Maudy to make reading an enjoyable experience for children. Based on their own experience, reading was considered a less fun activity compared to physical activity like playing soccer, so Goldy and Maudy invented this board game. With interactive gameplay, combining reading and physical challenges, this game promotes literacy skills while fostering physical fit. Designed for both classroom and leisure use this board game offers a fun and educational way to engage with literature.
Feel free to download the project result here
Name:
Daniel Handoko
School:
SD Mandala Surabaya
Project:
BookLens App
Solution:
BookLens App, a book scanner application
Daniel faced challenges, in the library or bookstores, he often picked books for adults. He imagined that children all over the world experienced the same thing, so he came up with the idea of making an app that easily scan a book and give information about its age suitability. BookLens is an app design that scans book barcodes, instantly providing details on the book’s content and age suitability. By scanning, users access info from databases like CLCD, Indonesia National Library, and Surabaya City Library, including descriptions, synopses, and reviews. This technology simplifies finding suitable books, engaging children in informed choices and addressing age-appropriate reading challenges.
Feel free to download the project result here
Name:
Abidzar Jva Alfaroby
School:
MI Muhammadiyah 27 Surabaya
Project:
The Importance of Reading Time
Solution:
The Importance of Reading Time Campaign and Guidebook on How to host a Reading Time at your school!
Idzar was upset, he loved reading but he couldn’t do it at school because there was no reading time between lessons. So he was spearheading a campaign to introduce dedicated reading time in his school. Recognizing the lack of reading opportunities amidst constant lessons, Idzar advocates for 10 to 15 minutes of daily reading time before or after lessons. This initiative aims to break the monotony, foster a love for reading, and enhance students’ literacy skills. He even made a manual book for those schools who wanted to start their own Reading Time.
Feel free to download the project result here
Name:
Azalea Ananova Cahyanti Sigit and Dahayu Jatitesih Susanto
School:
SMP SAIM Surabaya dan SMPN 6 Surabaya
Project:
Library Rules
Solution:
Posters of Library Rules
Addressing the lack of visible rules in the public library, Azalea and Dahayu propose a solution: large posters displaying library rules prominently throughout the space. These posters will serve as visual guides for patrons, ensuring they understand and adhere to library etiquette, such as maintaining quietness and managing personal belongings. By providing clear expectations, we aim to cultivate a respectful and conducive environment for all library users.
Feel free to download the project result here (english Version) and here (indonesia Version)
Name:
Kamila Ainamira Amalina and Muhammad Jordan Sulaiman
School:
SD Nurul Faizah Surabaya
Project:
Transforming the School Library
Solution:
Campaining for a new paint and decoration for library, Making used of recycled materials to make new shelves and pillows
To address the discomfort and disrepair of their school library, Kamila and Sulaiman proposed a multifaceted solution. Firstly, they redesigned the space by crafting new bookshelves from recycled materials like cardboard, promoting sustainability while providing sturdy storage for books. Additionally, They also repurposed used masks collected from students into cozy pillows, offering comfort during reading sessions. Enhancing aesthetics, they decorated the walls with vibrant posters, creating an inviting atmosphere. Finally, they suggested new paint colors and lighting options to the headmaster, aiming to brighten and rejuvenate the library environment. And it worked.