ℹ️ News provided by: Assemblr EDU

A collage capturing highlights from the ImajiNation 2026 launch event, attended by Indonesia’s Minister of Primary and Secondary Education Abdul Mu’ti, Founder and CEO of Assemblr EDU Hasbi Asyadiq, and Ian Chong, Head of Mobile Enterprise & Education.

Indonesia, August 18 – Indonesia’s Ministry of Primary and Secondary Education (Kemendikdasmen) has partnered with Indonesian technology company Assemblr, with support from Samsung through Samsung for Education, to launch ImajiNation 2026, Indonesia’s first nationwide Visual Coding Championship for students and teachers.

The program aims to engage more than 11,000 participants from over 2,000 schools across all 38 provinces, comprising approximately 10,000 elementary, junior high, and senior high or vocational students, as well as 1,000 teachers.

Participants will use Assemblr EDU, Assemblr’s 3D and augmented reality learning platform, to create interactive projects using Visual Coding, 3D, and AR. The platform allows students and teachers to build digital experiences without requiring text-based programming skills or specialized hardware.

ImajiNation supports the implementation of Coding and Artificial Intelligence as a subject in Indonesian schools, alongside Kemendikdasmen’s Deep Learning (Pembelajaran Mendalam) approach. Rather than focusing only on technical coding skills, the program is designed to help students develop computational thinking, creativity, collaboration, and problem-solving through hands-on projects.

Minister of Primary and Secondary Education Abdul Mu’ti said ImajiNation reflects the broader goals of Coding and Artificial Intelligence education in Indonesia.

“Our goal is not merely to teach students how to write code, but to cultivate systematic, creative, collaborative, and problem-solving ways of thinking,” he said. “I encourage teachers across Indonesia to guide students to ask questions, experiment, collaborate, and transform their ideas into meaningful solutions.”

From Curriculum Requirement to Digital Creation

While Coding and Artificial Intelligence have become part of Indonesia’s national curriculum, translating those subjects into practical classroom experiences remains an important part of implementation.

ImajiNation is designed to give schools a structured way to put AI literacy and computational thinking into practice. Students will register for free through Assemblr EDU, select one of three Creative Quests: Dream Quest, Eco Quest, or Culture Quest, and develop an original 3D and AR project based on their chosen theme.

The competition includes separate categories for elementary school, junior high school, and senior high or vocational school students. A dedicated teacher category will invite educators to develop interactive 3D and AR learning activities aligned with the subjects they teach.

Selected teacher submissions will become part of a national teaching-resource bank, allowing educators across Indonesia to learn from and use one another’s work in their classrooms.

ImajiNation is also recognized as a formal national student activity through certification from Kemendikdasmen’s relevant directorates and institutions, including PDM, GTK, and Puspresnas. Participants will receive official certificates, while student achievements will be recognized within national student achievement pathways.

A Six-Week National Learning Program

ImajiNation is structured as more than a one-off competition. Before submitting their projects, participants will take part in a six-week national learning program comprising online webinars and roadshows conducted across all 38 provinces in collaboration with Kemendikdasmen.

The sessions will help students and teachers understand the fundamentals of Visual Coding, develop their project ideas, and use 3D and AR to communicate those ideas through interactive experiences.

Hasbi Asyadiq, Co-Founder and CEO of Assemblr, said the program reflects the company’s goal of enabling more students and teachers to create with technology.

“Through Visual Coding, 3D visualization, and Augmented Reality, we want to give students an accessible starting point for becoming creators and innovators,” Asyadiq said. “The goal is not only to teach them how to use a particular technology, but to help them develop creative thinking and the confidence to solve real-world problems.”

Assemblr will provide the Assemblr EDU creation platform and its expertise in 3D, AR, and project-based learning. Kemendikdasmen will support alignment with Indonesia’s education priorities and the program’s national implementation.

Through Samsung for Education, Samsung will contribute technology expertise to help participants explore how technology can support ideation, collaboration, digital creation, and project presentation.

Ian Chong, Head of Mobile Enterprise & Education at Samsung Southeast Asia and Oceania, said:

“ImajiNation encourages us to go one step further, not simply using technology, but creating with it. Technology empowers students to imagine new ideas, build their own creations, refine them, and share them with others. That is what makes this program truly meaningful.”

From Online Qualification to a Live Coding Battle

The championship will begin with a nationwide online qualification round before culminating in an in-person Grand Final in Jakarta in October 2026.

One of the main events will be the Junior High School Visual Coding Battle, in which four finalist teams will complete a live challenge on the Samsung EDU Innovation Stage. The teams will create and present their projects in real time, demonstrating creativity, collaboration, and digital problem-solving before a public audience.

The Grand Final will also include an awards ceremony recognizing winners across the student and teacher categories, as well as distinctions such as Best School and People’s Choice. Selected projects will be showcased to representatives from government, schools, technology companies, education organizations, and the media.

The accompanying Education Expo is expected to welcome around 1,000 on-site visitors, with a further 5,000 people expected to follow the event through its livestream. Exhibitions, partner showcases, and educational activities will allow visitors to explore how technologies including Visual Coding, 3D, AR, and AI can be applied in schools.

Through ImajiNation, Kemendikdasmen, Assemblr, and Samsung aim to give more Indonesian students and teachers a practical entry point into digital creation, while helping schools translate emerging curriculum priorities into projects that can be created, shared, and used in real classrooms.

Registration for ImajiNation 2026 is free and open to eligible students and teachers across Indonesia. Competition guidelines, schedules, and registration are available at ImajiNation’s website.


About Assemblr EDU

Assemblr EDU is a learning platform that combines Visual Coding, 3D, and Augmented Reality (AR) to help teachers and students create and explore interactive learning experiences. The platform is designed to make immersive learning more accessible without requiring text-based programming skills, technical expertise, or specialized hardware.