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Radiko: Hack the Amusement Park

BrazilSão Paulo, Brazil
Year Founded:
Organization type: 
Project Stage:
$1,000 - $10,000
Project Summary
Elevator Pitch

Concise Summary: Help us pitch this solution! Provide an explanation within 3-4 short sentences.

This project is about using gamification as a creative learning tool to develop an online program that helps engage people with sustainable knowlegde.
It will consist on a virtual platform that recreates the idea of an amusement park where the rides and other features are environmentally inspired.

WHAT IF - Inspiration: Write one sentence that describes a way that your project dares to ask, "WHAT IF?"

What if virtual amusement park rides could help people learn things like organic farming and upcycling by doing themselves and with peers?
About Project

Problem: What problem is this project trying to address?

The core issues this project focuses on are the fragmentation in education that create an idea of separation and make learning more distant from reality. We see many people unhappy about this and trying to hack their education, but where to start? And just as in sustainability subjects, there is a lot of theory that doesn't meet the action. Another issue is using technology as a tool without its full potential and creating bigger gaps.

Solution: What is the proposed solution? Please be specific!

We will use play as a main element to develop a creative learning experience. People like learning new things, and engage a lot better when it comes in storytelling mode (scientifically proven to exercise many different areas of the brain and increase chances of remembering the info). People are creative and can benefit a lot from peer learning. So we will provide an environment for that online by developing a gamified program. This program will work with a combination of tecnologies such as apps, email sequences and online foruns that will compose the idea of a virtual amusement park. In this park, participants are able to go through their own leraning journey within the knowledge that precedes human kind.
Impact: How does it Work

Example: Walk us through a specific example(s) of how this solution makes a difference; include its primary activities.

Idea-stage example: Ana is a 22 year old brazilian from Rio, she spends a large part of her day online and as a player in Hack the Amusement Park she connects with people all over the continent to share information, questions and final results. There she meets Gabe, a 25 year old who lives in Rio and is a volunteer at a permaculture center. She now has an acquaintance to go meet and not feel alone and intimidated to go to the center. Online, Ana and Gabe are working at their personal projects, learning how to make their own vegetable gardens using recycled material and Ana is finding out how to use her designer's abilities to help spread some of the recently acquired sustainable knowledge in local schools and communities.

Impact: What is the impact of the work to date? Also describe the projected future impact for the coming years.

This gamified program can help hundreds of millennials and high school students gain more autonomy over their own learning and better understand what networks and communities (starting online) potential really is. The experience is designed so that every participant can relate it to their own reality and connect with all the wisdom around us wherever they are. That is considering that every region has its particularities (climate, social, issues, needs) and as nature has a wisdom to deal with it, we can learn from it.

Spread Strategies: Moving forward, what are the main strategies for scaling impact?

Since it is an online program we can reach thousands of people in different regions and most of the students wil be able to generate impact in their own region. Either in a small familly environment, or in projects that impact neighboorhoods, institutions, learning centers. The social aspect of this program will also allow participants to Interact and meet outside the online world, in order to strenghten each others projects and build bigger things where they live.

Financial Sustainability Plan: What is this solution’s plan to ensure financial sustainability?

There are many online options available at low cost that can provide us technology to start running a beta version of the program. The final product does have a cost, So we will offer directly to potential participants. But we understand the need of contemplating those who don’t have the means to pay for the program, so partnerships with learning institutions or foundations can help us do that.

Marketplace: Who else is addressing the problem outlined here? How does the proposed project differ from these approaches?

Marketplace Most initiatives that provide experiences tackling social issues through action mainly work offline. Usually their focus is social issues, or environmental sustainability. So there is a gap between art, sustainability and how everything is connected There are a few online games and programs working around sustainable issues, but the ones I experienced are competition based, whereas this project is about cooperation.

Founding Story

Radiko began after being chosen to receive seed money from a foundation, and was based on previous experiences the founders had in environmental education, and being a part of permaculture, gardening, animal rights and other communities. Some time in late 2013 in a team meeting we were speaking of ways to make it all more fun and engaging and come up with the amusement park theme.


Currently we are in two. Nicole - Co- founder, ideas catalyzer. I manage the creative aspects and then help bring them to life. Michele - Co-founder, projects manager. She helps plan and revise projects and does most of the relationship building. There are a few people who help with designs, local activities and more.
About You
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About Your Project
Organization Name
How long has your organization been operating?

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Organization Country

, SP, São Paulo

Country where this project is creating social impact
What awards or honors has the project received?
Funding: How is your project financial supported?

Individuals, Foundations, Customers.


The start-up Radiko was selected by the First Project Contest of Arymax Fundation, where we got our seed money.

Primary Target Age Group

13 - 17, 18 - 35.

Your role in Education

After-School Provider, Social Worker.

Please specify which of the following best applies:

I am applying on behalf of a particular program or initiative.

The type of school(s) your solution is affiliated with (if applicable)

Public (tuition-free), Private (tuition-based), Home-School, Other.

Intervention Focus

Extracurricular, Community, Online Learning, other.

Does your project utilize any of the innovative design principles below?

Creating Peer Support Networks for All Stakeholders in Education: Creating peer-to-peer learning and support for teachers, parents, expecting mothers and more that enables them to transform learning.

Is your project targeted at solving any of the following key barriers?

One size fits all fits none: Students are disengaged and not being prepared for "real life."

What key learning outcomes does your work seek to improve?

How to deal with error/ mistakes, something important in the learning process according to C. Freinet and MIT professors of creative learning is such an issue for people who live withing traditional education systems.
We live ina society that tends to fragment things, it creates many subjects as they are disconnected and uses examples that are too far from the students reality. In reality, learning is systemic.

Secondary Form
PROGRAM DESIGN CLARITY: We are hungry to know more about what exactly your model consists of. Please succinctly list a) what main activities are you doing with your beneficiaries, b) where you carry out the activities? c) how often? d) for how many hours? e) who delivers the services? and f) any other brief details

our main feature is an on-line platform connected to an e-mal engagement sequences which is also our direct communication channel.We designed a free one month urban gardening program and keep bi-weekly newsletters throughout the year. The team also does a few workshops offline about the topics we work on the site, so we can have a one-to-one connection for a few hours.

INSPIRATION: What do you consider the most important trends or evidence that inspire you to believe the world is ready to Re-imagine Learning? Please elaborate.

The visible growth of entrepreneur, permaculture and other civil organized movements. Also learning tools such as tinkering and use of new media can be big catalyzers of change.
By the fast virtual network rhythm we live in now and the environmental issues we need alternatives to linear thinking and formal educational methods.

LEARNING THROUGH PLAY: What does “learning through play” mean to you and why it is a must-have, instead of a nice to have?

Linear life is way to serious and we can live play not just as leisure. Play can help us better see how to apply what we are learning.
The ludic element is a key to connection and help us better remember what we learn and create new things from it.

SUSTAINABILITY: Please list a quick breakdown of your funding, indicating the percentage that comes from each source.

We got our money from seed funding and used about 50% to start out the website and team. A part of what we invested was in promotional gear and we made about 15% in profit from events and fairs.
Now we are working on workshops and online material to keep a steady revenue.

MODEL: How does your mission relate to your business model (i.e. Non-profit, for-profit or hybrid)?

We are a hybrid and do not want to rely on one specific funding model, so that we can creatively sustain our projects through clients and supporters.
We feel it is a creative and sincere way to sustain the business and team and engage the audience.

FUNDING PRIORITIES: If your organization were given $20K in unrestricted funding today, how would you use it? Why?

We would partner with a webmaster to use more improved technology and a designer to help us create a stronger visual identity. Then after inventing in better spreading the word we could use some of the money to make a few trips through Brasil to partner with other initiatives.

PARTNERSHIPS: Tell us about your partnerships that enhance your approach.

During this first year of existence Radiko has partnered with a with civil initiatives (environmental information channels, educational platforms, social causes movements and others) which helped us strengthen our program and connect offline. We have also interacted with collaborative spaces and alternative learning environments in ou city to learn more about who is doing and build a network.

COLLABORATIONS: Have you considered or initiated partnerships with any of the other Challenge Pacesetters? If so, please share.

I have definitely considered! There are so many great projects here and the feedback system helped increase interaction and has been great so far. Some people I have spoken to have a lot in common with my project and I have initiated some contacts and look forward to building deeper connections.

VISION: If you had unlimited funding, and you could fast forward 15 years to when your program has been able to achieve wild success - what will it have achieved?

Radiko will be impactful throughout Brasil in both collaborative and formal spaces. We are also one of the big communication channels using transmidia to work with socio environmental knowledge using creative learning tools and fictional storytelling.

IMPACT - KEY METRICS: Please list the key data points that you would cite as evidence that you are able to achieve lasting learning outcomes. Please also share one data point for which you most hope to see better results over time

So far we have:
-A fairly good network (we intend to grow in the next 4 months)
-online multi-platform content (we are working on improvements for 2015)
-tools to foment learning autonomy (we have feedback on that from a few users, but want to reach a larger number in a year)

Better results over time:
Increase interaction online and lower the gap between online and offline activities.

IMPACT - REPORTING SAMPLE: Please attach any examples of your impact reporting. [optional]:
RESEARCH AND EVIDENCE: Please link or attach any research or evidence resource you are open to sharing more widely [optional]. Building research and evidence is a key aim of this initiative, and the resources you share may be chosen for listing in the Center for Education Innovations library:
SOURCE: If applicable - who created the research or evidence you are choosing to share? :
IMPACT - REACH: How many people did your project directly engage in programmatic activities in the last year?

Not Applicable - yet! (we are at the idea stage or start-up)

STUDY: Has an external evaluation or study been conducted of your organization?


Other (please specify)
Number of Employees:

Fewer than 10

Number of Volunteers:

Fewer than 10

APPROACHES: Given the complexity of play, it is not surprising that there have been numerous research attempts to categorize the different types and approaches! Please indicate which of the following your project focuses on.

Symbolic Play, Educational Structuring (developing playful projects within educational contexts), Challenging Play (play that disrupts - where rules are disregarded and levels of imagination are high).

Other (please specify)
AFFILIATION: Please specify if your organization has any existing affiliations with the LEGO Group.