Inspiration
EduKonic was inspired by my personal experience as a student. I remember sitting in school computer labs answering lengthy questionnaires about emotions, bullying, relationships, and decision-making. I often wondered whether selecting an answer truly reflected what students understood or how they would behave in real-life situations.
As someone with a bachelor's degree in Computer Science, currently pursuing a master's in Management Information Systems, and a passion for youth education through my company CreatoEdu, I wanted to bridge the gap between technology and human connection.
What if we stopped only asking children what they would do and gave them opportunities to practice those choices together?
That question became EduKonic.
What it does
EduKonic is an interactive, mission-based social-emotional learning (SEL) platform designed for Pre-K through 5th-grade classrooms.
Instead of relying solely on individual questionnaires, EduKonic introduces classroom scenarios involving empathy, teamwork, bullying prevention, communication, and decision-making.
Students can choose to help or observe while teachers facilitate peer role-playing activities and guided discussions. For sensitive situations, Decision Mode allows teachers to lead conversations and reflections without requiring students to act out potentially distressing scenarios.
Teachers can also document classroom observations to better understand participation, communication, and collaboration.
Our proposed 30-day experience focuses on building classroom connection without labeling students or ranking their behavior.
How we built it
I developed EduKonic as a solo hackathon project using HTML5, CSS3, JavaScript, React 18, and HTM.
I designed the interface and interactive user experience around two perspectives: teachers facilitating activities and students participating in classroom missions.
The prototype includes interactive scenarios, student participation choices, role selection, teacher observations, and sample classroom insights. Browser localStorage is used to save demonstration observations.
I used AI-assisted development tools to help implement and refine the application while directing its educational concept, features, and design.
The project is hosted using GitHub Pages, with its source code and documentation available on GitHub.
Challenges we ran into
My biggest challenge was turning a complex educational concept into a functional prototype within the hackathon timeframe.
I had to consider how children with different personalities and comfort levels could participate without feeling pressured. I also needed to distinguish between everyday classroom situations suitable for role-playing and sensitive topics better suited for guided discussion.
Another challenge was translating my vision for a connected 30-day classroom experience into a browser-based demonstration. The current prototype simulates classroom participation rather than synchronizing multiple devices.
Working independently meant balancing development, interface design, educational planning, testing, and presentation preparation.
Accomplishments that we're proud of
I'm proud that I transformed a personal experience and an educational concern into a working interactive prototype during HackLanta 2026.
As a solo participant, I developed the application's concept, user experience, classroom missions, observation features, and presentation.
One of my proudest accomplishments was designing EduKonic around inclusion. Students have opportunities to participate or observe, recognizing that meaningful classroom engagement does not look the same for everyone.
I also successfully published EduKonic through GitHub Pages, making the prototype accessible through a web browser.
What we learned
This experience strengthened my understanding of how software development, user experience, educational design, and social impact intersect.
I learned that creating technology for children requires thinking beyond functionality. It also means considering accessibility, emotional comfort, student privacy, teacher responsibilities, and the classroom environment.
I also gained experience translating an idea into technical requirements, using AI-assisted development responsibly, and communicating a product's purpose to different audiences.
Most importantly, I learned that educational technology does not always need to increase screen time. It can encourage students to look away from their screens and connect with the people around them.
What's next for EduKonic
My next goal is to expand EduKonic from a single-device prototype into a connected classroom platform where teachers and students can participate from separate devices.
Future development includes secure classroom sessions, age-appropriate scenario libraries, an expanded 30-day curriculum, private teacher dashboards, and stronger accessibility and privacy safeguards.
I also hope to col
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