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2023 Technovation Girls Finalists and Regional Winners

Over 7,000 girls from 61 countries built 2,000 mobile apps this season. Meet the 2023 Finalists and Regional Winners.

This season, 7,000+ girls from 61 countries developed 2,000 mobile apps to solve community problems. That’s 2,000 ways that the world got a little better this year. Teams addressed problems like domestic violence, air pollution, education access, accessibility, water quality, poverty and so much more.

With the help of mentors and local ambassadors, these girls have made enormous progress in their communities as well as their own journeys as innovators and leaders. Today we are proud to introduce you to the 2023 Technovation Girls finalists, regional winners, special award winners, and alumnae changemakers.

We are so proud of every person who participated in the program this year. We are also especially grateful to the Judge Advisors who took the time to review 11 or more submissions this year, providing thoughtful feedback and advice to each team.

Meet the 2023 Technovation Girls Regional Winners

Get to know the teams who earned the award of Regional Winners this year!

Beginner Division Regional Winners

Beginner Regional Winner: Africa
Dream Awaken, by team Tausi

Kenya

“Child labour is work that is mentally and physically harmful to children and interferes with their schooling. Lamu County is rich in minerals like coral stones. Mining them involves digging deep trenches. During our market research in school, we discovered that more than 30 students worked in a quarry and were rescued. Our application helps report cases of child labour to local authorities. It is a mobile app where one can take a picture of the children working in the quarry and upload relevant details. We also hope to put articles that tell our community about the importance of education.”

Beginner Regional Winner: Asia
Elder Helper, by team SGA Technovational Girls

China

“”Elder Helper” can help young people pay more attention to the elderly. It also helps establish a relationship between the elderly and their guardians, as the elderly can feel the warmth of their guardians’ love.
Our app is easy to operate for the elderly, and it can provide specific location information to guardians. Therefore, using our application to protect the safety of the elderly is a good choice.”

Beginner Regional Winner: Europe
Graca. Recycling is everyone’s job, by team SUPERRRGIRLSSS

Spain

“Rubbish in our oceans, rivers full of waste, cities whose air is unbreathable? There are plenty of reasons to recycle!

Recycling is one of the simplest and most rewarding daily activities we can do.

That is why we have developed an Artificial Intelligence model to help us take care of our planet. GRACA tells us how to recycle in the right way, using the right containers. It indicates to the user which container is the ideal one to deposit each type of waste. It identifies the waste by means of images and tells the user which bin is the right one.”

Beginner Regional Winner: Latin America
Apoyo lector, by team THE FREAKS 

Chile

“Our project consists of a reading app that encourages children to read with games, also there is a story section and a special part to learn to read.

The app is aimed at children from 5 years and older, it’s for a younger audience and doesn’t have much complexity. It is related to the SDG of quality education more specifically reader impulse.

Our idea to create this app arose because we shared our problems that we have in our schools or families and it occurred to us to create an application that had to do with reading.”

Watch the team's video

Beginner Regional Winner: North America
Super Scholar, by team The Brainy Bunch 

Canada

“Our app includes many features like worksheets, games, stories, chatbot, and a feedback form for suggestions to improve our app. One of our features is worksheets they are for grade 1-4 in math, social studies, language arts, and science. Our app also has games to engage children while they are learning. Next, we have stories with morals so children can learn about lessons in life. We also have a chatbot to assist children if they need help in a subject. Finally, we included a feedback form, so our users can provide feedback for our app with suggestions and improvements.”

Watch the team's video

Junior Division Regional Winners

Junior Regional Winner: Africa
Give, by Giving Girls

Cameroon

“Give is an app to donate and receive clothes. Give is targeted towards parents with young kids who quickly outgrow their clothes and can’t afford to regularly purchase new clothes.”

Junior Regional Winner: Asia
PlatePal, by team Code Cohorts

Indonesia

“PlatePal is an app that aims to reduce food waste in households. PlatePal allows users to input their food items and expiration date and receive reminders when items are approaching their expiration dates. PlatePal also offers recipes based on ingredients they already have or users can select or input specific ingredients they want to use and upload their own recipes. A shopping list page is also provided so users can plan their grocery shopping trips and avoid buying unnecessary items. Overall, PlatePal would help users reduce food waste and save money by better utilizing the food they already have.”

Junior Regional Winner: Europe
Smart light, by team TSFE-Technical support for earth

Georgia

“The purpose of “SMART LIGHT” is to solve the problem of efficient consumption of electric energy in the highland region. The electronic device and application created by us allows the user to control the state of the lamps at home. If the user has left the lamps on, the application reports the power consumption and sends a message.
The project is important for our region, because the population does not pay electricity bills, and the ability to save resources is very low. You will often see lamps lit during the day in yards or house.”

Junior Regional Winner: Latin America
MigraCT, by team La-hazaña

Chile

“The ODS chosen is the End of poverty. We realized that this is a broad and difficult problem to solve with an app, This is why we chose to try to avoid poverty. We investigated the facts that could produce it, so 17% of foreigners in Chile are poor and 7.9% are in a state of extreme vulnerability.

The 55.8% of our surveyed people indicated that misinformation is one of the factors that could produce a bad economic situation. This is why the app informs migrants what they may need when migrating.”

Junior Regional Winner: North America
MyChoiceHousing, by team STEM Girls!!!

United States

“Millions of women throughout the United States have been affected by the overturning of Roe v Wade. Some women seeking abortions have turned to clinics out of state, but others who don’t have the ability or resources have no other option than to deliver their baby. This puts their health at risk by either not supporting the baby or seeking an abortion illegally. Our app aims to support women who are trying to find housing out of state, providing them with the resources they need to support themselves while undergoing the abortion process.”

Watch the team's video

Senior Division Regional Winners

Senior Regional Winner: Africa
GO FIND ME, by team SAVVY Girls

Nigeria

“GO FIND ME is a mobile app designed to improve safety across Nigeria. The app offers a range of features, including missing persons profile upload, and a track me feature for families. Also, one key feature of the app is its ability for users to communicate in a provided community to give up-to-date information on high-risk areas, allowing them to avoid such areas or take necessary precautions. Additionally, the app has an SOS button feature that instantly sends alerts to emergency contacts in case of an emergency. The app is designed to improve safety for individuals and communities in Nigeria.”

Senior Regional Winner: Asia
Aboat Time, by team Aboat Time

India

“We aim to combat the lack of real time monitoring of water quality by making data about water quality of lakes more accessible.
After observing a positive correlation between the total number of bird species at a lake and its water quality, we created a mobile app that records audio, uploads it to the server and returns the number of bird species detected using bird song analysis. Based on the number of bird species detected, we use the correlation to calculate the health of the lake. This approach is cheaper, time efficient and eliminates the need for water sampling and testing.”

Watch the team's video

Senior Regional Winner: Europe
GPS(Global Pollution System), by team SNK-Tech

Turkey

“Pollution affects people worldwide resulting in nearly 9.000.000 deaths each year. Our country, Türkiye is known for having a high pollution level. After the earthquakes occurred in Türkiye recently, asbestos was released from collapsed buildings. Asbestos causes health risks like mesothelioma, lung cancer, and asbestosis. Since our people are being affected by pollution, we made a portable pollution measurement device that can be placed anywhere around the cities. It’s supported by AI and powered by solar energy. It eliminates the inadequacies of existing systems that measure pollution. It transfers the data to a map to keep track of where’s polluted.”

Senior Regional Winner: Latin America
CaliAqua, by team Las Aquarellas 

Chile

“Is your tap water colorless, odorless and tasteless? It’s estimated that 1 per 3 people in the world do not have access to safe drinking water. They resort to contaminated sources that can cause diseases and even death. Some causes are contamination and water scarcity. But… will water be a privilege instead of a human right?
We’ll offer a plan to certify water distributors, but CaliAqua app seeks to help resolve the antecedents through citizen science by reporting alterations in water bodies, so users can obtain discounts on their next drinking water purchase in the app.”

Senior Regional Winner: North America
Beat Speech, by team Newton 

United States

“Beat Speech is an interactive game that supports the development of speech through music therapy, a relatively new therapeutic approach for the treatment of speech difficulties. Music, like speech, involves listening, perception, processing, and memorizing sounds and musical structures. In the Beat Speech, children are played a series of drum beats and asked to repeat their rhythm on a simulated drum. Points are scored by successfully repeating as many beats as possible within a time limit chosen by the user. By exposing kids to rhythmic patterns, we hope to strengthen skills that facilitate speech.”

Finalists

Meet the 15 Finalist teams (Beginner Division, Junior Division, Senior Division) who will be advancing to the final round of judging!

Beginner Finalist Teams

credABLE, by Team NiVia 
Nigeria

“Nigeria has a history of election related violence. Some of the dangers include voter intimidation, suppression, violence, ethnic and religious tensions and weak electoral institutions and fraud.

Efidi Jennifer was recently attacked by thugs at a polling unit while performing her civic right as a citizen of Nigeria. She is one of many injured during elections in Nigeria.

To reduce the violence and fund mismanagement, our team came up with an electronic way of voting by creating an app called credABLE. The app will provide a secure and transparent electoral process accessible to all Nigerians in the comfort of their homes.”

Watch the team's video

LC-Care (Lung Cancer Care) by AI Health Crusaders
India

“Lung Cancer found at an earlier stage, is more likely to be treated successfully. Many people mistaken lung cancer symptoms for other problems which may delay the diagnosis.
This cancer is the leading and commonest cause of cancer.
Thus, I have chosen the UNSDG Goal 3 – Good Health and Wellbeing and designed an AI app, LC-Care, that not only recognizes your potential risk of getting Lung Cancer but also suggests food, exercises and contacts to doctors and hospitals in case you are at a risk. I hope my project helps my community!”

Watch the team's video

Alzheimers’Life by team AlkevTechnoGirls
Turkey

“Alzheimer’s disease is seen in 3-11% of people over the age of 65. Studies show that the disease doubles every five years at the age of 65-85 years. The fact that the relatives of the patients don’t have enough information about the disease increases the symptoms of the patients. With the Alzheimers’Life application, it provides support to patients’ relatives with features such as informing, raising awareness, safe location information, accessing up-to-date information, finding an emergency companion, tracking food and medicine. For this reason, it aims to facilitate the life of patients and prevent the worsening of the disease.”

Watch the team's video

Huellas, by team Neurona
Mexico

“¡Hello!
We are Daniela and Mika of team Neurona. According to the INEGI, currently there are 27 million dogs and cats in México, of which 70% live abandoned.
To solve this problem, we developed Huellas, an app that connects shelters and rescuers to adopt and/ or give up for adoption street dogs and cats.
Serve as a platform to educate users on issues of vaccination, sterilization and animal abuse.
Sponsor rescued dogs and cats that need financial help, in kind or as a bridge home.
Have data from civil associations so that the user can donate to them from their electronic banking.”

Watch the team's video

Enviro, by H2Awesome 
United States

“Enviro is an app that educates people about purchasing decisions by offering a barcode scanner that can detect whether or not a product has microplastics. Also, Enviro offers a fun game where the user can practice identifying microplastics in the ingredient list and then they collect coins to purchase cute accessories for their pet turtle.”

Watch the team's video

Junior Finalist Teams

Usafiri App, by team Njiwa
Kenya

“Lamu County has seen the highest marine deaths in the entire Coast area. The report also shows that more than 50% of the total marine deaths in Kenya are from Lamu County alone. In 2021, There have been 166 survivors of marine incidents.

Our application detects high tides in the ocean and sends alerts to fishermen when a high tide is approaching. It also provides instructional videos and articles where fishermen can learn about safety while fishing. This prevents fishermen from going to the ocean while the tide is still strong and helps fishermen learn how to practice safety while fishing.”

Watch the team's video

Quake It Off, by team The Unstoppable Tech Girl
India

“Because of an earthquake, millions of people suffer. Property is wrecked. Whole nations can be destroyed. Just because of a lack of preparedness, knowledge, and evacuation plans. But what if we had hours or days of warning? And all the resources for learning about earthquakes, earthquakes around us, and expert AI route recommendation for evacuation, was at our fingertips? That’s what Quake It Off does. Quake It Off is a Machine Learning and Artificial Intelligence based application that predicts earthquakes, provides comprehensive map analysis, educates users about all the necessary earthquake-safety information, and gives ways to spread awareness for earthquakes.”

Watch the team's video

Bongo Buddies Wellness App For Teenagers, by team The Bongos
Ireland

“Our project is a Wellness app to help any user but mostly teenagers that, if they are feeling down.
You can colour, track your feelings and you can ask him questions.
Bongo is there to help you can decorate him from our fake money shop you can decorate him with hats mustaches etc. You earn this fake money by tracking your progress and interacting with the app. Its a free App no money involved ever!!!”

Watch the team's video

Connect Sounds, by team Bionic Girls
Brazil

“It is the creation of a technology through the Connect Sounds application that, when connected with a bracelet, is able to help people with hearing impairments of all degrees, users of cochlear implants or amplification devices and deaf people who do not use hearing aids. It vibrates if there is the detection of sounds such as a doorbell ringing, fire alarm or other sounds that are important and are somehow not being heard.
Hearing-impaired people have a difficulty hearing different sounds that can be an alert or risk of danger, so it serves as a very important tool to save lives.”

Watch the team's video

T.E.D.D.Y – Text-based Early Distress Detector for Youth, by Team TEDDY
United States

“Mental-health concerns are a critical issue: ~14% of adolescents experience mental-health disorders, yet these remain largely undetected, making suicide the 2nd leading cause of teenage death. TEDDY, Text-based Early Distress Detector for Youth, assists teachers and counselors in the early detection of students’ mental-health concerns. When a paragraph is entered at teddy-technovation.streamlit.app, TEDDY uses AI to identify sentences expressing negative sentiment or showing the language patterns expected of individuals with depression. Then, students may be referred to a counselor for support. With TEDDY, we hope to make mental-health support more accessible, less stigmatized, and improve the lives of affected students.”

Watch the team's video

Senior Finalist Teams

Ichaka, by CultureInTech
Nigeria

“Ichaka is an app promoting the Igbo Language and Culture. With tabs like Culture, Translator, Games, Language Learning, and Latest News, users can learn about Igbo history, translate text from English to Igbo, play games, and stay up-to-date on Igbo news. The app educates users and provides the largest digital collection of Igbo cultural materials to aid Igbo students with research. Ichaka is a groundbreaking development in the preservation and promotion of the Igbo language and culture.”

Watch the team's video

Sinov, by team Tecnas
Uzbekistan

“Sinov is a Virtual Laboratory that solves the lack of laboratories and equipment. We conducted a survey engaging 180 students and found out that 59.1% of the students do not have access to a laboratory, and in most cases, it can be even non-existent. Therefore, many students do not get any practical knowledge of science. We can solve this issue using our app that simulates a real-world scientific lab through an engaging virtual reality experience and allows students to make experiments. It is a cost-effective and safe way to explore science. We focus on SDG4 – Quality Education.”

Watch the team's video

SaFeeder, by team SaFeeder
Spain

“Our project is dedicated to helping control the population of invasive species, in this case, Monk Parakeets (Myiopsitta monachus) in Spain.
To do this, SaFeeder uses a camera with Artificial Intelligence controlled by Arduino, which is placed in a feeder inside which is stored a sterilizing feed, this identifies the species of the bird perched on the feeder and depending on that, a gate controlled by servos lets the feed pass or not.”

Watch the team's video

Artisteam, by team Colorar
Brazil

“Colorar is a mobile application designed to tackle the issue of violence against women, aligning with the 5th SDG of gender equality. The app aims to provide comprehensive, holistic support to women before, during, and after reporting violence. Before reporting, Colorar provides educational content and a proof gallery. During it, users can access reporting channels and receive support from attorneys and social workers. After, the app offers a platform for women to share their experiences and connect, as well as a shop where they can sell products and services to promote financial independence.”

Watch the team's video

Future Forces, by team Project HeartScope
Canada

“Project HeartScope focuses on using machine-learning systems to detect cardiomegaly from x-ray scans.

Cardiomegaly is a heart condition that can lead to a variety of heart diseases, as well as indicate an existing illness. The foundation of Project HeartScope focuses on using machine learning, binary classification and transfer learning to produce an output of either True or False depending on the condition’s presence within X-ray scans.

Additionally, this project includes a blog component that aims to educate and promote awareness among the general public about heart health, diseases, and how to build and maintain healthy habits.”

Watch the team's video

Special Award Winners

Greely, by team Spes☆Dojo
Japan

“Greely is an app to promote green-living-screens. Green-living-screens are a fun way to save energy and have a healing effect.
You can learn how to grow green-living-screens and their effects to the environment, which will encourage you to start growing green-living-screens, and you can imagine how green-living-screen grow in your own home using AR and image synthesis, which will make you want to grow more green-living-screens. When you have grown your green-living-screens, post a photo of it and let everyone know about it. You can also see other people’s beautiful green-living-screens, which makes you want to grow them again.”

Watch the team's video

HOPE, by team SwiftPixels 
United States

“HOPE connects volunteers and refugees in need. Through HOPE, refugees can to schedule food, clothing, and toy pick-ups or deliveries. Additionally, HOPE provides translation services and connects volunteers who know the necessary languages to help navigate them to the right places. Likewise, through HOPE, volunteers can host events. Finally, HOPE offers medical resources for amputees, scheduling medical appointments, or therapy counseling. Having all of these resources in one app will allow for a seamless transition for all refugees.”

Watch the team's video

Alumnae Changemakers

First Place Winner: Atwiine Sabrina (Uganda)

EFE (A Zulu name given to Women/Girls to mean WEALTH): Eliminating the gendered division of labor by providing women business owners tech, business development and entrepreneurship training, mentorship and grant/incubation opportunities.

Second Place Winner: Team WePlanet (Dominica)

Christianna Paul, ZebadiJah Maxwell, Kyra Edwards, Mhea Bardouille, and Kyanna Dyer

WePlanet Inc: Encouraging eco-friendly activities, raising awareness on how individual consumer actions impact the local environment, and incentivizing eco-friendly actions with prizes, via the app WePlanet.

Third Place Winner: Archika Dogra (United States)

Innoverge: Advancing STEMxHumanities education in underserved communities globally, with the aim to cultivate a diverse and empowered next generation of changemakers who contribute to social good.

Alumnae Changemakers

Alumnae Changemaker Award: First Place – Atwiine Sabrina (Uganda), EFE. Second Place – Team WePlanet (Dominica): Christianna Paul, ZebadiJah Maxwell, Kyra Edwards, Mhea Bardouille, and Kyanna Dyer. Third Place – Archika Dogra (United States), Innoverge.