CoolThink@JC Competition 2018 Open for Registration!

Sign Up for the Competition

About CoolThink@JC

CoolThink@JC is The Hong Kong Jockey Club Charities Trust’s pioneering CT (Computational Thinking) initiative for Hong Kong students. Developed in partnership with The Education University of Hong Kong, Massachusetts Institute of Technology, and City University of Hong Kong, CoolThink@JC aims to make CT fun and instinctive, and give students a valuable power for the digital future. This 4-year initiative will train 100 teachers for the benefit of 16,000 upper primary students at 32 schools. Insights from this initiative will inform the development of CT education for students across the territory. Click here for more details.

Background and Objectives

CoolThink@JC Competition 2018 (“The Competition”) is created and funded by The Hong Kong Jockey Club Charities Trust, co-created by The Education University of Hong Kong, Massachusetts Institute of Technology and City University of Hong Kong (“The Organisers”), and co-organised by Association of I.T. Leaders in Education and The Hong Kong Association for Computer Education.  The competition targets all Primary Four to Primary Six students and aims to promote Computational Thinking (“CT”) Education, enhance students’ awareness and interests on CT through coding and problem solving skills, enable students to apply their knowledge and skills on CT to solve problems, enhance creativity, innovation and coding techniques as well as encourage collaboration.

 Eligibility, Format and Judging Criteria


a) The competition accepts entries from teams from all Hong Kong schools, each team to be formed by three students. Each school may send at most five teams. (Limited to Primary Four to Primary Six students in the academic year of 2017/2018).

b) Each team must be registered to the competition through their responsible teacher.

c) Each participant must gain their parent/guardian’s consent to participate in the competition.


Format and Judging Criteria

First Round

  • The participating team will identify a problem they encounter in daily life (Please click here for an example) and produce a 3-min video (in mp4 format, less than 300MB) to describe the problem and the solution using computational thinking and coding technique (Scratch or App Inventor), and submit the video online together with a completed Submission Form before the deadline.
  • There are two categories in The Competition, including Scratch Category and App Inventor Category. All participating teams can choose either ONE Category upon their preference. If participating team choose to join Scratch Category, please kindly note that only MIT Scratch (online version) can be used. Other version will not be accepted.
  • All entries received from the First Round will be assessed by Assessors. 20 entries from each category  (40 in total from 2 Categories) will be shortlisted for Final.
  • Shortlisted teams entering the Final competition will use Scratch or App Inventor, based on their selected category, to develop solution in a specific period.


  • Finalists will present their solutions and the Apps they developed to the Judging Panel.
  • The video that finalists submitted in the First Round will be uploaded to the official competition website for public viewing and voting. Finalists will also showcase their entires on the day of Final Competition where the audience could cast their votes onsite.  The team with the most number of votes (combination of online votes and onsite votes will win “The Most Popular Award”).
  • The Judging Panel will select 4 teams from each category (8 teams in total from 2 Categories) to enter into the Grand Final.

Grand Final

  • 8 Grand Finalist Teams will present to the Grand Judging Panel.
  • The winning teams, including Champion, First Runner-up, Second Runner-up, Merit Team from each category and the following Awards (as below table) selected from 40 participating teams, will be decided by the Grand Judging Panel. The competition result will be announced immediately on the same day, followed by the awards presentation ceremony.  The Grand Judging Panel will be comprised of prominent members of the society, and professionals from the education, information technology sector and business sectors.

Judging Criteria

Judging criteria include creativity, innovation, functionality, interface design, coding skills and use of technology as well as team collaboration.



First Runner-Up(Scratch)

Second Runner-Up(Scratch)


Champion(App Inventor)
First Runner-Up(App Inventor)

Second Runner-Up(App Inventor)

Merit(App Inventor)

The Most Creative and Innovative Award

The Best Functionality and Design Award

The Best Coding Technique Award

The Best Use of Technology Award

The Best Team Collaboration Award

The Most Popular Award

  • Each team member of the above awards will receive a medal/ certificate and prizes.
  • All finalists will be awarded book coupons worth $200 and eligible to join a Computational Thinking Summer Day Camp free of charge during 2018 Summer Vacation.
  • All participants will receive an e-Certificate of Participation.

Rules of the Competition & Competition Schedule

14 March 2018 (Wed)

Registration Starts

14 March 2018 (Wed)

Information Session cum Teacher Workshop

  • Topics include: Outline of the Competition, What is Computational Thinking, Real-life application samples, How to use Scratch or App Inventor and how to create mp4 video, etc.

4 May 2018 (Fri)

Deadline for Registration

5 – 31 May 2018

Entry Submission Online, Deadline: 31 May 2018

1 – 12 June 2018

First Round Assessment

13 June 2018 (Wed)

Notification of shortlisted finalists

July 2018 – TBC

Computational Thinking Summer Camp (A)
Computational Thinking Summer Camp (B)

  • Finalists can join a Computational Thinking Summer Day Camp free of charge
14 September 2018 (Fri)

Deadline for Entries Submission

6 October 2018 (Sat) AM


6 October 2018 (Sat) PM

Grand Final and Awards Presentation Ceremony

* Details of the Information Session cum Teacher Workshop

Date 14th March 2018 (Wed)
Time Information Session (14:45-16:00) Teacher Workshop (16:00-18:00)
VenueSchool Hall (Information Session), and Computer Room (Teacher Workshop), Baptist Rainbow Primary School 

Rules of the Competition

  1. Participating schools and teams must attempt with their best effort in the competition.
  2. Each team can submit only one solution for the competition.
  3. The App must be developed by members of the team using Scratch or App Inventor and operated properly. If participating team choose to join Scratch Category, please kindly note that only MIT Scratch (online version) can be used. Other version will not be accepted.
  4. All entries must be originally created by the students and have not been previously published or submitted in any prior competitions.
  5. Finalists must demonstrate their entries onsite at the competition venue.
  6. Each team will only be allowed to change one team member once, and must notify the Organisers in advance.
  7. Participating teams should not disturb other participants.
  8. Damage to any facilities is not allowed.
  9. Food and Drinks are prohibited in the competition venue.
  10. Illegal and improper behaviour is prohibited.
  11. Team may be disqualified if found to have violated the above regulations.
  12. The Organisers reserve the rights to make final decision.

Registration and Other Information

Training and Competition Support

An information session and a teacher workshop will be held to encourage and support students’ participation. The information session will cover topics like: What is Computational Thinking and How to Prepare for the Competition. The workshops will introduce how to develop solution with Scratch and App Inventor.


Interested students can register online through your school teacher on or before 4 May 2018 (Friday).


  1. Copyrights of the ideas/Apps are owned by the participants themselves.
  2. The Organisers reserve the right to amend, extend and interpret the competition guideline and rules without prior notice.
  3. The Organisers reserve the rights to exhibit students’ ideas/Apps.


Tel: 2966 7404



Frequently Asked Questions

Q: Can the participating teams be formed by students from different grades (e.g. One P.6 students with Two P.4 students)?
A: Yes, as long as the team members are students from P.4 – P.6 in the academic year of 2017-2018, they would be eligible.

Q: If the team’s P.6 students enter the Final but have already graduated, can they still participate in the Final?
A: Yes, they can still represent their alma mater and attend the Final on 6 October 2018.

Q: Can the video be submitted via YouTube, Vimeo or even mailed in a USB drive?
A: No, the video must be submitted via the official online platform, the format of the video should be mp4 and not greater than 300MB in file size.

Q: Are teams needed to present the same thing they did at the Final if they enter the Grand Final in which the Final and Grand Final will take place on the same day?
A: Yes. And if the team feels that they have much to improve after the Final, they might well demonstrate an improvement in the Grand Final.

Q: Would the Organisers be providing any support to the shortlisted teams entering the Final?
A: The Organisers would provide a 5-day Computational Thinking Summer Camp for the finalists, allowing the teams to get along with each other and exchange, as well as deepen their understanding of computational thinking and coding.

Q: Are English and Putonghua also permitted to be spoken during the competition, aside Cantonese?
A: Yes.

Q: Where may I find the submission form and the parents’ consent form?
A: Registration will start from 14 March 2018. For each team, you are required to provide the names and classes of the three students, contact information of the teacher-in-charge, and create a username and password. After completing the registration, you may login and download the relevant forms on the website. Please kindly upload the video, parents’ consent forms and submission form on or before 31 May 2018.

Q: Is there a definition with regard to “Daily Life Problems”?
A: No, there isn’t a strict definition. Daily life problems can range from home, school and community. The participating teams may think from the perspectives of parents, students, teachers, persons with disability, pets and even general end-users, trying to imagine what kind of “Daily Life Problems” they are encountering. Please click here for an example.

Q: During the First Round, would the Assessors be assessing the film editing skill or shooting technique employed?
A: No, film editing skill and shooting technique would not be assessed during the First Round. The 3-minute video aims at describing a daily life problem and the solution using computational thinking and coding technique.

Q: Are the developed Apps allowed to connect with external devices or sensors, e.g. mBot, Arduino, METAS?
A: The organiser has no objection to connecting external devices to the developed Apps, but please kindly note that if your team choose to participate in Scratch Category, only MIT Scratch (online version) can be used. Other version will not be accepted.

Created & Funded By

HKJC Club Charities Trust Logo

Co-created By

EDU Logo
city u logo