“CoolThink@JC Competition 2018”
was successfully held, the result is as follows:

Awards School Name Team Name Application Name Student Name Student Name Student Name
Champion (Scratch) Marymount Primary School AppStar 老友記~腦有記憶 Wong Meghan Lo Jing Yan Bianca Lee Audrey
First Runner-Up (Scratch) Shanghai Alumni Primary School SAPS Creative Group 冷氣滴水警報器 Chan Siu Fung Man Ho Fung Chan Tsz Wai
Second Runner-Up (Scratch) King’s College Old Boys’ Association Primary School No. 2 英二C 隊 玩老還童 Cheung Cheuk Him Chiu Wing Hei Chan Ming Yan Chelsea
Merit (Scratch) Dr Catherine F Woo Memorial School 一胡小特使 學習好幫手MC Law Wilson Shek Tak Chi Yip Ming Tung
Champion (App Inventor) King’s College Old Boys’ Association Primary School No. 2 英二B 隊 補錶 Ho Kwun Chung Law Ching Nam Min Yi Hang Ashley
First Runner-Up (App Inventor) Marymount Primary School ABC Baby Boss App Charlotte Tsang Adeline Lee Beatrice Lee
Second Runner-Up (App Inventor) King’s College Old Boys’ Association Primary School No. 2 英二A 隊 童玩時光 Yuen Tin Fu Da Roza Ricardo Antonio Ernesto Lok Sze Chai
Merit (App Inventor) Ying Wa Primary School 默書好幫手 自我默書 Poon Tsz Ming Ng Chun Wo Yeung Tin Shing Jeffrey
The Most Creative and Innovative Award Marymount Primary School AppStar 老友記~腦有記憶 Wong Meghan Lo Jing Yan Bianca Lee Audrey
The Best Functionality and Design Award King’s College Old Boys’ Association Primary School No. 2 英二A 隊 童玩時光 Yuen Tin Fu Da Roza Ricardo Antonio Ernesto Lok Sze Chai
The Best Coding Technique Award Ying Wa Primary School 默書好幫手 自我默書 Poon Tsz Ming Ng Chun Wo Yeung Tin Shing Jeffrey
The Best Use of Technology Award Ho Lap Primary School
(Sponsored by Sik Sik Yuen)
可立小學組 電子課室日誌 Yip Kwan Lam Tse Tim Hei Cheng Ming Hei
The Best Team Collaboration Award King’s College Old Boys’ Association Primary School No. 2 英二B 隊 補錶 Ho Kwun Chung Law Ching Nam Min Yi Hang Ashley
The Best Team Collaboration Award Taoist Ching Chung Primary School (Wu King Estate) TCCPSWKE 舒壓寶 Chan Kelvin Chau Kam Ying Chan Issac
The Best Team Collaboration Award Marymount Primary School AppStar 老友記~腦有記憶 Wong Meghan Lo Jing Yan Bianca Lee Audrey
The Best Team Collaboration Award T.W.G.H’s Tang Shiu Kin Primary School 理好堅(tskps1) 理好堅 Cheng Hung Kwan Guan Junxi Lu Kai Shing
The Most Popular Award Marymount Primary School QEC App 博士 理財智叻星 Au Cheuk Yi Queena Ho Cheng Yu Ting

About CoolThink@JC

CoolThink@JC is created and funded by The Hong Kong Jockey Club Charities Trust, and co-created by The Education University of Hong Kong, Massachusetts Institute of Technology, and City University of Hong Kong. CoolThink@JC aims at inspiring students to apply digital creativity in their daily lives and preparing them to tackle future challenges in any fields.  Promoting computational thinking education can empower students to move beyond mere technology consumption and into problem-solving, creation and innovation.  This 4-year initiative will train 100 teachers for the benefit of 16,500 upper primary students at 32 schools.  Insights and curricular materials from this initiative will be shared openly with educators across the territory. Click here for more details.

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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.

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– 19 June 2018

Notification of shortlisted finalists

July 2018

Computational Thinking Summer Camp (App Inventor)
19-22 July 2018

Computational Thinking Summer Camp (Scratch)
26-29 July 2018

  • 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

Final

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.

 Eligibility, Format and Judging Criteria

Eligibility

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.

Final

  • 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.

Awards

Each team member will receive:

Champion (Scratch)

  • Smart Robot Albert sponsored by Smart Robot Coding School
  • Ocean Park Admission Ticket x2 sponsored by Ocean Park
  • Meet DIMM™
    Model Pack with sensor/input/output sponsored by ETC Educational Technology Connection
  • The Mover Kit sponsored by ETC Educational Technology Connection
  • Oxford Read & Discover (set of 3) sponsored by Oxford University Press (China) Ltd.

First Runner-Up (Scratch)

  • Xbox One S 1TB with Bundle sponsored by Microsoft
  • Ocean Park Admission Ticket x2 sponsored by Ocean Park
  • Scottie Go! Edu Version sponsored by Big Dipper Studio
  • Oxford Read & Discover (set of 3) sponsored by Oxford University Press (China) Ltd.

Second Runner-Up (Scratch)

  • Neeuro Senzeband sensors sponsored by Big Dipper Studio
  • Mechanical Set 3 in 1 sponsored by MuseLab
  • Book Coupon sponsored by Automated Systems (H.K.) Limited

Merit (Scratch)

  • Wifi loT Shield sponsored by MuseLab
  • Mechanical Set 3 in 1 sponsored by MuseLab
  • 3D-printed Glow Orb sponsored by MIT HK Innovation Node

Champion (App Inventor)

  • Lenovo Tab 4 10 Plus WiFi sponsored by Lenovo
  • Ocean Park Admission Ticket x2 sponsored by Ocean Park
  • Binary’s UFO sponsored by ETC Educational Technology Connection
  • Electronic Dartboard sponsored by Hewlett Packard Enterprise
  • Oxford Read & Discover (set of 3) sponsored by Oxford University Press (China) Ltd.

First Runner-Up (App Inventor)

  • Xbox One S 1TB with Bundle sponsored by Microsoft
  • Ocean Park Admission Ticket x2 sponsored by Ocean Park
  • Scottie Go! Edu Version sponsored by Big Dipper Studio
  • Oxford Read & Discover (set of 3) sponsored by Oxford University Press (China) Ltd.

Second Runner-Up (App Inventor)

  • Bluetooth Headset sponsored by JOS
  • Mechanical Set 3 in 1 sponsored by MuseLab
  • Book Coupon sponsored sponsored by Automated Systems (H.K.) Limited

Merit (App Inventor)

  • Wifi lot Shield sponsored by MuseLab
  • Mechanical Set 3 in 1 sponsored by MuseLab
  • 3D-printed Glow Orb sponsored by MIT HK Innovation Node

The Most Creative and Innovative Award

  • Alpha 2 sponsored by NetDragon

The Best Functionality and Design Award

  • Makeblock Codeybot sponsored by Everbest
  • CodeMonkey Coding Program for Students

The Best Coding Technique Award

  • Smart Racing Car thematic STEM booklets with Hardware sponsored by Marshall Cavendish Education
  • CodeMonkey Coding Program for Students

The Best Use of Technology Award

  • Introduction to STEM 1 sponsored by ETC Educational Technology Connection
  • Mechanical Set 3 in 1 sponsored by MuseLab
  • Book Coupon sponsored sponsored by MyID

The Best Team Collaboration Award (4 in total)

  • Ocean Park Admission Ticket x2 sponsored by Ocean Park

The Most Popular Award

  • Awesome: Siggy with Maria Doll sponsored by ETC Educational Technology Connection
  • Gigo Set sponsored by HKT Education

School of Champion, First and Second Runners-up awards, and The Most Creative and Innovative Award will receive:

Champion (Scratch)

  • CodeMonkey Coding Program Teacher Resources with 20 Student Accounts
  • Trophy

First Runner-Up (Scratch)

  • Stream Notebook sponsored by HP
  • Trophy

Second Runner-Up (Scratch)

  • DocuPrint P235db sponsored by Xerox
  • Trophy

Merit (Scratch)

  • Robobloq Q-Scout Robot Kit sponsored by Welfare Electronic Component Ltd.

Champion (App Inventor)

  • CodeMonkey Coding Program Teacher Resources with 20 Student Accounts
  • Trophy

First Runner-Up (App Inventor)

  • Minecraft for Education x 100 sponsored by Microsoft
  • Trophy

Second Runner-Up (App Inventor)

  • Robobloq Qoopers 6-in-1 Transformable Robot Kit sponsored by Welfare Electronic Component Ltd.
  • Trophy

Merit (App Inventor)

  • Sprocket Printer sponsored by HP

The Most Creative and Innovative Award

  • Coding Galaxy School License(1 year) including teaching materials (e-copy, Chinese and English version) and unplugged teaching aid boxset for 40 players sponsored by NetDragon

  • 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.

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.

Registration

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

Others

  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.

Enquiry

Tel: 2966 7404

Email: coolthink@hkjc.org.hk

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.

Media Coverage

Created & Funded By

HKJC Club Charities Trust Logo

Co-created By

EDU Logo
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city u logo

Co-organisers

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Supporting Organisations

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Sponsors

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Muselab
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