
December 2024
Experiental Learning and Sustainable Development Goal 10
Experiential Learning

SDG10: Reduced Inequalities
Reducing inequalities and ensuring no one is left behind are integral to achieving the Sustainable Development Goals.
Inequality within and among countries is a persistent cause for concern. Despite some positive signs toward reducing inequality in some dimensions, such as reducing relative income inequality in some countries and preferential trade status benefiting lower-income countries, inequality still persists.
Inequalities are deepening for vulnerable populations in countries
with weaker health systems and those facing existing humanitarian
crises. Refugees and migrants, as well as indigenous peoples, older
persons, people with disabilities and children are particularly at risk
of being left behind. And hate speech targeting vulnerable groups is
rising.
An Experiential Learning activity
Tools, games and apps to help disabled people
STEP 1 – Introduction:In the plenary session, students watch the video "GLOBAL GOALS KIDS' SHOW - Goal 10" on Youtube to learn about disabilities and the rights of handicapped people.
Video link: https://youtu.be/mTVGSpPWNSk?si=N0K_bg1GhNoBXvxs
Optional activities:
• Have students put on blindfolds and try to navigate a simple task (e.g., walking around obstacles).
•
Play a short video and ask them to watch it without sound or with
captions to see how it feels for someone who can't hear well.
• Demonstrate screen readers for the visually impaired
• Show speech-to-text apps for people who have trouble hearing.
STEP 2 – Create your Own Tool: If the partner school owns robotic kits (micro:bit, Arduino,…), students in teams can create a simple digital tool that could help someone with a disability. If the school does not have robotic kits, students can design and create a tool, or a game using recyclable materials and describe its function. The students can also use Pictoblox and create an app with the integrated AI tools (Face and Gesture recognition).
STEP 3 – Presenting the ideas: All the teams "hang" to the shared Padlet below a photo or video of their tool – game and describe their function. Teams from partner schools can comment, give positive feedback, and ask questions about the tools.

Learning Goals
To realize that technology can improve accessibility and inclusivity for all.


