Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
The Digital Media and Learning Competition is an annual effort designed to find and to inspire
the most novel uses of new media in support of learning. Over the last three years, the
Competition has recognized 72 projects—including games, mobile phone applications, virtual
worlds, and social networks—that explore how digital technologies are changing the way
people learn and participate in daily life.
2010 2009
In collaboration with President Obama’s Educate to The 2009 Competition awarded a total of $2 million to
Innovate initiative and National Lab Day, the 2010 19 projects representing two categories: Innovations in
Competition challenged designers, inventors, entrepre- Participatory Learning and Young Innovators (for ap-
neurs, and researchers to create learning labs for the 21st plicants aged 18-25). From a field of approximately 700
Century, digital environments that promote building and applications, fourteen projects won Innovation awards
tinkering in new ways. Announced by Aneesh Chopra, ranging from $30,000 to $250,000*; in the Young Innova-
Chief Technology Officer of the United States, 19 winners tors category, five projects received awards ranging from
were drawn in two categories: 21st Century Learning Lab $5,000 to $30,000*.
Designers ($30,000 to $200,000)* and Game Changers
($5,000 to $50,000)*. Learning Lab Designer awards were 2008
given for learning environments and digital media experi- The first Competition awarded a total of $2 million to 17
ences that allow young people to grapple with challenges projects representing compelling work in the field of Digital
through activities based on the social nature, contexts, Media and Learning. From a field of over 1,000 applica-
and ideas of science, technology, engineering, and math. tions, 7 projects won Innovation awards of $100,000 or
Game Changers awards were for creative levels designed $238,000*; in the 2008 Knowledge-Networking category,
with LittleBigPlanet™ or Spore™ Galactic Adventures. 10 projects received awards ranging from $30,000 to
Four People’s Choice Awards were also given, chosen by $72,000*.
the public at large in over twelve hundred votes. A Game
Changers Kids Competition ended with 17 winners, and The Digital Media and Learning Competition is supported
the highest ranked winner was congratulated by President by the John D. and Catherine T. MacArthur Foundation
Obama at the White House Science Fair. and administered by the Humanities, Arts, Science, and
Technology Advanced Collaboratory (HASTAC).
* Awards based on amount requested.
www.dmlcompetition.net
DIGITAL MEDIA AND LEARNING COMPETITION
21st Century Learning Lab Conservation Connection: From A game aimed at learners aged 7 to
Designer Award Winners the West Side to the West Pacific 11, EcoBugs encourages learners’
Joshua Drew, The Field Museum, interest in the environment as they
Chicago, IL explore their surroundings to create,
$152,000 (Best in Class: Remix and collect, and monitor the health of
Scale) virtual ‘bug’ species. Players design
Conservation Connection engages their own virtual bugs to release into
American youth from the West Side the wild, but must consider the envi-
of Chicago and Fijian youth in the ronmental conditions of their particu-
West Pacific in stewardship of Fijian lar surroundings to insure survival af-
coral reefs through direct involvement ter release. Bug colonies are located
in the scientific process. Fusing vir- using maps, accessed on player’s
tual and real experiences, the project phones or computers, and specimens
Click! The Online Spy School
uses a combination of WhyReef (the are collected when a player goes to
virtual coral reef in Whyville.net), that location—whether in a school,
web-casting, video blogging, and a a local neighborhood, or a national
Click! The Online Spy School: customized social networking site park—with a GPS-enabled mobile.
Engaging girls in STEM activities, (FijiReef) to connect youth around When biological or environmental
peer networking, and gaming the issue of environmental conserva- factors cause a population decrease,
John G. Radzilowicz, Science Center, tion. Directed virtual activities will be players must work together to figure
Pittsburgh, PA supplemented by direct contact with out how to improve the situation.
$200,000 marine biologists and various Fijian
Combining social networking ele- conservation NGOs, as well as with Fab@School: A Digital Fabrication
ments with a virtual laboratory, guided visits to museums, aquaria, Laboratory for the Classroom
Click!Online is a web-based, aug- and live reefs. Glen Bull, University of Virginia,
mented-reality game for teen girls Charlottesville, VA
featuring the fictional “spy school,” EcoBugs $185,000
the Click! Agency. At the Click! Stephen Sayers , Futurelab Educa- Fab@School introduces K-12 stu-
Agency girls collaborate in a science- tion, Bristol, United Kingdom dents to the excitement and power of
based social network to solve myster- $100,000 mathematical analysis and modeling,
ies in biomedical science, environ-
mental protection, and expressive
technology. Throughout the online
experience, virtually connected Click!
Senior Agents mentor and motivate
girls, emphasizing critical thinking,
problem solving, group sourcing,
and social action to solve real-world
Courtesy Albemarle County Public Schools
Fab@School
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DIGITAL MEDIA AND LEARNING COMPETITION
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DIGITAL MEDIA AND LEARNING COMPETITION
not reached by the internet and new to integrate them into social media careers in science and technology.
media. These multi-platform works including Facebook and Twitter, and
will challenge and enable youths and to remix them more seamlessly.
riders to connect media, interpreta- Game Changer Award
tions, and place. Youth AppLab Winners
Leshell Hatley, Uplift, Inc.,
Scratch & Share: Collaborating Washington, DC A Day in the Life of a Computer
with Youth to Develop the Next $162,000 Gemma McLean, Gemixin Limited,
Generation of Creative Software In the Youth AppLab, high school Coventry, West Midlands,
Mitch Resnick, MIT Media Lab, students in the District of Columbia United Kingdom
Cambridge, MA design software and mobile apps in $7,500
$190,000 (Best in Class: Design) an after-school program that supple- A Day in the Life of a Computer intro-
Scratch is a free, graphical program- ments their formal learning in com- duces middle school and high school
ming language that enables young puter science. They conceive, devel- students to key concepts of computer
people from age 8 up to create their op and co-create their own Android science using LittleBigPlanet™.
own interactive stories, games, ani- apps. Ultimately, students and their Players navigate the inner workings
mations, and simulations. Originally apps will compete for internships with of a computer, solving puzzles that
launched in 2007, this next genera- technology-based startup companies convey computing principles of in-
tion of Scratch expands opportuni- in and around the DC area. Repre- creasing difficulty-from simple binary
ties for young people to share ideas, senting the diverse populations un- code to more complex programming
collaborate on projects, and develop derrepresented in computer science concepts.
as creative thinkers. Scratch & Share careers today, particularly African-
enlists youth and teen online commu- American and Hispanic males and Aeon Quest: Abduction
nity members as active development females, the Youth AppLab inspires Scott Comstock, Woodland Hills, CA
partners, and allows them to share students’ thoughts and perspectives $40,000 (Best in Class: Multiplayer,
projects across mobile platforms, about technology and the pursuit of LittleBigPlanet™ only)
In Aeon Quest, LittleBigPlanet™
players are enlisted by a mechani-
cal being from outer space to help
save the planet Earth. Players must
prove their worthiness for the mis-
sion by traversing different planets
while completing a series of missions
and puzzles that test an array of
skills—from simple math problems to
complex logic puzzles.
Creatures Classified!
An exploration of cataloging
creatures across the galaxy
Mathew Powers, Indiana University,
Indianapolis, IN
$40,000 (Best in Class: Creatures,
Spore™ only)
Scratch and Share
In this Spore™ adventure, fifth grad-
ers, acting as “intergalactic speciolo-
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DIGITAL MEDIA AND LEARNING COMPETITION
gists,” learn how to collect and or- facets of science and the biological Discovery Pier: A Whole New Spin
ganize scientific data as it applies to classification system. on Science and Engineering
the classification system. Armed with Josh Hughes, Add-A-Tudez
a science field journal, players must DIASTEM: Digitally Integrating the Entertainment Company // Team
navigate progressively more complex Academics of Science, Technol- KAIZEN, Great Falls, MT
and challenging planets, collect- ogy, Engineering, and Math $40,000 (Best in Class: Physics)
ing data, and classifying the myriad Patrick Keller, Albuquerque, NM In Discovery Pier, LittleBigPlanet™
species they encounter based on the $15,000 players are immersed in the high-
evolutionary and physical character- Leveraging Spore’s™ powerful ability octane world of an amusement park.
istics of the creatures. Accompanying to personalize gameplay, DIASTEM While interacting with a variety of
them on this journey in the real-world targets STEM-related content that thrill rides, in-game lessons teach
will be a hand-held field guide that applies directly to digital game players the critical principles of
teachers can customize and students development. Within the Spore™ physics and engineering that are at
can personalize, an iPhone/Droid interface, players will complete work in each ride, as well as offer-
app that parents can use to quiz their challenges—from simple math ing simple computer programming
children about what they learned, and logic puzzles to more complex lessons on how the ride was created.
and a dynamic, original 3D cinematic physics and engineering construc- Players can then use what they have
created to engage students in the ad- tion projects—that are specifically learned to design and build their own
ventures. This combination of digital developed and created to elicit player fully rendered and animated amuse-
storytelling, adventure, and educa- understanding of game design theory ment park rides.
tion combined with real-world and application.
artifacts will immerse students in all
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customs, regulatory laws, fishing Built on the popular “Civilization” dislocations accompanying urbaniza-
practices, wildlife management, and strategy game platform, History tion, and Ramosadi, located near
the future of the sea. Game Canada enhances the history Botswana, which struggles to serve
learning experience of 12-18 year orphans—and links teachers in pri-
Global Challenge olds by putting them in control of mary schools across South Africa.
David Gibson, Global Challenge early Canadian civilizations—from
Award, Stowe, VT the French and English to the Huron Participatory Chinatown
$183,000 and Ojibwe. Players are invited to Eric Gordon, Emerson College,
Global Challenge is an online col- imagine historical events from dif- Janelle Chan, Asian Community
laborative problem-solving competi- ferent perspectives or to fantasize Development Corporation
tion that engages underrepresented alternative outcomes to consider not Holly St. Clair, Metropolitan Area
pre-college students throughout the only the “what was” of history, but Planning Council, Boston, MA
world. Using a wide variety of digital also to envision what might have $170,000
media and social networking tools, been. History Game Canada fosters Participatory Chinatown seeks to
K-12 students develop and propose critical thinking, creative problem- transform the planning practices
solutions to complex global problems solving, and what it means to make shaping Boston’s Chinatown from
from global warming to the future or remake national history. An in- disjointed transactions between
of energy. Peers, project staff, and game encyclopedia provides detailed developers and communities to a
outside experts judge solutions, pro- historical accounts, while dedicated persistent conversation shaped
viding feedback, award certificates, online discussion forums allow play- by participatory learning. Marrying
travel stipends, and scholarships to ers to share their game experiences physical deliberation, virtual interac-
students who are enhancing their sci- and discuss potential implications for tion and web-input, Participatory
ence, technology, engineering, and present day Canada with peers and Chinatown encourages residents of
mathematical skills while learning experts. all ages without prior urban planning
collaboration and project manage- experience to participate in the col-
ment from a transnational perspec- laborative design and development
tive. M-Ubuntu: Teachers Building an of their own public spaces. Par-
M-Literacy Collaboratory ticipants sit side-by-side in physical
History Game Canada Sam Nenngwekhulu, Spectrum space and simultaneously co-inhabit
Thomas Axworthy, Nathon Gunn, Primary High School, Johannesburg, a 3D virtual space where they en-
Centre for the Study of Democracy, South Africa gage in rapid prototyping and testing
Queen’s University, Kingston, $68,000 of urban design proposals. Participa-
Ontario, Canada Applying the Zulu community-based tory Chinatown enables communities
$147,000 problem-solving concept of Ubuntu— to articulate their vision and strength-
best translated as “I am because we en their internal and external bonds
are”—M-Ubuntu uses inexpensive, to produce better neighborhoods.
low-threshold mobile phone tech- Participatory Chinatown is a collab-
nologies to promote mobile literacy orative effort of the Asian Community
(m-literacy) by empowering local Development Corporation, Emerson
teachers to connect to each other College New Media faculty, and the
and to literacy coaches in the United Boston Metropolitan Area Planning
States. M-Ubuntu focuses on two Council.
reform-minded schools and their
enthusiastic teachers and learners—
Spectrum, near Johannesburg, which
Playpower
contends with crime and other social
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DIGITAL MEDIA AND LEARNING COMPETITION
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DIGITAL MEDIA AND LEARNING COMPETITION
attend an intensive video training and demand, proper planning (as tended to all in this virtual newsroom.
camp, where experienced media pro- defined by our civic experts), politi- Diverse users—each bringing unique
fessionals will provide the required cal pressure, and most importantly, perspectives—supplement each oth-
technical and documentary journal- their imaginations—might impact the ers’ work to develop more meaningful
istic skills necessary for empowering community. Through manipulation of and robust stories through collabora-
these young women to tell their sto- real mapping information and current tion, with final stories published to a
ries and those of their communities. data sets, students navigate social public wiki.
and political pressures to explore the
Young Innovators Award cause and effect of civic investment
Winners and public policy as they attempt to
create a sustainable future for their
Cellcraft: Exploring the Cell region.
Through Computer Games
Anthony Pecorella, Durham, NC Digital Democracy Contest
$25,000 Daniel Scott Poynter,
Addressing a decreasing interest and West Lafayette, IN
proficiency in the biological sciences $9,000
among American teenagers, Cellcraft The growing wealth of governmental
seeks to engage kids in ways that data online has tremendous potential
make biological principles personally to increase civic engagement. Built
meaningful and relevant. Cellcraft will on the successful Digital Literacy
put middle and high school students Contest, the Digital Democracy Con-
in control of a cell, tasked with the job test employs existing online tools to
of coordinating all of the organelles help young people explore complex
in order to process food, create new data sets and engage with them in
parts, fight off viruses, and grow. Dur- meaningful ways. Working in teams, Black Cloud
ing game play, students learn valu- students will compete against each
able biological information while also other as they navigate online govern-
developing organizational, planning, ment information and work together Origami: Enfolding Real and
coordination, delegation, and logisti- to develop future versions of the Virtual Learning
cal skills. game. Jonah Model, Long Island City, NY
$9,000
CivicsLab.com Networked Newsroom Origami is a file-sharing system you
Laura Staniland, Pittsburgh, PA Bingxia Yu, Buffalo, NY can talk with via email and text mes-
$30,000 $20,000 sage. It promotes ad hoc learning
Focusing on the Southwestern Penn- Targeting high school and college spaces using a visual tag for linking
sylvania region, CivicsLab puts el- journalism classes as well as the wid- physical spaces with existing collab-
ementary and middle school students er public, Networked Newsroom is orative software such as wikis, social
in virtual control of decision-making in an online participatory learning news bookmarking, and groupware sys-
their communities to encourage civic platform that enables users to post tems. The Origami tag is designed for
participation, critical thinking, and story ideas, leads, photos, videos, readability and can be hand-drawn or
sense of place. In CivicsLab, players and other information directly from converted into sign language, Braille,
will assume positions of power in the their computers or mobile phones. To or a short URL. Origami allows
community from an urban, suburban leverage the collective intelligence of students to trade learning resources
or rural perspective and explore how the Networked Newsroom commu- quickly and easily without interrupting
decisions—based on social need nity, the coveted “editor’s desk” is ex- conversation, lectures, or meetings.
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DIGITAL MEDIA AND LEARNING COMPETITION
Virtual Peace social networking and tagging plat- Let the Games Begin:
Tim Lenoir, Natalia Mirovitskaya, form specially designed to promote A 101 Workshop for Making Social
Jerry Heneghan, Kacie Wallace the fair use of copyrighted material Issue Games
Duke University, Durham, NC in support of learning. The project Suzanne Seggerman, Games for
$238,000 will engage and organize academic Change, New York, NY
Virtual Peace is a digital humanitar- communities to articulate their needs, $58,000
ian assistance game that creates a models, and ethical principles of fair The Let the Games Begin work-
learning environment for young peo- use. The project aims to promote a shop is a soup-to-nuts tutorial on
ple studying public policy and inter- strong, legally viable, and expanding the fundamentals of social issue
national relations. The game will be conception of fair use, especially in games. Appealing to those who are
developed by repurposing an existing support of learning. new to designing learning games
military simulation into a tool for hu- but passionate about social issues,
manitarian training. Learning within FollowTheMoney.org: Networking the workshop will feature leading
the game will focus on leadership Civic Engagement experts on topics including game
skills, cultural awareness, problem Edwin Bender, FollowTheMoney.org, design, fundraising, evaluation,
solving, and adaptive thinking—all of Helena, MT youth participation, distribution, and
which are necessary to coordinate $30,000 press strategies. The workshop will
international humanitarian assistance FollowTheMoney.org: Networking be held in conjunction with the 2008
for natural disaster relief. Civic Engagement, a project of the Games for Change Festival, and will
Institute on Money in State Politics, be extended for the rest of the year
YouthActionNet Marketplace is an online interactive site and users through an online community dedi-
Ashok Regmi, International Youth guide that supports civics research cated to learning about social games.
Foundation, Baltimore, MD by young people and promotes their
$100,000 understanding of—and engagement Mobile Movement
The YouthActionNet Marketplace is with—electoral politics and legisla- Leba Haber Rubinoff, Interactive
a dynamic digital networking plat- tive activities. Teacher and student Filmmaking, Brooklyn, CA
form for young leaders to engage in collaborators will guide development $72,000
social entrepreneurship and address and testing of this interactive site for Mobile Movement network will con-
critical social problems. Young social networking youth civic engagement. nect young African social entrepre-
entrepreneurs can link to a global neurs with young North American
community of innovators to share, Fractor: Act on Facts professionals. Using mobile phone
collaborate, customize, and evaluate Ben Robison, Fractor Corporation, technology, which is now wide-
information and ideas, and showcase Long Island City, NY spread, this network will facilitate
them to a general public searching $72,000 both micro-funding and the exchange
for new ways to address old issues. Fractor is a web application that of professional advice to projects in
matches news stories with opportuni- Africa that promote public benefit.
ties for social activism and commu- A website will share the project’s
Knowledge Networking nity service. “Facts” and “Acts” are successes, lessons learned, and
Award Winners organized on a single, intuitive page new ideas for scaling toward future
where every news story is linked to collaborative and transnational youth
Critical Commons real-world actions that users can partnerships.
Steve Anderson, University of pursue. Fractor gives news readers
Southern California, Los Angeles, CA the tools to “act on facts,” connect-
$61,000 ing them to a world of dynamic social
Critical Commons is a blogging, involvement and activism.
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Self-Advocacy Online
Jerry Smith, University of Minnesota,
Minneapolis/St. Paul, MN
$72,000
Self-Advocacy Online is an educa-
tional and networking website for
teens and adults with intellectual
and cognitive disabilities, targeted at
those who participate in organized
self-advocacy groups. In supporting
greater networking, peer exchange,
collaboration, and communication to
a general public, Self-Advocacy On-
line will extend the reach of and inter-
action among people with disabilities
Mobile Movement so that they can more effectively
speak up for themselves and make
Networking Grassroots and podcast site where young people their own decisions.
Knowledge Globally can become inventive and passion-
Victoria Dunning, The Global Fund ate about science by sharing their Social Media Virtual Classroom
for Children, Washington, DC do-it-yourself (DIY) science projects. Howard Rheingold, Stanford
$72,000 They can also contribute to one an- University, Mill Valley, CA
Networking Grassroots Knowledge other’s projects, customize the site, $61,000
Globally, a project of the Global Fund and collaborate as part of their col- The Social Media Virtual Classroom
for Children, is a new community lective digital learning. Developed by will develop an online community for
and “information commons” that will Vision Education, Ohmwork aspires teachers and students to collaborate
include blogs, video clips, sound to become an online network for DIY and contribute ideas for teaching and
slides, podcasts, and photographs science. learning about the psychological, in-
to help share innovative practices for terpersonal, and social issues related
helping marginalized and vulnerable RezEd: The Hub for Learning and to participatory media. This digital
children. The commons will allow Virtual Worlds learning space will both feature and
grassroots practitioners and margin- Barry Joseph, Global Kids, Inc., analyze the use of blogs, wikis, chat,
alized young people to harness and New York, NY instant messaging, microblogging,
share new models for learning, orga- $70,000 forums, social bookmarking, and
nizing, and communicating around RezEd: The Hub for Learning and instructional screencasts for teachers
the world. Virtual Worlds will be developed to and students.
serve as an online hub to promote
Ohmwork: Networking Homebrew the use of virtual worlds as rich learn-
Science ing environments. The participating
Laura Allen, Vision Ed. Inc., community will share best practices,
New York, NY encourage dialogue, provide ac-
$40,000 cess to the leading research, provide
Ohmwork is a new social network podcast interviews with community
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DIGITAL MEDIA AND LEARNING COMPETITION
About HASTAC
A consortium of humanists, artists, scientists, social scientists, and engineers from universities and other civic
institutions across the U.S. and internationally, HASTAC (Humanities, Arts, Science, and Technology Advanced
Collaboratory) is committed to new forms of collaboration for thinking, teaching, and research across
communities and disciplines fostered by creative uses of technology. More information is available at
www.hastac.org.
For videos of the winners and profiles of the projects, visit the Digital Media and Learning Competition’s
website at www.dmlcompetition.net.
www.dmlcompetition.net
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