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Powering The Next Generation of Entrepreneurs.

18-20 November 2022

The GEW Hackathon aims to bring in startups, developers, strategists, and thinkers to explore Digital opportunities and help solve pressing problems faced by large corporates and startups in key industry sectors. The Hackathon will focus on five key sectors: Education, Financial services, Gaming, Health, and Services.


A total cash prize of R500k will be awarded and each winner will receive R100k each. There is no guarantee that each sector will have a winner. It is plausible that a particular sector could have more than one winner, while another sector fails to secure a win.


Hackathon winners have an opportunity to join 22 On Sloane’s Catalytic (Accelerator) Programme where they can  access up to R750k in funding (subject to terms and conditions).

Key Objectives

The Hackathon will serve as a platform to explore digital opportunities, huddle and solve pressing businesses and technical challenges faced by Corporate and Startups. 

To help generate high value actionable ideas and product concepts

To test the technical competencies of young developers by offering them opportunities to solve critical challenges 

To boost a culture of innovation, idea sharing, effective collaboration and creativeness driven by enthusiasm towards a shared vision  

To speed up product launches.

Complete Your Team Application To Participate

Hackathon Challenges


22 On Sloane has developed 5 prospective challenges it intends to be hacked’ during the Hackathon weekend. These challenges can be categorised into five sectors:

(click on a sector to view challenge)

Fintech/Financial Services


As at 2019, the informal sector in South Africa accounted for 20% of the country’s total employment and contributed an estimated 5.1% of the country’s GDP. The figure is much bigger in the rest of Africa as 80.8% of jobs are provided by the informal sector. However, there are still insufficient financial services that encourage access and financial inclusion which to improve their trade despite the significant increase in mobile phone penetration across the continent. Part of the problem is due to information asymmetry where financial service providers do not have sufficient information to ascertain suitable products or services for informal traders.


Desired Solution

Design a commercially viable mobile platform that will enable better access to financial services for informal traders through solving for information asymmetry. 


Gamification: Labour/Workforce


Learning and development and productivity amongst employees remains important for businesses across size. Gamification provides an opportunity to improve training and increase productivity as it makes learning enjoyable, assists in reducing stress and can attract younger talent to the organisation


Desired Solution

Create a commercially viable learning platform for employees that will increase engagement in training while entertaining the workforce.

Gamification: Education


According to the WEF, there is a concerning shortage of scientists and engineers in South Africa. In Sub Saharan Africa, New York estimates that the region needs 2.5 million more engineers to be able to solve for developmental challenges in the continent. This means that STEM subjects must be strongly encouraged at school-level to facilitate global competitiveness.


Desired Solution

Design a commercially viable gaming platform that will encourage STEM subject matters amongst school learners and young adults.  




Community-based health insurance (CBHI) systems have seen a significant rise in the past 20 years as a means to address the dearth in healthcare amongst low-income and marginalised communities thus providing social protection. Despite this rise, there is still a low enrolment rate in CBHI schemes


Desired Solution

Develop a commercially viable system centred around the CBHI that will encourage the enrolment of communities in to CBHI schemes in a manner that is simple, safe, and accessible.  


Internet of Things/Machine Learning


Daily, a person is faced with numerous opportunities to make choices and informed decisions. Subsequently, technology is rapidly integrating a smart device user’s life applications and platforms that are built on data mining and analysis. These platforms provide convenience for the users who leverage their use. (e.g., booking a hotel, booking flights, buying groceries, health checks, and hiring a cleaner.)  


Desired Solution

Develop a virtual assistant that will use an AI to learn the life patterns of a user through a smart device or smart network and assist the user in making smart and/or convenient choices.