Lack of computer access , contextualised curriculum in regional languages, limited way of looking at cs education, and gender biases around careers in Tech in tech-driven economy resulted in low interest in tech/tech careers, low adaptability, lack of 21st century skills and widening gap in who has access to plum tech-related opportunities for the future, negatively impacting youth employability.
Codemitra brings underesourced kids with no access ot computers or dedicated CS teachers up to par with kids anywhere else, by empowering them with foundational 21st century skills in computer sciences, using open source tech. It is a self-learning platform which is contextualized for local use. Further, its a gamified and gender-responsive future skills curriculum that increases the comfort, interest, in turn impacting the willingness to pursue careers in tech.
Currently there are 1.4 Lakh users, benefiting from Code Mitra.
YuWaah NXT (UNICEF) in Life Skills Delivery Report recognized Code Mitra as one of 15 scalable solutions for youth life skills education in India, showing a 10.25% increase in learners’ Problem Solving skills after using Codemitra. Codemitra is a hybrid application that leverages Javascript, blockly and other technologies. It teaches block-based programming using drag-and-drop blocks to create stories, games, animations.
Code Mitra was the recipient of the mBillionth Award, and has been chosen among the top 10 mobile innovations for development across 8 South Asian countries.
Unicef and Yuwaah chose Code Mitra as its solution partner for the study to identify impactful and scalable life skills training model under the Young Warrior NXT Program. Through this study it was found that:
92% of students find it easy to code on their phone after completing hour of code in codemitra
87.8% students find codemitra interesting and easy to learn CS
Delta of 0.2% increase in the algorithmic thinking of the students (Pi Jam M&E Framework)
10.25% increase in Problem Solving skills of students after using Codemitra
In the next 3 years we envision impacting 4.5 to 5 million learners.
Owing to the modular nature of the platform, we are able to create instances for different governments and systems. They can contextualize the platform by adding the elements as per their requirement. The game engine also allows the learner to curate their own learning pathways. This enables staggering the rigor of the learning journey. You can contact at contact@thepijam.org