The Re-imagine Learning Network

“I feel really proud of being a “Fellow" of people who are doing such wonderful work around the world.”
—Anonymous survey from of the Re-Imagine Learning Fellows
"The fantastic team of professionals at Ashoka have brought their expertise to the table and joined us in a true partnership to identify and support game-changing innovation around the world”
—Sarah Wolman, Senior Director at the LEGO Foundation
“There are so many different ways to unfold children’s potential through play.”
—Jorgen Vig, CEO of the LEGO Group





Ashoka and LEGO Foundation believe in the need to re-imagine learning and in the importance of play as the best way for children to develop critical skills and engage them as active Changemakers.

We are now selecting and supporting the first global network of social innovators to re-imagine learning for the 21st century. 

Connect with us on Facebook and at @LEGOfoundation #play2learn on Twitter for the latest news about the partnership. For any other questions, email [email protected].


The Re-imagine Learning Challenge

The Re-imagine Learning Fellows

Ashoka and the LEGO Foundation are selecting 30 Ashoka Fellows as leading innovators for the playful learning movement.

 The Future Project, USA

Empowering the next generation to build America's future


CACA, Turkey

Unleashing children's potential in post-conflict environments through play

Agenda! Children Association, Turkey

Creating active Changemakers through games and play

STIR Education, India

Creating a teacher-led movement to improve children's learning in developing countries

Colegio Montserrat, Spain

Transforming the school system into a playful and interactive experience

TAAP Foundation, Venezuela

Leveraging the power of playful learning to promote peaceful co-existence

Luuk Rieng Group, Thailand

Using play to turn children from victims of violence to promoters of peace 

Raneen, Jordan

Shifting memorization-based education to an interactive and imaginative environment

Idrott Utan Granser, Sweden

Promoting a more inclusive society through sports and play

DALE!, Argentina

Using interactive play to alleviate children's illiteracy

Challenge Champions

Thorsten Keifer

Nairobi, (and in different locations), Kenya

Erika Kinast

Kabul & Mazar-e-Sharif, Afghanistan

Aleta Margolis

United States

Mary Anne Amorim Ribeiro


Alison Naftalin

Ghana & Uganda

Nirvan Mullick


Diana Corales


Akanksha Agarwal


Vishal Talreja

Bangalore, India

Sophie Giberga



Grant Hosford and Jan von Meppen, two participants in the LEGO Foundation and Ashoka Re-imagine Learning Challenge, met in Pasadena, California this month to collaborate on tools that improve l

Sep 08, 15

learning space differs in both look and feel from the traditional classroom. In the past year, we've met social entrepreneurs with an eye on education who are creating cost-effective methods to infuse schools with the type of culture and design that students need to better develop their curiosity, creativity, and imagination, and better achieve desired learning outcomes.

Jul 30, 15

Teacher-researchers, design-thinkers, teacherpreneurs. . . Educators of all types have the potential to exercise their creativity, collaboration, and playfulness to improve education.

When devising strategies to make education work for the 21st century, it's natural to think first about students. How do we prepare children for a rapidly changing world? For jobs that don't exist yet? For the creative problem solving required to tackle emerging global challenges?

Jul 30, 15
In the face of critical and complex challenges, we believe that children and young people need to better develop creativity, imaginative problem-solving, teamwork, empathy, and inspiration so they can step into leadership roles in pursuit of purpose.
Play is one of the brain’s favorite ways of learning. It allows us to practice, experiment and test how we might tackle similar challenges in the real world as we develop creative and critical skills along the way. There is also a playfulness in invention and innovation, two things we need more of in a world where solutions must outpace problems. Science proves that. Why not encourage more playful, enthusiastic learning everywhere we can?
The LEGO Foundation and Ashoka are teaming up in an effort to transform the way the world learns and you’re the most important player.
Up for the challenge?
Here’s the big incentive: everyone is a winner. As you share your ideas to help us map the landscape of innovation in education, we’ll give you personalized feedback and support to help bring your vision for change – what you’re most passionate about – to life. We’ll also welcome you into a global network of like-minded parents, educators, administrators, and social entrepreneurs—both online and on the ground—who are challenging the conventions of learning because changemaking can’t wait for future generations.
That’s not all: In November, 2014, 10 star Players will be named Champions of learning through play and will receive cash prizes totalling $200,000, as well as technical assistance and in-kind support.
This challenge has been designed to allow everyone to contribute, connect and benefit. If you're designing environments where kids and adults learn through play, whether at home, in a classroom or on a playground, we want to hear about it. So share your ideas and energy wherever you are: submit a proposal, comment in an online conversation on Twitter and Facebook, or attend one of the face-to-face meetups that we’re hosting around the world.
  • This challenge is open to all individuals, organizations, and partnerships from around the world who are using play or playful approaches to enrich learning.
  • All Players should be interested in joining a global network of change agents dedicated to re-imagine learning.
  • Players should have a specific and thoughtful idea for re-imagining learning.
  • Ideas must focus on transforming learning for children and young people using play, playful learning approaches, hands-on and minds-on strategies, or other innovative approaches.
  • Entries may be specific and well-planned: new ideas, or established strategies with proven impact.
  • Entries must be submitted in English, Spanish, Portuguese, or French. 
All Players will receive: 
  • A structured opportunity and audience to articulate their project or idea
  • Three pieces of native language feedback on their project description from Ashoka staff
  • Invitations to virtual Twitter chats and Google Hangout panel discussions
  • Invitations to face-to-face workshops and networking events with Ashoka teams in their region
  • Access to a network of bloggers covering the effort to re-imagine learning
  • Exposure to original LEGO Foundation research (previously private) and Ashoka’s Discovery Framework, which stems from data collected and analyzed during the competition process
  • Access to the project leaders behind the competition’s most compelling entries, along with a structured way to solicit top entrants’ feedback
  • The opportunity to suggest questions for the competition’s secondary entry process
  • Eligibility for other incentives, prizes and giveaways
2014 “Players to Watch”
Two Players who submit their project before May 21, 2014, will receive all of the above, plus: 
  • $500 cash prizes
  • private consultation sessions with LEGO Foundation and Ashoka Staff
  • exclusive opportunities to inform the construction of the competition’s supplementary entry form
  • feature stories on their work distributed through media channels like Forbes and Huffington Post
  • invitations to be  featured contributors to a Twitter chat and participate in a Google+ Hangout promoted and broadcast to the broader network of competition participants
  • early consideration for Ashoka’s Venture pipeline (the process by which Ashoka Fellows are elected).

Note: Entrants who submit their projects or ideas before May 21, 2014, are eligible to win one of two Early Entry Prizes. Being named a Player to Watch does not preclude an entrant from being named a Re-imagine Learning Challenge Champion. All entries will be evaluated based on the Changemakers criteria at the completion of the entry period.

About 40 percent of the total entry pool of Players will be named Pacesetters and will receive all of the above, plus:
  • The opportunity to network and receive feedback on their projects through structured peer exchange opportunities to cash-in on “offers” specified by peers in their initial entry form
  • Access to an exclusive semi-finalist Facebook group
  • Representation of their work and perspectives in the data collected and analyzed for a competition white paper
  • A structured opportunity to offer strategies for regional learning and education reform, and 
  • Additional feedback from Ashoka staff on their full entry form
25 to 30 selected Pacesetters will be named Pioneers and receive all of the above, plus:
  • Invitations to participate in syndicated Google+ Hangouts for competition finalists during the final evaluation period
  • Structured opportunities to motivate existing benefactors to contribute to their work
  • Access to a competition Finalist Facebook group
  • Personalized feedback from official competition judges
  • Opportunity for a structured interview with one or two competition judges during final review period
  • Consideration for Ashoka’s Venture pipeline (the process by which Ashoka Fellows are elected)
2014 LEGO Foundation Re-imagine Learning Challenge Champions
8-10 selected Pioneers will be named Re-imagine Learning Challenge Champions and receive all of the above, plus:
  • Cash prizes totalling $200,000
  • Opportunity to present their innovation at the 2015 LEGO Foundation IDEA Conference in Billund, Denmark, with the LEGO Foundation covering travel and accommodation expenses.
  • Featured representation in competition-related media coverage
  • Access to regional gatherings (where available) among practitioners in the play and learning space
  • A private meeting with a representative of the LEGO Foundation to share their idea and vision

Champions of The Re-imagine Learning Challenge will be those that best meet the following criteria:


  • Innovation: The best entries will be those that demonstrate a substantial difference from other initiatives in the field. Distinctiveness will be given a high ranking by the judges. Innovation does not necessarily involve inventing something entirely new. It may comprise new products or processes, as well as new applications or hybrid combinations of existing tools. Entries should describe how their solutions are driven by original, ground-breaking ideas.
  • Social Impact: Entries should describe how the innovation is able to produce universally desired learning outcomes through play. Entries should reflect an understanding of the systemic barriers within the innovation’s specific context, and should describe how the innovation impacts these barriers. The best solutions will have demonstrated impact, as well as the potential for scaling-up and replication. Entries should explain how the solution measures social impact through both quantitative and qualitative data.
  • Sustainability: Entries should have a clear plan for reaching long-term goals and securing financial backing—they should describe not only how they currently finance their work, but also how they plan to finance it in the future. They should also have a realistic time frame for implementation. The most successful entrants demonstrate that they have strong partnerships and support networks to address on-going needs, and to aid in scalability and the maintenance of a clear financial strategy.