Solve Education

Solve Education!
Solve Education Foundation
AbbreviationSE!
Formation2015
FoundersOng Peng Tsin
Janine Teo
TypeNon-profit
HeadquartersSingapore
Region served
Worldwide
Key people
Ong Peng Tsin (Chairman)
Janine Teo (CEO)
Talitha Amalia (COO)
Websitesolveeducation.org

Solve Education! (SE!) is a social enterprise and registered non-profit organization founded in 2015 by Ong Peng Tsin and Janine Teo.[1] It is headquartered in Singapore, and it also has offices in Indonesia and United States[2]

History

Solve Education! was founded in December 2015 after Peng Tsin Ong attended the Africa Innovation Summit in Cape Verde in 2014.[3] At the end of the summit, he engaged stakeholders from Africa on the ideal educational intervention for narrowing the gap of education inequalities to help produce knowledge workers for a knowledge economy.[4]

In 2017, Solve Education! launched its first learning platform, Dawn of Civilization, in Indonesia.[5][6]

Services

  • Dawn of Civilization is a city-building game based on various subjects, and containing other mini-games.[7][8] The game was launched in 2017 and is designed to be operated on low-end mobile devices,[9][10] to increase access to low-income families.[11][12][13]
  • Ed the Learning Bot is an AI-based chatbot used by Solve Education! on Telegram. The bot has been launched in Nigeria and was reviewed by the Nigerian Ministry of Education, which acknowledged its role to improve the literacy of youth.[14] The bot is also widely used in Indonesia, Malaysia, and Singapore, and other parts of Southeast Asia, with multiple funders including Lenovo.[15]
  • Game for Charity is a point-based program which was introduced during the COVID-19 pandemic. By completing learning modules, students can earn points which they can later exchange for food packages. Solve Education! worked with various organizations, including the Nusantra Innovation Forum, Putera Sampoerna Foundation, and the government of East Java to gamify the pandemic-safety education package for underserved children in Indonesia.[16]
  • In partnership with Badan Kependudukan dan Keluarga Berencana Nasional (BKKBN), a government body operating under the Indonesian Ministry of Health, Solve Education! launched a digital comic book which addresses family planning issues in Indonesia.[17]

References

  1. ^ "Meet Janine Teo - Great Women Of Our Time 2019 Public Service & Education Nominee". The Singapore Women's Weekly. 19 September 2019. Retrieved 27 August 2025.
  2. ^ "Solve Education homepage". Solve Education. Retrieved 27 August 2025.
  3. ^ "Technology 'can transform' the developing world's education". Nikkei Asia.
  4. ^ "Using brains and heart to educate children in need". The Straits Times. 24 June 2018. Retrieved 25 April 2020.
  5. ^ Thompson, Vanessa (11 June 2017). "Addictive Education: The App Revolutionizing Literacy". HuffPost. Retrieved 25 April 2020.
  6. ^ "Using Just A Mobile Phone, This Entrepreneur Is Hoping To Educate Children From Poor Families". The Singapore Women's Weekly. 19 September 2019. Retrieved 27 August 2025.
  7. ^ Aulia, Farah. "Leveraging technology to make education accessible". ORF.
  8. ^ Hernandha, Rahmandhika Firdauzha Hary. "Gim DOC: Mengedukasi dan Berdonasi Lewat Gim". www.goodnewsfromindonesia.id.
  9. ^ "Fact or Fiction: Online Games Could be the Future of Education". Temasek Corporate Website English. 22 February 2019.
  10. ^ "In a Class of Her Own_2019Issue1". singaporemagazine.sif.org.sg.
  11. ^ "How one app is making social ripples". Bangkok Post. 24 July 2017. Retrieved 25 April 2020.
  12. ^ "Dawn of Civilization - Play and Learn English!". dawnofcivilization.net. Retrieved 25 April 2020.
  13. ^ "Fact or Fiction: Online Games Could be the Future of Education". Temasek Corporate Website English. 22 February 2019. Retrieved 25 April 2020.
  14. ^ "Don, others highlight importance of educational games to learning". The Punch. 18 June 2021.
  15. ^ "Lenovo's Partnership with Solve Education! Foundation Underscores the Transformative Power of High-Quality Learning Opportunities". Lenovo StoryHub. 15 February 2024. Retrieved 27 August 2025.
  16. ^ developer, mediaindonesia com (2 May 2020). "Peringati Hardiknas, Pemprov Jatim Luncurkan Game Edukasi Covid-1". mediaindonesia.com.
  17. ^ "BKKBN Bersama Solve Education Lakukan Digitalisasi Materi Stunting Melalui Game". www.bkkbn.go.id.

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