Parental Advisory Supervised Playground

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Parental Advisory Supervised Playground: Promoting the right to play (and learn through play) to kids in urban slum

Bandung, IndonesiaBandung, Indonesia
Year Founded:
2007
Organization type: 
nonprofit/ngo/citizen sector
Project Stage:
Growth
Budget: 
$1,000 - $10,000
Project Summary
Elevator Pitch

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

Parental Advisory Baby Clothing is a punk inspired baby clothing company who are providing poor children at urban slums with play facilities as a motivation for them to stay in school and build their dreams.

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

What if slum kids can make use of play to learn how to pave their dreams out of the slum?
About Project

Problem: What problem is this project trying to address?

In urban slum areas, kids have limited access to spend their after school time. Lack of play space pushed them to go to the street and exposed to negative role model (drug, violence, and irresponsible sex is common). The new play alternative - internet/ online game stall, mostly unsupervised, also exposed kids to negative content. Parental supervision is not to be expected, as mostly work in informal (or illegal) job.

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

Parental Advisory Supervised Playground offers a space for kids to explore their passion and dream their future though play. Kids are accompanied by adults or older kids, who would introduce various activities to choose, play with the kids, and supervise their behavior (e.g. remind kids not to swear). We offer free access to toys, board games, and online facilities for kids, on condition that they don't take the facility as a replacement for formal education (schooling). We also encourage play with purpose, namely to learn how to learn (i.e. you can learn from almost anything, anywhere) - the basic skills not taught at school, but needed to pave their dreams.
Impact: How does it Work

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

Our activity usually start in after school. Kids come and freely explore the place, and then guided by an adult supervisor to choose what they'd like to do. Among the toys available are board games, LEGO bricks, skate boards, also storybook, and computer with internet, and camera. Kids collectively decide. Then supervisor facilitates the process, i.e. introducing how to use the facility, keeping the rule of the game (and the house), and summarizing "the learning of the game". Supervisor also help kids in using internet, i.e. how to search for information they want, and what they can do with that information. We also at times invite professionals to share about skill development its business prospect.

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

This activity give exposure to cool alternatives beyond the harsh reality in their surrounding, that the hard way their parents live doesn't have to be their destiny. They also learn that play if taken seriously, might provide them skills to generate income in the future. For example, a number of kids started to perform as skateboard players, continued their education to computer school, work as t-shirt printing artist, etc. This activity is also a way to curb children to drop out school and run to street. In many cases, kids are thinking street job can provide them a living. We "lure" the kids with cool play facilities and show them better possibilities if they think long term, thus motivate them to dream big and be better equipped to pave it.

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

This model could be replicated in slum areas through any means, e.g. from underground creative venture (like us) to schools and mosque groups. The key is 1) creating safe space to play; 2) proper supervision from adults/ older kids; 3) guidance to "play with purpose"
Sustainability

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

In the long term, we're trying to make a scheme where kids can contribute in-kind to the program through things that they enjoy. E.g. in the past we managed to partner with street wear association, in which skateboarding kids are asked to wear the apparel and paid for candid pictures used for marketing purpose.

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

Our main differentiating approach: 1) target: unlike most organizations that targeted street children or kids who dropped out school, we target kids in slum who are still in school, but vulnerable to drop out and run to the street. We hope our activity can be a good motivation to prevent that. 2) play to learn: unlike most organizations that teach specific skill (e.g. art, sport, computer), we started with kids' interest and expose them to many thing to help explore their passion and what they can do with it.
Team

Founding Story

At Pasar Kosambi traditional market in Bandung, poor children tends to drop out of elementary school not because of their low financial ability for schooling, but because of their urgent need to play. The lack of control and motivation of parents at slum areas to keep their kids in school causes 8 to 12 year old kids rather to seek money from the streets to spent on playing console games than staying in their class at schools. If toys can motivated a kid to stand for hours in the middle of the sun begging for small changes at crossroads for them to play... we think toys might have the power to motivate children to stay in school and get educated to reach their dreams. For us... toys equals power.

Team

All of Parental Advisory Baby Clothing managerial employees are part time staff of our Supervised Playground Project. Fund: Asiah Musadi, Event and Activity : Tatang, Public Relation : Phaerly Maviec, Publication Documentation : Herdiansyah, Secretary : Nurjanah, Finance : Temi Dewi
About You
Organization:
Adikaka Foundation
About You
First Name

Phaerlymaviec

Last Name

Musadi

About Your Project
Organization Name

Adikaka Foundation

How long has your organization been operating?

Please select

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Project
Organization Country

, JR, Bandung

Country where this project is creating social impact

, JR, Bandung

What awards or honors has the project received?
Funding: How is your project financial supported?

Friends and family, Individuals, Businesses.

Supplemental
Awards

finalist for the British Council International Young Creative Enterpreneur of the year 2008
Danamon Awards social enterpreneur of the year 2008, micro business category, as a company that not only achived financial success but also helped social improvement among poor children in community in Bandung.

Primary Target Age Group

6 - 12, 13 - 17.

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)

None.

Intervention Focus

Professional Development, Products or Services.

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

Putting Children in Charge: Giving children a voice and cultivating agency via experiential learning, project-based learning, and civic engagement.

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."

Need

Managerial assistance, Toys and play facilities, collaboration projects.

Offer

Our kids are trained to teach their specific skills like screen printing or skateboarding to other kids through play.

What key learning outcomes does your work seek to improve?

Our work show kids examples that through playing they can learn life skills, with a good life skill they can earn money and build their dreams. We show options and help kids choose their dreams and goals in life based on their interest. Through that we hope to build a clear view of what toy or facility those kids have to invest their time with to get them closer to their goals. We teach poor children at slums how to dream again.

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
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.
LEARNING THROUGH PLAY: What does “learning through play” mean to you and why it is a must-have, instead of a nice to have?
SUSTAINABILITY: Please list a quick breakdown of your funding, indicating the percentage that comes from each source.
MODEL: How does your mission relate to your business model (i.e. Non-profit, for-profit or hybrid)?
FUNDING PRIORITIES: If your organization were given $20K in unrestricted funding today, how would you use it? Why?
PARTNERSHIPS: Tell us about your partnerships that enhance your approach.
COLLABORATIONS: Have you considered or initiated partnerships with any of the other Challenge Pacesetters? If so, please share.
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?
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
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?

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

Other (please specify)
Number of Employees:

Number of Volunteers:

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.

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