Organisation

Country

Uzbekistan

Partners

  • YuWaah

Scalability

Yes

FunDoo

Created On September 21, 2025 | Last Modified On September 21, 2025
Context

By 2030, an estimated 825 million children may complete their education without acquiring basic secondary-level skills. This underscored the prevailing global skills shortage, driven by education systems that often prioritize rote knowledge over practical, future-ready competencies. The COVID-19 pandemic has further exacerbated this crisis, disrupting learning and limiting access to training opportunities. There is a critical need to support youth in transitioning from education to employment by empowering them with the skills to thrive in an evolving global economy.

Solution

FunDoo is a digital life coach designed to empower adolescents and young people with critical 21st-century skills, including employability, green, and life skills, while also addressing topics such as mental health, gender-based violence, and career readiness. Launched by UNICEF and YuWaah (Generation Unlimited India) during the COVID-19 pandemic, the platform was initially developed to combat vaccine misinformation in India. It has since evolved into a global learning tool available via WhatsApp, Facebook Messenger, Instagram, Telegram, Viber, and SMS. FunDoo features bite-sized, gamified, and experiential learning modules that are self-paced and accessible even in low-bandwidth environments. Tasks are modular, mobile-friendly, and reward users with certificates, digital badges, and learning incentives. It adapts and iterates to meet the evolving needs of its users using real-time evaluation data. FunDoo offers an engaging, inclusive, and low-tech pathway to build youth agency and equip young people for a rapidly changing world.

Insights

FunDoo has reached over 1 million users across eight countries, offering more than 180 interactive, skills-based tasks. Early insights show strong engagement and relevance across diverse contexts. However, while the platform shows promising potential for global scale and youth empowerment, systematic evaluations on learning outcomes and long-term impact are still limited, highlighting the need for further assessment and evidence generation.

Analysis

FunDoo demonstrates strong scalability and replicability due to its low-tech, multi-platform design and chat-based delivery model, which ensures accessibility in low-bandwidth contexts and on basic mobile devices. Its modular, gamified content allows flexible adaptation across geographies and user needs. Already active in eight countries, FunDoo's ability to leverage popular platforms (e.g., WhatsApp, SMS) supports widespread uptake without requiring new app downloads or high data usage. The use of UNICEF’s 5D Innovation Framework provides a structured mechanism to support scale and guide evidence generation. However, limitations include reliance on digital literacy and mobile access, which may exclude the most marginalized youth. Additionally, while early user engagement data is promising, the absence of independent evaluations or longitudinal data on learning outcomes constrains understanding of long-term impact.

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