About The Competition
Fostering Innovation and Creativity in Digital Education
About
The Government of India, in its Union Budget 2022-23 announcement, emphasized setting up of a competitive mechanism for the development of quality e-content, acknowledging its pivotal role in escalating our efforts towards integrating digital technologies for educational purposes to achieve the NEP-2020 and Sustainable Development Goal (SDG) - 4 of providing inclusive and equitable quality education and opportunities for lifelong learning for all by 2030.
Moreover, NEP 2020 highlights the bi-directional relationship between technology and education and advocates for the use and integration of technology for teaching, learning, and assessment, overcoming the barriers of languages, preparing teachers at the preservice and in-service level, providing accessible education for the divyang, and streamlining the educational administration and management.
The National Educational eContent Competition, an initiative of NCERT under the aegis of the Ministry of Education, Government of India, has been contributing to advancing this vision by fostering the culture of prosumption (a portmanteau of production & consumption).
To provide a national-level platform for nurturance of eContent developers and users
To incentivise the development of high quality eContent (aligned with NEP 2020) for school education
To ensure wider dissemination for the use of eContents through OER platforms
Competition Details
Common File Formats: .MOV, .MTS, .AVI, .MP4, .MPEG, .MKV, .WAV format with a resolution of 1920 x 1080 (HD). Avoid low-quality formats like .3gp, .mpv.
Popular formats are as follows:
- Educational Documentaries: In-depth explorations of historical events, scientific phenomena, cultural studies, or social issues aimed at educating viewers
- Environmental Documentaries: Focus on the burning environmental issues, including facts, stats, concepts, and research studies
- Biographical Documentaries: Focus on the life and achievements of notable individuals, providing educational insights into their contributions and ideas
- Explainer Animations: Short, animated videos that break down complex concepts into easily understandable visuals and narratives.
- Educational Cartoons: Animation aimed at younger audiences, teaching concepts through stories, characters, and visuals.
- Course Modules: Videos that are part of more extensive online courses, covering topics in a structured, curriculum-based format.
- Guest Lectures: Videos featuring guest speakers or experts as part of an online course, providing diverse perspectives on the course material.
- Virtual Field Trips: Videos that take viewers on guided tours of museums, historical sites, natural environments, or scientific labs, with expert commentary.
- Dramatisations: Video reenactments of historical events, literature, or social issues used to teach and engage viewers in a narrative format.
- Role-playing videos: These videos feature actors playing out scenarios that teach specific skills, such as conflict resolution, customer service, or counselling.
- Recorded Classroom Lectures: Videos of live lectures delivered in a classroom setting, often used for distance learning or as a review resource.
- Studio-Recorded Lectures: Lectures specifically recorded for online courses or educational platforms, often with enhanced production quality
- Conversational Practice: Videos that teach languages through dialogues, cultural insights, and vocabulary building.
- Grammar and Vocabulary Lessons: Structured lessons focusing on specific language skills, often using subtitles and repetition for reinforcement.
- Videos showing the traditional arts and cultures of different regions and communities act as a form of preserving the tangible heritage and sometimes themselves becoming the intangible heritage.
- Instrument Tutorials: Videos teaching how to play musical instruments, often including step-by-step instructions and practice exercises.
- Fitness Instruction Videos: Videos that guide students through exercises are often used in physical education programs.
- Health Education Videos: Content focused on health topics like nutrition, mental health, or sexual education.
- Life Skill Videos
- Sign Language Videos: Educational content presented in sign language for students with hearing impairment.
- Sensory Learning Videos: Videos designed with sensory elements to support learners with special educational needs, such as autism.
- Science Experiments: Videos demonstrating scientific experiments, explaining the process, and discussing the results.
- Game-Based Learning Videos: Videos that are part of an educational game, where gameplay is used to teach or reinforce concepts.
- Gamified Lessons: Videos incorporating game elements like points, levels, or challenges to make learning more engaging.
Documentaries:
Animated Educational Videos:
MOOC (Massive Open Online Course) Videos:
Field Trip Videos:
Educational Drama:
Lecture Videos:
Language Learning Videos:
Art and Cultural Videos:
Health, Physical & Life Skills Education:
Art Technique Demonstrations: Videos that demonstrate specific art techniques, such as painting, drawing, or sculpture.
Special Needs Education Videos:
Experimental Learning Videos:
Project-Based Learning Videos: Videos that show the process of completing a project are often used in STEM education to illustrate problem-solving and design thinking.
Educational Games and Gamified Videos
Videos for Awareness about Government Initiatives
Common File Formats: .mp3, .wav, .aac, .ogg, etc.
Popular formats include:
- Lecture-Based Podcasts:Recorded university or college lectures are available for students and the general public.
- Educational Podcasts: These are regularly scheduled audio programs focused on a specific educational topic, often including interviews, discussions, and expert insights.
- Storytelling : These programmes narrate stories through voice, sound effects, and music. They engage listeners by creating immersive auditory experiences and helps in developing listening comprehension.
- Textbook Audiobooks: Audio versions of textbooks that allow students to listen to course material.
- Fiction/Non-fiction Audiobooks: These are used in language arts and literature courses to analyse text through listening.
- Audio Lessons: Standalone audio programs focusing on language learning, often including dialogues, vocabulary, and pronunciation practice.
- Language Immersion Programs: These audio programs are designed to immerse learners in the target language through conversations and stories.
- Guided Imagery: TAudio programs that use narration to guide listeners through visualisations or mental exercises, often used in health and wellness education.
- Step-by-Step Tutorials: Audio instructions guiding listeners through specific processes or activities, such as art, meditation, or cooking.
- Educational Songs: Music composed with lyrics that teach specific concepts (e.g., the alphabet song, math facts).
- Drama: Any program that uses sound effects, dialogue, and music to help the listener imagine the story and characters
- Docu-drama: A documentary presented in the form of a drama.
New media has a variety of eContent types, starting from interactive eContent to immersive eContent, to games, apps, software, web portals, websites, etc.
Immersive Experience & XR-based educational content
The common file formats for the media file are MP4 (H.264), WEBM, MKV, ProRes, etc.
Educational immersive experience and extended reality (eduXR) encompasses technologies like virtual reality, augmented reality, and mixed reality, merging digital and physical worlds. Using devices like VR headsets, smartphones etc., XR (extended reality) is becoming common in everyday applications like Google Maps.
EduXR blends real and/or synthetic environments, engaging learners with defined educational goals to support or achieve learning outcomes.
- 1. Virtual Field Trips: Videos that take viewers on guided tours of museums, historical sites, natural environments, or scientific labs, often with expert commentary.
- 2. Branching Scenarios: Videos that allow viewers to make decisions at certain points, leading to different outcomes and personalized learning experiences.
- 3. uizzing Videos: Videos embedded with questions or activities that require viewer interaction, often used in e-learning environments.
The eContent in this category can’t be a simple video. Interactivity with the user (the user should give input to move further in the system/video) or the environment around it is an essential element of immersive eContent.
Digital Educational Games
Digital educational games are interactive computer-based experiences designed to engage learners while teaching specific skills or knowledge. Educational Games, sometimes called serious games, are interactive simulations that replicate real-world scenarios or processes aimed primarily at solving problems. Digital Game-based Learning is a type of pedagogical practice that utilizes computer games to enhance teaching and learning, focusing on the educational potential of digital games. These games can be accessed on tablets, computers, mobile phones, PlayStations, and more.
The essential elements for an eContent to be categorised as a digital educational game is:
- 1. Specific Educational Learning Objectives
- 2. A product of some sort of coding
- 3. Active participation of the user
Digital Educational Apps
An educational app is a small computer program that can be downloaded or accessed on a browser (Web Apps) in a mobile computing device (Smartphone, tablet).
The common file formats are .apk (Android Application Package), .ipa (iOS App Store Package), HTML5, CSS3, JavaScript, etc.
Educational apps can also be game-based, but they can also be LMS apps, audiobook apps, etc.
Digital Educational Software
Digital Educational Software is a computer-based program or application designed to facilitate teaching, learning, assessment, or educational management. It is generally installed or run on a desktop or laptop computer, though many modern versions can also operate on cloud or hybrid systems.
The common file formats and programming environments include .exe (Windows Executable), .dmg (macOS Disk Image), .jar (Java Archive), Python, C++, Java, or web-based frameworks that allow offline or online functionality.
Digital educational software can be of various types — such as tutorial software, drill-and-practice programs, adaptive learning systems, or educational management software.
Educational Webportal/Websites
A Web Portal is a website or web-based platform that provides centralised access to a wide range of educational resources, tools, and services through a single online interface. It can be accessed via any web browser on computers or mobile devices, without requiring installation.
Web portals are typically developed using HTML5, CSS3, JavaScript, PHP, Python (with frameworks such as Django/Flask), or Content Management Systems (CMS) like Drupal or WordPress.
Educational web portals may host or link to multimedia eContent, digital textbooks, online courses, assessments, discussion forums, and user dashboards for teachers, students, and administrators.
Anganwadi/ preschool/Balvatika (Ages 3-6) & (Class 1 & 2) (Ages 6-8)
The Foundational Stage encompasses five years of flexible, multilevel, play and activity-based learning, guided by the principles of ECCE. This stage emphasises diverse and adaptable learning experiences, including play-based, activity-based, and inquiry-based methods. The curriculum covers various topics such as alphabets, languages, numbers, counting, colours, shapes, indoor and outdoor play, puzzles, logical thinking, problem-solving, and creative arts like drawing, painting, craft, drama, puppetry, music, and movement. Additionally, it focuses on fostering social skills, sensitivity, good behaviour, ethics, cleanliness, teamwork, and cooperation.
The ultimate goal of ECCE is to achieve optimal outcomes in physical and motor development, cognitive development, socio-emotional and ethical development, cultural and artistic growth, and the advancement of communication skills, early language, literacy, and numeracy. Importantly, India's rich local traditions, developed over millennia, encompassing art, stories, poetry, games, songs, and more, should be thoughtfully integrated into the curriculum of this stage.
Class 3 to 5 (Ages 8-11)
The Preparatory Stage spans three years and builds upon the play, discovery, and activity-based learning approach established in the Foundational Stage. During this phase, the curriculum gradually introduces light textbooks and incorporates more formal yet interactive classroom learning elements. The stage aims to establish a strong foundation across various subjects, including reading, writing, speaking, physical education, art, languages, science, and mathematics.
Class 6 to 8 (Ages 11-14)
The Middle Stage encompasses three years of education, expanding upon the pedagogical and curricular foundation laid during the Preparatory Stage. At this level, the focus shifts to more abstract concepts across subjects such as sciences, mathematics, arts, social sciences, and humanities. Although more specialised subjects and teachers are introduced, experiential learning within each subject and the exploration of connections between different subjects is to be encouraged and emphasised
Class 9 to 12 (Ages 14-18)
The Secondary Stage consists of four years of multidisciplinary study, deepening the subject-oriented pedagogy and curriculum of the Middle Stage. This phase emphasizes critical thinking, and alignment with students' life aspirations, and offers increased flexibility and choice in subject selection thus multidisciplinarity becomes a key element of this stage.
If you are applying under this category, the producing and funding organization must be a government organisation or institution. The applicant must attach proof of affiliation/employment, clearly mentioning their designation.
If you are a teacher/teacher educator you can apply under this category. Moreover, proof of your affiliation with an institution must be attached, verifying your designation as a teacher or teacher educator.
This category is for individuals or private institutions/organisations specialising in eContent development. The project must be privately funded, and the producer can be either an individual or an institution.
This category is for individuals currently enrolled in a recognized college or university pursuing higher education. The student ID must be provided while applying.
This category is for individuals under 18 who are part of a formal or informal education system. For an entry to be considered valid in this category, the child/children must have made a significant and identifiable contribution to the creation of the eContent. The students ID Card must be provided while applying.
- Health and Well-Being
- Education for all
- Sustainability and Climate Change
- Legal Studies
- Financial Literacy
- Indian Knowledge System
- Tangible and Intangible Cultural Heritage
- Career Counselling
- APAAR
- UMANG
- Mann ki Baat
- 150 Years of IMD
- Swasth Dhara to Khet Hara
- Veer Gatha 4.0
- Swachh Bharat Mission
- Nasha Mukt Bharat Abhiyaan (NMBA)
- Bharatiya Nyaya Sanhita, 2023
- Bharatiya Nagarik Suraksha Sanhita, 2023
- Bharatiya Sakshya Adhiniyam, 2023
- Ek Ped Maa Ke Naam
- Ecoclub
- Ek Bharat Shrestha Bharat
- The Languages of India- Ek Bharat Shreshtha Bharat
- And other initiatives
- Prize for Best eContent*: The best Audio, Video & New Media for different categories will be given a cash prize of Rs. 40,000/- along with a certificate & a trophy. Prize given to the producer.
- Prize for Individual Excellence: For talents like Best Script, Editing, Voice Over, Camerawork, Set Design, Sound Recording, Animation/Graphics, Direction, Research, Design, UI/UX etc. Cash prize is Rs. 5,000/-, certificate, and trophy. Prize given to the individual.
- Jury Appreciation Prize: At the discretion of the Jury for best eContent/individual excellence. Cash prize of Rs. 5,000/-, certificate, and trophy. Prize given to the producer.
- Winners will be nurtured with professional training on the development of high-quality content.
- Winners will be appreciated and recognised duly.
- The eContent should be produced from January 1, 2025, to December 31, 2025.
- There should not be any conflict in the authorship of the eContent.
- For any team submissions, one member must be formally designated as the Producer (Team Lead).
- In the case of College Students and Children as producers, a copy of the ID and endorsement by the Principal of the College/School are mandatory.
- Participation should be limited to the competition categories (media type, learner/audience, producing agency).
- One eContent can only be entered in one category. Any duplicate entry will be rejected.
- The content should be in alignment with NEP 2020.
- eContent made by compiling stock shots or any copyrighted graphics/images will not be eligible.
- The duration of the eContent (Audio/Video) should be between 05 minutes to 30 minutes.
- The eContent should be the participant's original work. Plagiarism is strictly prohibited.
- We encourage the use of Creative Commons-licensed or fair-use materials, provided they don’t compromise originality and are appropriately credited.
- The similarity index must be below 10%. Any content exceeding this threshold will be disqualified, and participants banned from future editions.
- eContent will not be selected if it contains: excessive violence, sexual references, coarse language, content advocating bias (racial, cultural, religious, gender), or technical glitches (poor audio/video, blank screen, lags, etc.).
- Entries in languages other than Hindi/English should be sent with subtitles in Hindi/English.
- eContent for and by Children with Special Needs (CWSN) will be given preference.
- Specific to New Media.
- Coding has to be done by the creator.
- The creator will have to transfer the copyrights to CIET, NCERT.
- The creator will have to share the source-code and the copyrights with CIET, NCERT.
- The developed app/game/software must run on a real-world platform (simulation is not allowed).
- The app/game/software must not already be published on an online platform (like Google Play, Apple App Store, or Github).
- Only zipped files can be uploaded (eg. .zip, .7z, .tar).
- Only a few shortlisted entries shall be screened during the final event.
- All entries will be judged by a panel of Jury. Results declared by the Jury will be binding.
- Evaluation of New Media may require creators to present short-listed entries (virtually) to the Jury.
- The Jury may choose not to declare a winner in a category if a suitable eContent is not found.
- A copy of all entries shall be retained by CIET, NCERT.
- CIET, NCERT has the right to telecast/broadcast prize-winning eContent and upload it on DIKSHA/OER under CC BY-NC-SA 4.0 license.
- An entry not adhering to all rules will be disqualified.
- There will be no formal notification of disqualification/non-selection.
- Entries cannot be edited once submitted.
- If an entry or winner has an ongoing legal dispute, management reserves the right to deem them ineligible or withhold the award.
- CIET, NCERT reserves all rights to modify the rules and dates.
Submitting an eContent that meets the criteria outlined above does not guarantee an award. The information provided is solely for knowledge and exploration. The parameters for an award-winning program extend beyond what is mentioned here and are determined at the discretion of the jury. NCERT also reserves its right to merge any categories at the stage of evaluation.
How to Apply
Step 1: Read the Category, Terms and Conditions of the Competition
Before starting to fill the application form, carefully read the category details, terms and conditions of the competition
Step 2: Register on the Portal
Register on the portal and create your account, verify the account through your registered email id.
Step 3: Fill out the Application form & Upload Your Content
Fill out the online Application Form (one application form for each eContent separately). Please upload your eContent and other documents (script, photograph, image of the eContent) in the highest possible resolution.
Step 4: Submission Complete
On a successful application, you will see a message of successful submission on your screen with a unique application number, also an email will be sent to you on your registered email ID. There is no application fee for sending your entry for NEeC 2025-26.