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MOST
INSPIRING
LEADER

MOHD FARUZE BIN IBERAHIM
BTPN Johor

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MOST
INFLUENTIAL
ADVOCATE

MOHAMAD JALIL BIN MOHAMAD YUNUS
SMK Jalan Empat, Selangor

MOST
EXCEPTIONAL
EDUCATOR

KAMARIAH BINTI AWANG
SK Gong Balai, Terengganu

GAMECHANGER
IN EDUTECH

MOHD FADZLI BIN ISHAK
SK Taman Bukit Indah, Johor

 
 
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AHMAD YANI BIN GHAZALI
PPD Langkawi, Kedah

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HAZIM SYAHMI BIN SAJALI
SK Seri Tasek, Pulau Pinang

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NORAYA ELYA BINTI MOHAMAD
BTP Negeri Sembilan

MOHD SYAZRIE BIN ROMLI
SMK Air Molek, Melaka

 

 

Who is a Gamechanger?

A Gamechanger is someone who has: 

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CREATIVE WAYS OF SOLVING EDUCATION PROBLEMS

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IDEAS & APPROACH POSITIVELY IMPACTS EDUCATION

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INNOVATE USE OF TECHNOLOGY IN TEACHING & LEARNING

There are Gamechangers in every School, Classroom and Community.

 

Here are this year’s awards categories:

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MOST INSPIRING LEADER

An individual who has:

  • A longstanding involvement with different levels of the Education system

  • Various contributions to Education at regional and global levels

  • Mentored & encouraged the use of technology & Frog all levels

MOST EXCEPTIONAL
EDUCATOR

An individual who has:

  • Demonstrated innovative educational practices using Frog + tech tools in the classroom and community

  • Teaching materials which focus on 21st century education practices and has been used in FrogMaker content

  • Influenced other teachers to share and create content via Community Quizzes and FrogBoost

MOST INFLUENTIAL
ADVOCATE

An individual who has:

  • Dedicated themselves to training, disseminating and fostering Hubs Modules among teachers and schools

  • Demonstrated leadership organising and managing Hubs activities across schools and communities

  • Made grassroots efforts to raise the bar in 21st century education

  • Content contribution in making ready-to-use material accessible to all.

GAMECHANGER
IN EDUTECH

An individual who has:

  • Set a digital trend in their classroom, school or community

  • Showcased the use of Frog + digital tools among students, teachers, schools and communities

  • Provided teaching and learning solutions using digital tools to solve a specific problem in their classroom or school