A NFTE Startup Summer alum, Priscilla Gyimah recently completed the GripTape Learning Challenge in December 2016, and we’re excited to share her experience with our community!
The GripTape Learning Challenge is a call to action to seize ownership of your learning and show yourself and the world what’s possible. GripTape believes you can and should own your own learning process. Because when you take control over what and how you learn, the results can be powerful: the learning is deeper, more engaged, aligned with your passions, interests and curiosities, and directly connected to what matters to you.
What is an idea, topic, skill you always wanted to learn? Something you feel passionate about? Something you know you can learn if only you had the time and the money? An experience you can invent, design and drive yourself? That will help you propel yourself onto your path to success.
18 youth were selected to receive:
Grants of up to $500 for their learning journey
A print and digital certificate of accomplishment
Feature on the GripTape website as a model and inspiration for others
Letter of recommendation and a noteworthy accomplishment for college applications and resumes
Distinction as a pioneer Challenger
Learning journey examples include: creating a community garden; researching and building solar panels; holding a spoken word poetry event; creating a graphic design portfolio; forming a business plan or launching a business; learning a new writing style; researching a moment in time; etc. The more creative, the better!
Think outside of the box and be creative! Learning journeys should:
Be designed and completely led by you!
Have a learning focus
Be an out of school experience
Help you achieve a learning goal linked to your success, now and / or in the future
Not rely on adult-led experiences (e.g. courses, programs, camps) for more than 1/3 of the time
Not require more than $500 of GripTape funding to complete
Prior to participating in the GripTape Learning Challenge, Priscilla had the ability to create unique clothing items that catered to women’s fashion. Now, after taking charge of her learning experience, she is skilled in sewing pants – which she hopes will help expand her market to include male clientele. During her journey, Priscilla set specific learning goals and interim milestones, created an implementation plan, formed and managed a budget, and successfully balanced her time between her schoolwork and her passion for sewing. Priscilla strongly demonstrated her ability to make intentional choices and drive her learning. She met the goals she set for herself and learned more than she anticipated: “I have learned how to communicate better with people and speak up more. I also learned to be prepared to adjust and not be under pressure when things don’t go as planned.”
Interested in learning more about the GripTape Learning Challenge? Visit www.GripTape.orgwhere new applications will open in April 2017.
It’s Game On for the @GamesforChange Student Challenge!
Students in NYC, Pittsburgh, and Dallas can now submit games that they’ve made to the 2017 @GamesforChange Student Challenge. Make a digital game about immigrant stories, climate change or future communities for the chance to win prizes from Ubisoft and civic partners. For eligibility info and game-making resources, visit the program website: gamesforchange.org/studentchallenge.
What is Games for Change?
Games for Change is a national game design competition that invites students to create and submit games about issues impacting their communities. Over 1,500 students are participating across all three cities. The Challenge program is run by G4C in partnership with Big Thought in Dallas and The Sprout Fund in Pittsburgh, with support from Best Buy Foundation, National Endowment for the Humanities and The New York Community Trust. The program started in NYC in 2015 in collaboration with the NYC Department of Education.
The competition is open to all middle and high school students in NYC, Pittsburgh and Dallas/North Texas public schools. Students can work as individuals or in teams of up to four. Games must be playable on web browser (i.e., Scratch, Unity, Gamestar Mechanic).
How Will the Games be Judged?
Games will be judged by a blue-ribbon jury for game play, creativity and use of theme. An awards ceremony and exhibition of student games will be hosted in each city in June 2017. G4C is assessing students’ improvement in core 21st-century skills during the game design process, in partnership with Institute of Play.
Where Can Games be Submitted?
Students can now submit a game they made by April 1, 2017 here: http://bit.ly/g4cportal. Good luck to all who decide to participate!
Students: Use your entrepreneurial mindset to help solve BIG problems and help others!
What is the World Series of Innovation?
The World Series of Innovation is an annual contest that invites students to practice thinking of original business ideas to address challenges faced by real organizations. This year, students are being asked to help solve six global problems that the United Nations has identified as some of our most serious challenges to humanity.
Who Can Participate?
Any students or young people ages 13-24 are welcome to participate.
Working in teams of 2-3 people, teams will brainstorm solutions to their chosen challenge and create a submission, which consists of a commercial storyboard and script for a 60-second commercial.
When are Submissions Due?
Completed online submissions are due by Thursday, December 15, 2016.
A panel of judges will select the top ten submissions in EACH challenge category. The chosen teams will then get the chance to create the commercial for which they provided a storyboard and script.
How Many Winners Will There Be?
In the end, there will be two winning teams per category: the “People’s Choice” winner, selected by the popular online vote, and the “Adjudicators’ Choice” winner, selected by the sponsoring organization.
Prizes range from $250 to $2,000.
To learn more about how to participate in the World Series of Innovation, click here.
Anyone can make a difference, so you don’t have to have it be some huge, global campaign…you can start small, and that’s just as important. – Blake Mycoskie, Founder and Chief Giver, TOMS Shoes