Essay on Classroom Observation

Essay on Classroom Observation

This assessment focuses on a critical reflection on how game-based pedagogy can be used to facilitate High-Quality Teaching and Learning (HQTL). This is an attempt to find out which techniques and approaches work best for the students; mainly Year 2 (Key stage 1) and Year 5 (Key stage 2) as these are the only classes I teach. Quantitative research was carried out such as questionnaires and classroom observation, to compare the learning styles, techniques, and approaches between both classes. Findings showed that the game-based approach contains a huge prospect for development in educational settings. Students are more likely to engage and interact more with the content that is being taught, compared to teachers’ going through their basic PowerPoints.

Introduction

In recent years, there have been many efforts to improve the public education systems of the UK. The efforts were primarily focused on ‘how to improve schools as organizations’ (Baker et al, 2005; Elmore, 2005; Schmoker, 2006), in terms of school improvement, strategic planning, and education reform. These efforts managed to achieve some of the desired results such as data-driven organization, school goals, and schools with mission and vision, however, there has been minimal effort to directly impact the teaching and learning occurring in classrooms (Black and Wiliam, 1998; Shmoker, 2006). If we are to improve all schools, we must also craft improvement strategies that directly impact what happens in the teaching and learning environment. As Black and Wiliam (1998) state, ‘Learning is driven by what teachers and pupils do in the classroom’.

High-quality teaching and learning (HQTL) is ‘both context and culture-dependant and cannot be defined and measured in absolute, universal terms’ (Thompson, 2020). HQTL is a daily, face-to-face interaction that takes place in the classroom between teachers and students. It is different pedagogical approaches used to challenge, engage, and motivate learners. Similarly, it is the way teachers use assessment and feedback to identify gaps as well as helping and supporting students to move on in their learning. It is about encouraging and setting challenges for students so that they can achieve more. According to Packer (2020), HQTL has the aim and responsibility to provide ‘support, advice and guidance’ to students and teach them the way to implement high-quality learning in the classroom so that they can remove the barriers to learning. This could also be achieved using game-based pedagogy in the classrooms, as games offer a unique structure, and creative thinking and provide diversity in teaching methods.

This assignment is intended to critically reflect on game-based pedagogy to facilitate high-quality teaching and learning (HQTL), using educational literature and frameworks that focus on which techniques and approaches work best for Year 2 and Year 5 students. It outlines how game-based teaching can be integrated within the context of formal schooling.

Literature review

Pedagogy is a teaching method, in terms of the theory and practice of education. It is the relationship between learning techniques and cultures, based on the educator’s beliefs about how learning should, and does, take place (Persaud, 2019). To support students’ development of knowledge and skills, education systems are busy with developing learning environments to facilitate students’ learning processes. However, this could be a challenge since decisions have to be made based on different learning processes, different knowledge components, and different teaching methods (Aleven, Koedinger, Corbett, and Perfetti, 2015). To complement teaching strategies, games offer a unique structure, spark creative thinking, and provide diversity in teaching methods (Boyle, 2011). According to Salter (2011), games can also offer opportunities for experimenting with playful learning in all disciplines. Teachers and other staff should be using the game-based pedagogy to proceed towards ideas of content in new ways, rather than trying to force playfulness.

Game-based learning is defined as ‘learning that is facilitated through the use of the games’ (Whitton, 2012). This can be taught at any level starting from preschool through to lifelong learning. The use of games in the classroom can be intrinsic or supplemental, online or computer, face-to-face, or played with physical objects (Gee, 2003). Chee (2016) supports the idea of using games in education, however, he argues that the efficiency of game-based learning depends on the capacity of teachers to control games effectively as learning tools and on the willingness of students to engage in the game and other pedagogical activities. Teachers must be aware of how to create space for games in their teaching, organize class activities around the use of games as well support students with their engagement with game-based activities in the classroom. Groff, Howells, and Cranner (2010) make it clear that ‘game-based approaches must be well planned, and classrooms carefully organized to engage all students in learning and produce appropriate outcomes’.

Many studies on game-based learning focus on how games should be designed when teaching, with researchers trying to look for best practices for designing games (Van and Hung 2010; Alaswad and Nadolny, 2015; Arnab et al, 2015; Aslan and Balci, 2015) or discussing the design process of specific educational games for the classroom (Barab et al, 2005; Lester et al, 2014). However, it is argued that simply focusing on ‘specific’ game design is problematic as it places the student’s responsibility in the hands of designers who may never had an experience of classroom teaching or advocating on behalf of the learning offered by games without having to take into account the real and various challenges faced by today’s diverse learners (Nolan and McBride, 2013).

Since game-based pedagogy is a broad term, there are many models and frameworks for it that are being used. One of the game-based pedagogy frameworks is ‘The input-process-outcome model’ by Garris, Ahlers, and Driskell (2002). This model tries to visualize how and when learning occurs when learners play a game. The input represents the educational game consisting of instructional content, mixed with game characteristics. During the game process, the learners are expected to repeat cycles within a game context. The learning outcomes, in turn, are conceptualized as a multi-dimensional construct of learning skills, cognitive outcomes, and attitudes.

In an educational setting, input is the objectives and content that teachers put in, while process is the method of delivery of content. The outcome is the result of input and process, in terms of student engagement and performance. Moreover, using the game-based approach in Year 2 and Year 5 classrooms not only supports learning but also stimulates student’s motivation and engagement as they are more likely to be focused and pay attention to the topic. It is more appealing to children to engage in an activity like gaming. Game-based learning improves retention as the goal for students is to remember what they have learned while playing the game. It also helps students to identify their strengths and weaknesses as well as turn students into problem solvers and self-directed learners. Game-based learning allows students to engage in friendly competitions with peers. However, most games are designed to be addictive, including educational games, which could be a source of distraction. If teachers are not familiar with technology, the way students are more advanced, there could be a gap between teaching and learning. Assigning games without defining clear learning objectives reduces class time to playtime only.

Furthermore, the gamification approach could also be used in Year 2 and Year 5 classes as it typically involves game design thinking to non-game applications, to make their experiences fun and engaging. Gamification encourages fun, collaboration, retention, productivity, and creativity. The advantages of the gamification approach include: students are more likely to engage in classroom activities and be more attentive to what they are learning, motivates students to complete activities and allows students to participate in friendly competitions with peers. On the other hand, the disadvantage is that it can become more predictable and boring, poorly designed game activities can seem meaningless and manipulative.

Other models of game-based pedagogy include the pedagogical model by Russel Francis (2006) and David Kolb’s (1984) experimenting learning model. These models are presented as examples of what a game-based pedagogy might look like and guide the teachers in exploiting the power of playing games in real classrooms.

Research design

Expand this – need to write another 500 words. Look for detailed advantages and disadvantages of Quantitative methods, questionnaires, and classroom observations. Back everything up with year 2 and year 5 classes. Link the statements with the class, please.

For this assignment, quantitative methods were chosen as the literature states such methods are more reliable for exploring certain links (Blumberg et al, 2008), in terms of comparing the learning style, techniques, and approaches between two classes Year 2 (KS1) and Year 5 (KS2). The advantages of using the quantitative method include data can be collected and analyzed quickly, it can be anonymous which is useful when dealing with sensitive topics and it allows to generalize of findings effectively. However, the disadvantage of quantitative research is the limited ability to probe answers. The data was collected using primary and secondary sources. Primary sources include questionnaires and classroom observation whereas secondary data includes past research, journal articles, books, and online websites.

According to Creswell (2013), the use of questionnaires is the most common and effective form of data collection technique for quantitative research. When analyzing and interpreting the received data, the strengths and weaknesses of questionnaires need to be considered. Questionnaires are practical as they are specifically directed towards the target population and allow scientific comparison and contrast between previous research studies (Oppenheim, 2000). It also allows data to be collected at a fast pace, allowing quick analysis and conclusions to be drawn. However, questionnaires may be an inadequate means of measuring certain factors like emotions, hence reducing validity (Blumberg et al, 2008). The use of questionnaires as a mode of collecting data may induce potential response bias, due to the range of tendencies of participants to falsely answer the questions (Oppenheim, 2000).

A total of 50 questionnaires were given out to Year 2 and Year 5 in the classroom and through email, to find out what kind of games have the most impact and how will they be integrated into teaching and learning. The questions included types of games that will motivate students to learn more and boost their educational skills. The questionnaire will include demographic questions such as age groups and gender. The results will help the teachers design the games and come up with gamification approaches so that students are more focused, engaged, and able to learn effectively.

Classroom observation was carried out in year 2 and year 5 classes. Gamification methodology was used, aiming to motivate and change student’s behavior towards learning. Activities were created with more than one way to be solved. For example, the use of Minecraft: Education edition. Students were instructed to create a story through Minecraft experience as well as use Minecraft features to teach maths lessons on shape, volume, area, and more. Another example is the use of Kahoot in both classes. Kahoot allows teachers to create multiple-choice quizzes and allows students to use their devices for learning objectives, entering their answers before the timer ends. Kahoot is one of the straightforward examples of applying game mechanisms to learning and motivating students in the classroom. Along with the examples mentioned above, there were some rewards, points, levels, and achievement badges, enabling students to stay focused and strive to earn more points.

Findings and Discussions

The questionnaires you filled in – make it look like students will enjoy the game-based learning. It will help them to focus in the class. For example, If you use 1 hour game of e-based learning, every once or twice a week, they will look forward to their learning, you will carry on using Kahoot and Minecraft: education edition in the classroom, along with other gamification approaches.

Your findings should mainly be positive such as students will enjoy the learning, you will give them rewards, expand expand expand. Read the MOD 7002 assignment guidance for help on this section, please.

Conclusion

Game-based approaches are a solid part of learning and a very strong tool and should be understood and used properly.

Get good points from each section and repeat them here in our own words, please. Repeat the findings, pros and cons of the study, and write down the recommendations for further work.

References

    1. Alaswad, Z., and Nadolny, L. (2015) ‘Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning.’ Journal of Educational Technology Systems 43 (4): 389-402. doi:10.11770047239515588164.
    2. Aleven, V., Koedinger, K., Corbett. A., and Perfetti, C. (2015), ‘The knowledge-learning-instruction framework: Helping to bring science into practice’, Research on learning and instruction, Cyprus. Boyle, S. (2011) ‘An introduction to Games based learning’, [Online]. Available at: Microsoft Word – final_introduction to Game-based learning.doc (ucd. ie) (Accessed 9 March 2021)
    3. Arnab, S., Theodore, L., Maira, B., Francesco, B., Sara, F., and Gloria., (2015) ‘Mapping Learning and Game Mechanics for Games Analysis.’ British Journal of Educational Technology 46 (2): 391-411. doi:10.1111bjet.12113.
    4. Aslan, S., and Balci, O., (2015) ‘Gamed: Digital Educational Game Development Methodology.’ Simulation 91 (4): 307-19. doi:10.11770037549715572673.

Analysis of Education Program: Essay on Samsung Smart Class

Analysis of Education Program: Essay on Samsung Smart Class

Samsung Smart Class

The Indian education system to date is to a great extent driven by regular techniques for utilizing course books as instructive material and addresses for conferring information. This prompts substandard learning results at advanced education levels, further reflected in low-talented labor in India.

Samsung considers training to be the seed of development and along these lines made the Samsung Smart Class program that bolsters instruction using Samsung’s innovation, administration, and skill. Set up in association with Government schools in India, Samsung isn’t just dedicated to giving understudies more noteworthy access to training yet is extending the extent of learning. Samsung is working with instructors around the globe to improve learning encounters using innovation, encouraging a classroom domain that is boundless and gives understudies access to a universe of information from their work areas. Using IT innovation, the Samsung Smart Class encourages a brilliant instruction condition, empowering understudies to have the chance to effectively comprehend and acclimatize the schedule ideas through a more student-driven training stage.

The Samsung Smart Class activity goes for connecting the advanced hole in India while improving the nature of instruction given to burdened kids. Shrewd Classes are outfitted with Samsung intelligent whiteboards, workstations, printers, and Wi-Fi to empower understudies to learn in an advanced, intuitive condition. More than 120,000 students in 200 schools crosswise over India have profited through the activity to date. Educators who encourage utilizing Smart Classes vouch for expanded consideration and interest from understudies amid exercises, just as higher recognition among understudies in utilizing workstations and printers.

The Samsung Technical Schools are a reaction to the nation’s requirement for talented labor and a chance to draw in burdened youth to add to the economy. Set up in a joint effort with the Ministry of Micro, Small and Medium Enterprises (MSME) and Departments of Technical Education in states, for example, Delhi, Bihar, Rajasthan, Kerala and West Bengal, the Technical Schools empower youth to increase specialized abilities that will prepare them to look for openings for work in the customer gadgets assembling and administration division.

Employability – Samsung Technical School Program

Unemployment has been one of the greatest difficulties tormenting the Indian economy. Pretty much every industry is confronting a deficiency of a gifted workforce. The genuine issue is finding appropriate possibilities to fill occupations. Being unemployed and unemployable are two distinct issues. Societal disparities, deficient training framework, nature of instruction and absence of a powerful evaluation of aptitudes are a portion of the reasons why a dominant part of the common laborer’s workforce in our nation are not fit the bill for the employments that they try for.

While issues of unemployment are not new, the ascent in a number of individuals who can’t address the business issues because of the absence of vocation situated information and aptitudes set is a squeezing issue. Samsung has, through its Samsung Technical School, chosen to help the young of today in planning their future and establishing the framework for monetary freedom by offering orderly professional instruction and neighborhood business. Samsung encourages promising abilities by offering client administration instruction, delicate aptitudes and capacities expected to make due in the present aggressive work climate. The alumni are additionally presented to fundamental abilities preparing or entry-level position openings amid their course, which sets them up for the genuine work environment situation.

Health and Medical care – Samsung Smart Healthcare

Rapid urbanization has prompted a disturbing increment in the rate of medical problems, unplanned wounds, wrongdoing and savagery in India. It is very much perceived that our human services framework isn’t completely prepared to address the difficulty as huge lacks exist in current injury frameworks. Most emergency clinics taking into account the underprivileged have wasteful administrations for therapeutic or injury care, because of money-related limitations and the absence of a proper wellbeing framework. Most don’t offer brief determinations or life-sparing treatment. Thusly demise rate in India is evaluated to be sevenfold more awful contrasted with most developed states.

Samsung expects to upgrade emergency clinic care through its restorative gear and innovation, in this manner improving survival and utilitarian result among patients. Samsung’s establishment of robotized organic chemistry, immunology, and hematology gear will empower medical clinic divisions to profit by this fast quality testing, particularly in instances of crises, for example, heart tests or mishaps. Samsung gear won’t just furnish quick analysis with test outcomes, yet additionally decreases the time between damage and the complete treatment subsequently diminishing bleakness and mortality.

Health and Medical care – Blood Donation Drives

The requirement for blood is continually expanding the world over. Aside from infections like dengue, millions lose their lives to mishaps and regular or man-made fiascos. Against a yearly interest of 12 million units, India can gather just 9 million units of which 70 percent is from deliberate blood contributors while the rest of the 30 percent is from family/substitution benefactors. A blood contributor by his gift spares numerous lives and offers plan to numerous whose circumstances may some way or another be sad.

Samsung normally arranges blood gift camps to urge representatives to give blood. Through these blood gift camps, Samsung intends to help the regions of blood and platelet gift and treatment of disarranges, for example, sickle cell iron deficiency, thalassemia and hemophilia that require rehashed blood transfusions.

Sports – Samsung Ratna Program

Indian games have made a noteworthy commitment at the international level, in particular cricket. Regardless of the realities and records, the current state of games in India (with the exception of cricket), is in any case grim. Impetuses, foundation and appropriate preparation is falling a long way behind, to put it plainly, sports in India require a great deal of progress. Each game has its own significance and merits measured up to regard and the executives. The state of the ladies’ groups is as yet poor.

Samsung has since its origin comprehensively added to the headway of games culture and finding and developing games’ skilled human assets ceaselessly. Samsung has been effectively occupied with an expansive scope of games occasions including supporting residential and global challenge gatherings and competitors, sports promotion and sponsorship, and sports organization.

Samsung acknowledges the estimation of games and is pleased to have supported and bolstered the world’s driving donning occasions including the Olympic Games (since 2000), the Asian Games (since 1998), and the Youth Olympic Games (since 2010). Starting with the Olympic Games in 2004, Samsung made a further promise to sports by initiating the Ratna Program wherein the organization underpins top positioning competitors crosswise over individual games disciplines with their preparation costs while they get ready for the Games (Olympic or Asian). Designed on the lines of the Global Olympic Solidarity Fund, the Samsung Ratna Program has over the years bolstered 41 gifted competitors crosswise over different Asian and Olympics Games, who have proceeded to win awards enhancing the developing donning society in the nation.

Response to Humanitarian Disasters

India’s urban and rural people has dependably been defenseless against catastrophic events. Dry spells, floods, avalanches, violent winds and seismic tremors are a portion of the catastrophic events that have as of late influenced the nation. The effect of each danger differs, and leaves an enduring effect much of the time on the general population and on the national spending plan, upsetting life and vocations.

In this unique circumstance, Samsung will stretch out some assistance to help networks confronting cataclysmic events in diverse ways including starting alleviation and recovery exercises and offering the administration and money-related help. As help to such activities isn’t pre-arranged, in this manner they will be of a specially appointed nature. The greatness and the type of venture secured under this help will rely upon the idea of the catastrophe.

Samsung cares for the dreams of girls in India

Samsung is resolved to make a superior life for the general population of India through the advantages of innovation. Samsung Technical Schools are a declaration to that responsibility. Begun in 2013, today there are 20 Samsung Technical Schools crosswise over India. 10 schools are in a joint coordinated effort between Samsung India and the Ministry of Micro, Small, and Medium Enterprises (MSME). 10 different schools are at ITIs in organization with the State Governments of Delhi, Bihar, Kerala, Rajasthan and Bengal. Samsung selects its approved coaches to direct courses at these Technical Schools to give specific preparation. Understudies from our schools are profitably utilized crosswise over various enterprises and are seeking after their fantasies. This is our unassuming commitment towards ‘Ability India’.

My Dream project

Samsung India has announced the, a research study in collaboration with UNESCO MGIEP (Mahatma Gandhi Institute of Education for Peace and Sustainable Development) and Navodaya Vidyalaya Samiti to find out how to enhance learning outcomes for middle school students in India and how their stress levels can be reduced.

In a different association with the Andhra Pradesh Government, Samsung declared setting up of Samsung Smart Class at 14 government schools crosswise over Andhra Pradesh which offers Bachelors of Education (B.Ed.) and Diploma in Education (D.Ed.) courses.

The 14 Samsung Smart Class will convey 200 hours obviously educational programs that is being produced for the Andhra Pradesh Government under the UNESCO MGIEP activity ‘Showing Teachers for Technology. The course is been created by UNESCO MGIEP so future instructors can be adequately prepared to train understudies with the assistance of the most recent innovation utilizing advanced teaching methods.

Under the My Dream venture, Samsung and UNESCO MGIEP will direct a two-year investigation learn at Jawahar Navodaya Vidyalaya (JNV) schools crosswise over India. This examination is intended to see how extend-based and socio-passionate learning (SEL) can be utilized to drive learning results of understudies as characterized by their Mathematics and Science scores estimated by Jawahar Navodaya Vidyalaya and furthermore to decrease their feelings of anxiety.

‘Through the My Dream venture, UNESCO MGIEP needs to fabricate mentally and candidly flexible youngsters. We try to make teaching fun and peaceful, and prepare youngsters to be careful, sympathetic, and empathetic. This examination task will enable us to see how learning results for understudies can be improved and how their feelings of anxiety can be relieved,’ said Dr. Anantha K Duraiappah, Director, UNESCO MGIEP.

Toward the finish of the investigation, a far-reaching report and suggestions will be submitted to the Ministry of Human Resource Development, Government of India.

The association with the Andhra Pradesh government for setting up Samsung Smart Class at 14 B.Ed. and D.Ed. government schools crosswise over Andhra Pradesh looks to help instructors adjust transmissive training that advanced advances bring to the table and get conduct and attitudinal move towards coordinating these new instructive potential outcomes offered by innovation with educational program and exercises in core interest.

Smart Healthcare Citizenship Initiative in Manipur

Samsung India today inaugurated the Samsung Smart Healthcare program at the Regional Institute of Medical Sciences (RIMS) in Imphal, Manipur to provide affordable and quality healthcare to patients from the economically and socially weaker sections of society. As a component of its Smart Healthcare program, Samsung gives progressed and inventive human services gear, for example, ultrasound and computerized x-beam fabricated by the Company allowed to choose government medical clinics the nation over.

The Samsung Smart Healthcare office was introduced by Najma Heptulla, Governor of Manipur within the sight of different dignitaries. Samsung Smart Healthcare is Samsung India’s leader citizenship activity in the social insurance area. ‘Samsung India chips away at the fundamental belief of changing networks and making a superior life for individuals. We are satisfied to offer medicinal services arrangements with the compelling utilization of innovation in Imphal. Through this, we try to give a lot more individuals in the state simple access to cutting-edge social insurance offices. Samsung Smart Healthcare program joins great framework, most recent innovation and best accessible restorative ability under one rooftop,’ said Deepak Bhardwaj, Vice President, Samsung India.

Samsung Smart Healthcare program intends to help the Government’s endeavors to profit networks with constrained access to quality social insurance. With imaginative items, for example, ultrasound, computerized x-beam and extras that encourage medicinal services intercession and various therapeutic examinations, since 2015, Samsung has teamed up with 16 government emergency clinics crosswise over to the nation for the Samsung Smart Healthcare program.

Over 3.5 lakh patients from monetarily and socially flimsier areas of society have profited by the Samsung Smart Healthcare program till date. Specialists, professionals and radiologists are likewise prepared to deal with best-in-class indicative hardware and programming.

Samsung India as of late banded together with the Government of Uttar Pradesh to include 20 new Samsung Smart Healthcare focuses over the state and give reasonable and quality medicinal services to patients from the financially and socially more fragile segments of society.

Interview with Deepak Bhardwaj Vice President CSR, Samsung India

  • Q. How has the CSR & sustainability program evolved at SAMSUNG INDIA? What is the background to deciding on these initiatives and what social issues do these programs or initiatives seek to address?
  • A. Samsung seeks to help create a better world. We believe that Samsung can be a true global citizen when we use the talent of our people, our advanced technology, and our specialist expertise to address the social and environmental issues of our time.

The Company uses both its innovation and global network to create positive change, responding to people’s needs around the world and helping them to live better lives, with more choice, freedom, and greater possibilities. We seek to directly tackle local challenges, addressing key issues like education, healthcare and employment, the environment, and accessibility.

We are working to advance digital inclusion by reducing technological and information inequalities for underserved people, in turn trying to improve their quality of life.

Samsung helps young people around the world gain access to better education and learning opportunities. Utilizing our technology and people, we champion regionally tailored programs and initiatives that help young people learn technical skills and get prepared for today’s digital economy.

In today’s India, education, skilling, and healthcare are key needs, which is what has prompted Samsung to start initiatives in these sectors to help society. Having been in India for over 22 years, Samsung has placed great importance on working as a responsible corporate citizen in the communities where we operate.

  • Q. Which are the Key CSR projects of SAMSUNG INDIA and which one, do you consider the FLAGSHIP project?
  • A. Samsung runs its citizenship programs in three broad sectors education, skilling, and healthcare, and each of these sectors has flagship programs running.

Samsung Smart Class

In the sphere of education, our flagship citizenship program is Samsung Smart Class, which aims to bridge the digital gap between rural and urban India and provide equal opportunities for quality education to children from all backgrounds. The endeavor is to promote digital education among less-privileged students, especially in rural and semi-urban India.

Samsung Smart Class was launched in 2013 in association with the Navodaya Vidyalaya Samiti and is available at Jawahar Navodaya Vidyalaya schools run by the Ministry of Human Resource Development, Government of India. The program has benefitted over 2.5 lakh students and over 8,000 teachers have been trained on the use of interactive technology.

Samsung Technical School

The second flagship program, related to skilling, is the Samsung Technical School program. It was started in 2013 and aims to support the government’s vision to make India a global manufacturing hub by addressing the need for talented manpower with practical know-how and relevant industry experience.

Samsung India currently has 22 Samsung Technical Schools in partnership with the Ministry of Micro, Small & Medium Enterprises (MSME) and Departments of Technical Education in different states such as Rajasthan, Kerala, Bihar, Delhi, West Bengal, Karnataka, and Jharkhand.

These schools have so far trained over 2,000 youth and made them job-ready across different technical trades. Around 70% of these students have got jobs, 45% of them with Samsung service centers. Many of the trained youth have taken the start-up route, helping more people gain employment under them. The initiative is part of Samsung’s Make for India initiative and contributes to the government’s Skill India mission.

Samsung Smart Healthcare

Samsung Smart Healthcare program is Samsung India’s flagship initiative in the healthcare space and aims to support the Government’s efforts to benefit communities with limited access to quality healthcare.

With innovative products such as digital ultrasound, digital x-ray, and accessories that facilitate healthcare intervention and multiple medical examinations, Samsung has collaborated with 16 government hospitals across to country for the Samsung Smart Healthcare program since 2015.

Over 3.5 lakh patients from economically and socially weaker sections of society have benefitted from the Samsung Smart Healthcare program to date. Doctors, technicians, and radiologists are also trained to handle state-of-the-art diagnostic equipment and software.

  • Q. How are your CSR activities aligned to the developmental agenda of the nation?
  • A. Samsung India has been working closely with central and state governments on all of its CSR initiatives.

Governments at the Centre and States are most concerned about uplifting citizens at the bottom of the pyramid. Their core focus is to deliver appropriate interventions in education, healthcare and skilling. All of Samsung’s CSR projects are also directed toward that section of society, be it through Samsung Smart Class, Samsung Technical School, or the Samsung Smart Healthcare programs.

This helps build synergy with the broader intent of the government. It also helps build capacity across government institutions, something that all Samsung CSR programs deliver in a structured manner.

For example, we have so far trained 8,000 teachers as part of the Samsung Smart Class program to effectively use interactive technology in the Samsung Smart Class for teaching. Samsung Smart Class has been set up at over 500 Jawahar Navodaya Vidyalaya schools across the country that is run by the Navodaya Vidyalaya Samiti under the Ministry of Human Resource Development, Government of India.

Under the Samsung Technical School program, we have trained over 200 trainers at the institutes run by our partners Ministry of Micro, Small & Medium Enterprises (MSME) and Departments of Technical Education in different states.

Samsung Smart Healthcare program, which aims to support the Government’s efforts to benefit communities with limited access to quality healthcare, also trains doctors, technicians and radiologists to handle state-of-the-art diagnostic equipment and software.

Under the Samsung Smart Healthcare program, capacity building is being undertaken across tertiary, secondary and primary healthcare centers through different facets of our program.

Samsung’s CSR programs first build capacity and then go for implementation, which has helped in making them successful. For us, capacity building and training are key focus areas for the success of our CSR initiatives.

  • Q. Can you share a recent accomplishment you are especially proud of in your CSR & Sustainability role?
  • A. We are proud of our citizenship initiatives and what we have been able to achieve through them.

Under the Samsung Technical School initiative, one of the biggest success stories, among the many, is that of Ms. Seema Nagar, from a small village near Jaipur, who, with her resilience broke gender stereotypes and became a trained technician, working with a Samsung Service Centre in Jaipur, only to make her parents and family proud. She recently got a government job with the same institute where she got her technical education and is now teaching students, inspiring them to dream big. She dreams of becoming an IAS officer.

  • Q. The level of involvement of employees in CSR all over the country is very limited, except few selected companies. What is the level of Employee Engagement and involvement in CSR activities of SAMSUNG INDIA?
  • A. We have 3 levels of engagement for employees
  1. Designing a new CSR initiative
  2. Running the CSR initiative
  3. Volunteering for outreach programs

Samsung Digital Academy program is designed, run and maintained by employees of the three Samsung R&D centers in India, at Bengaluru, Noida and Delhi. These centers provide their technology leadership to enable world-class engagement with various partners of this initiative.

Similarly, the Samsung Technical School program has been conceived, designed, and managed by employees from the Samsung customer service team.

Across the above two, and other initiatives, the leadership of various business groups at Samsung is involved in formulating the programs and ensuring a regular review process to keep them aligned and relevant for the market.

We also have a large-scale volunteer program. With Samsung’s deep commitment to giving, employees find an encouraging and supportive environment to give back to society. Employees form volunteer groups or may contribute their individual time for a cause.

  • Q. It is believed that the CSR involvement of employees improves the level of motivation. What is your take on this?
  • A. Definitely. Samsung is founded on the principles of deep innovation and research. It may be interesting to know that Samsung electronics spent over USD14 billion on R&D in 2017.

Samsung employees engaged in key CSR initiatives keep discovering newer ways to positively impact the lives of citizens. Each program goes through a complete review annually to bring in fresh ideas and suggestions from employees.

We have seen a positive correlation between CSR and employee motivation through the many employee volunteer programs that we run at Samsung.

  • Q. How do you find your CSR activities in SAMSUNG INDIA are different from other companies?
  • A. All the core, flagship Samsung initiatives are focused on building capacities and using technology to leverage innovation and impact on the ground
  • Q. What is the level of involvement of the CSR Head in India in CSR strategic formulation?
  • A. The CSR Head at Samsung is one of the many individuals who contribute to building the core strategy and direction for CSR programs. Apart from key leaders in business and R&D, the global team also contributes strategically

Reference

  1. https://www.samsung.com/in/info/csr-policy/
  2. http://www.csrvision.in/deepak-bhardwaj-vice-president-csr-samsung-india/ (Interview with Deepak Bhardwaj Vice President CSR, Samsung India)