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Lasse Leponiemi

Chairman, The HundrED Foundation
first.last@hundred.org

Raising STEEM

place South Africa

Game-based STEEM learning for low-resource schools

Raising STEEM helps learners in under-resourced schools engage more deeply with Science, Technology, English, Engineering and Maths through a curriculum-aligned, soccer-inspired learning game, facilitator support and structured peer play. Educators helped identify the topics learners most needed, making learning familiar, social and grounded in real classroom needs.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated April 2026
Web presence

2025

Established

1

Countries
Students upper
Target group
Through Raising STEEM, we hope to see an education system where more learners experience STEEM as something they can enter with confidence, not fear. In South Africa, too much attention is often placed on final outcomes in Grade 12, when many barriers to participation have already taken root. We want to help shift the focus earlier in the FET phase, using structured play, educator-informed content and peer learning to build engagement, confidence and stronger learning habits over time. We also hope to show that meaningful innovation in education does not always require constant connectivity or expensive technology. It can be built through practical, scalable models that respond to real classroom conditions and make learning more social, accessible and relevant.

About the innovation

Why did you create this innovation?

Raising STEEM was created in response to a simple challenge: while much of the education system in South Africa focuses heavily on Grade 12 results, meaningful improvement in the FET phase has to begin earlier. By Grade 12, many learning gaps, confidence barriers and patterns of disengagement are already difficult to reverse. We saw a need for an approach that could support learners from the start of the phase, beginning in Grade 10.

We also recognised that many under-resourced schools cannot rely on constant internet access, personal devices or high-tech classroom infrastructure. At the same time, learners often respond better when learning is social, familiar and participatory rather than purely formal or passive. Raising STEEM was therefore designed as a game-based learning model that uses structured play, facilitator support and curriculum-aligned tools to help learners engage more actively with Science, Technology, English, Engineering and Maths. The long-term goal is for the model to grow with learners through Grades 11 and 12.

What does your innovation look like in practice?

In practice, Raising STEEM is delivered as a structured, game-based learning model for the FET phase, beginning with Grade 10. It uses curriculum-aligned learning tools, including the soccer-inspired revision game Var Zone, to turn subject revision into active, social participation. Learners engage in facilitated sessions through classroom or club-based play, where they work through educator-informed topics, answer questions, discuss ideas and build confidence through peer interaction. The soccer theme helps make the experience familiar and accessible, especially for learners who may feel intimidated by formal academic revision.

The model was designed for under-resourced school contexts, so it does not depend on constant internet access or personal devices. Instead, it combines offline game materials, facilitator support and structured peer learning. Educators helped identify the topics learners most needed, grounding the approach in real classroom needs. Early evidence from the pilot includes strong learner participation, positive educator and facilitator feedback, and signs of increased engagement and confidence during sessions. The model uses original game-based methods and can be supported by digital tools where useful, but its core strength is that it works in real school environments with uneven access to technology.

How has it been spreading?

Raising STEEM is in an early growth stage, with initial implementation focused on a pilot among Grade 10 learners in under-resourced schools in Hammarsdale, South Africa. The model has spread through facilitated, school-based delivery rather than open mass rollout, allowing us to test how structured play, educator input and curriculum-aligned tools work in FET-phase contexts. Var Zone has been used as a core learning tool within the model, supported by educators and field coaches.

Key achievements so far include successfully piloting the model in school environments, developing an approach that works without constant internet access or personal devices, and generating early learner, educator and facilitator engagement around game-based revision. The pilot has helped us refine the role of familiar themes, peer interaction and guided facilitation in improving participation.

As we strengthen the model, we are engaging funders to continue implementation in the schools reached. We have also received interest from an SEM working with 10 high schools, signalling potential for wider rollout once funding and implementation support are in place. Over the next 2–3 years, our goal is to expand Raising STEEM across the FET phase, starting with Grade 10 and growing into Grades 11 and 12, ideally supporting the same learner cohort over time.

How have you modified or added to your innovation?

Since its earlier development, Raising STEEM has been refined into a more focused FET-phase learning model, with initial implementation beginning in Grade 10. We sharpened the approach in response to a key insight from South African schooling: while much attention is placed on Grade 12 results, meaningful support needs to begin earlier in the phase. This helped us move from a broader engagement concept to a clearer progression model that can grow from Grade 10 into Grades 11 and 12 over time.

We also strengthened the design of the innovation by grounding it more deliberately in real school conditions. Rather than depending on constant internet access or personal devices, the model now places stronger emphasis on structured offline play, facilitator support and peer interaction. Var Zone was developed as a soccer-inspired revision game within the model, using a familiar theme to lower the barrier to entry and increase participation. Educators also helped identify the topics learners most needed, which made the content more responsive to classroom realities.

In addition, we have placed greater emphasis on monitoring, reflection and implementation support so that the model can be improved through practice and adapted for wider rollout.

If I want to try it, what should I do?

Contact Mind Blown League to discuss your school or community context, learner needs and target grade. We then align the model, prepare facilitators or educators, and plan a guided pilot using our game-based learning tools. The pilot helps test, adapt and strengthen the model before wider rollout. Email: nireshnee@mindblownleague.com

Implementation steps

Identify the learner group and focus area
Select the FET-phase learner group you want to start with, beginning with Grade 10 if possible. Confirm the subject focus, school context and learner needs with educators or school leadership. This helps ensure the pilot is relevant to the curriculum, appropriate to the learners’ level and grounded in real classroom priorities.
Align the content with educator input
Work with educators to identify the topics learners most need support with. Choose or adapt the relevant Raising STEEM game-based tools, such as Var Zone, so that the content matches classroom realities. This step ensures the learning experience is curriculum-aligned, targeted and more likely to support participation and revision.
Prepare facilitators and materials
Prepare the people leading the sessions, whether they are teachers, coaches or facilitators, and make sure they understand the purpose, rules and flow of the activity. Gather the offline materials needed for play and decide how learners will be grouped. The aim is to create a structured, welcoming environment before the first session begins.
Run a guided pilot session
Introduce the game-based activity in a facilitated session where learners play, respond to questions, discuss answers and engage with the selected content through structured peer interaction. Use familiar themes and clear instructions to reduce intimidation and encourage active participation. Start small and focus on making the first session easy to enter.
Reflect, refine and plan the next round
After the session, gather feedback from learners, educators and facilitators on participation, confidence, topic difficulty and overall engagement. Use these insights to improve the materials, pacing and facilitation approach. This helps strengthen the model before repeating it, expanding it to more learners or rolling it out more widely.