ATTENTION STUDENTS: Register for the PLOrk concert and DML Interactive Winners Showcase, April 16-17, Chicago, by sending in your RSVP by April 14 and you will be eligible for the DML Flipcam Raffle.
Two branded DMLFlips will be awarded to student participants (i.e. attendees: it's interactive!) at the Showcase on April 17. Your RSVP serves as contest registration.
The Raffle will take place at the end of the Showcase on Friday, April 17. Winners must be present at the Showcase Raffle and must present a current student i.d. to receive a DMLFlip.
RSVP: lc113 at duke.edu (and please make sure to say you are a student registering for the DMLFlip Raffle)
An Evening with the Princeton Laptop Orchestra (PLOrk)
A Digital Media and Learning Competition winner, PLOrk is a visionary
musical ensemble of laptopists that in its short lifetime has performed
at Carnegie Hall and inspired similar orchestras from Oslo toBangkok.
April 16, 2009
5:30 p.m. Reception
6:30 p.m. Performance with Q&A
Newberry Library
60 W. Walton Street
Chicago, Illinois 60610
Free and open to the public. LIMITED SEATING
RSVP to lc113 at duke.edu
First Annual Digital Media and Learning Competition Winners' Showcase
Winners of the first Digital Media and Learning Competition will
showcase their work through panel discussions, interactive
demonstrations, and exhibits.
In addition to a central exhibit hall where you can interact with the media and talk to the Winners about what they have learned throughout the year, there will be a series of small group breakout sessions on topics from Twitter to blogging to using social networking more effectively to learn, create, teach, and organize--or on anything else that attendees would like to meet and discuss together.
April 17, 2009
9:30 a.m.- 3 p.m.
Palmer House Hilton, 6th Floor
Adams and Monroe Ballrooms
17 E. Monroe Street
Chicago, Illinois 60603
Free and open to the public
RSVP encouraged by April 14th
Schedule of Events for April 17, 2009
9:30 - 10:30 a.m. - Panel Discussion Featuring Inaugural Competition Winners Black Cloud, Sustainable South Bronx GreenFab and Virtual Peace
10:30 - 11:30 a.m. - Interactive Conversation on Participatory Learning with Mizuko Ito and Howard Rheingold
Mimi and Howard will encourage participation via Twitter, with a Twitterfall projection of the feed searching Twitter hashtags for the event. This is a chance to learn to Twitter if you have not already or to learn how to Tweet more effectively.
11:30 a.m. - 3 p.m. - Interactive Exhibition of 17 Winners' Projects from the Inaugural Competition
Breakout sessions throughout the day will allow for in-depth interaction with winners, to learn about what they learned in the course of developing their project, to find out more, and also to break into small groups for dynamic conversations about a range of participatory learning opportunities, using social networking, mobile phones, Twitter, Facebook, and other means for organizing, creating, teaching, learning, and interacting.
HASTAC Scholars will be microblogging the entire PLOrk event and the Showcase on Twitter.
For more information on the Digital Media and Learning Competition visit www.dmlcompetition.net.
For more information on MacArthur's $50 million digital media and
learning initiative visit www.macfound.org.
* * *
http://tiny.cc/PECYk: View this video for interviews with the first group of Digital Media and Learning winners who will be exhibiting, interacting, demo'ing, and a hands' on forum for sharing information about what they've learned over the course of the year.
*EXHIBITORS
Winners of the first (2007) Digital Media and Learning Competition will demonstrate and discuss their projects
Black Cloud Environmental Studies Gaming
Black Cloud is an environmental studies game that mixes the physical
with the virtual to engage high school students in Los Angeles and the
Clean Air Embassy. Teams role-play as either real estate developers or
environmentalists using actual air quality sensors hidden through the
city to monitor neighborhood pollution. Their goal is to select good
sites for either additional development or conservation. Combining
scientific data with human experiences, students collaborate, share and
analyze their findings, including working cross-culturally. Manual Arts
High School in Los Angeles has been playing the Black Cloud game,
working to improve air quality in classrooms, and reporting on its
environmental findings throughout the year.
Critical Commons
Critical Commons is a blogging, social networking and tagging platform
specially designed to promote the ?fair use? of copyrighted material in
support of learning. The project engages and organizes academic
communities to articulate their needs, models and ethical principles of
fair use. The project aims to promote a strong, legally viable and
expanding conception of fair use, especially in support of learning.
FollowTheMoney.org: Networking Civic Engagement
FollowTheMoney.org: Networking Civic Engagement, a project of the
Institute on Money in State Politics, is an online interactive site and
users? guide that supports civics research by young people and promotes
their understanding of?and engagement with?electoral politics and
legislative activities. Teacher and student collaborators guide
development and testing of this interactive site for networking youth
civic engagement.
Fractor: Act on Facts
Fractor is a web application that matches news stories with
opportunities for social activism and community service. ?Facts? and
?Acts? are organized on a single, intuitive page where every news story
is linked to real-world actions that users can pursue. Fractor gives
news readers the tools to ?act on facts,? connecting them to a world of
dynamic social involvement and activism.
Hypercities
Based on digital models of real cities, ?HyperCities? is a web-based
learning platform that connects geographical locations with stories of
the people who live there and those who have lived there in the past.
Through collaboration between universities and community partners in
Los Angeles, Lima, Berlin, and Rome, HyperCities develops and offers a
participatory, open-ended learning environment grounded in space and
time, place and history, memory and social interaction, oral history
and digital media. A recent Hypercities partner is the L.A. Phillipino
Workers? Center. Hypercities asks, ?what if you could surf a city,
browse its streets, get lost in its buildings, meet friends and
strangers in a hyperlinked world, go back in time, and reemerge in
another city??
Let the Games Begin: A 101 Workshop for Social Issue Games
The Let the Games Begin workshop was a soup-to-nuts tutorial on the
fundamentals of social issue games. Appealing to those who are new to
designing learning games but passionate about social issues, the
workshop featured leading experts on topics including game design,
fundraising, evaluation, youth participation, distribution, and press
strategies. The workshop was held in conjunction with the 2008 Games
for Change Festival, and will be extended for the rest of 2008 through
an online community dedicated to learning about social games.
MILLEE: Mobile and Immersive Learning for Literacy in Emerging Economies
Mobile and Immersive Learning for Literacy in Emerging Economies, a
project conducted in rural India, promotes literacy through
language-learning games on mobile phones?the ?PCs of the developing
world.? MILLEE?s mobile phone games are designed to create rich
storytelling environments that enable language learning.
Mobile Movement
Mobile Movement connects young African social entrepreneurs with young
North American professionals. Using mobile phone technology, which is
now widespread, this network facilitates both micro-funding and the
exchange of professional advice to projects in Africa that promote
public benefit. A website shares the project?s successes, lessons
learned, and new ideas for scaling toward future collaborative and
transnational youth partnerships.
Networking Grassroots Knowledge Globally
Networking Grassroots Knowledge Globally, a project of the Global Fund
for Children, is a new community and ?information commons? that
includes blogs, video clips, sound slides, podcasts, and photographs to
help share innovative practices for helping marginalized and vulnerable
children. The commons allows grassroots practitioners and marginalized
young people to harness and share new models for learning, organizing,
and communicating around the world.
Ohmwork: Networking Homebrew Science
Ohmwork is a new social network and podcast site where young people can
become inventive and passionate about science by sharing their
do-it-yourself (DIY) science projects. They can also contribute to one
another?s projects, customize the site, and collaborate as part of
their collective digital learning. Developed by Vision Education,
Ohmwork aspires to become an online network for DIY science.
PLOrk: Princeton Laptop Orchestra
Mobile Musical Networks is an expressive mobile musical laboratory for
exploring new ways of making music with laptops and
local-area-networks. Students collaborate in designing these
technologies. In the process, they learn about a variety of subjects,
including musical acoustics, networking, instrument design,
human-computer interfacing, procedural programming, signal processing,
and musical aesthetics.
RezEd: The Hub for Learning and Virtual Worlds
RezEd: The Hub for Learning and Virtual Worlds was developed to serve
as an online hub to promote the use of virtual worlds as rich learning
environments. The participating community shares best practices,
encourages dialogue, provides access to the leading research, hosts
podcast interviews with community leaders, and features the latest news
on learning in virtual worlds.
Self-Advocacy Online
Self-Advocacy Online is an educational 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 Online will extend the reach of and
interaction among people with disabilities so that they can more
effectively speak up for themselves and make their own decisions.
Social Media Classroom
The Social Media Virtual Classroom is an online community for teachers
and students to collaborate and contribute ideas for teaching and
learning about the psychological, interpersonal, and social issues
related to participatory media. This digital learning space features
and analyzes the use of blogs, wikis, chat, instant messaging,
microblogging, forums, social bookmarking and instructional screencasts
for teachers and students.
Sustainable South Bronx GreenFab
The Sustainable South Bronx GreenFab project is a laboratory that
allows people to turn digital models into real world constructions of
plastic, metal, wood and more. Part of a broader MIT-led initiative,
this particular project applies the principles of personal fabrication
to learning about urban sustainability. The project examines
connections between virtual and physical spaces, collaborative design,
and the potential for impact within the South Bronx.
Virtual Peace
Virtual Peace is a digital humanitarian assistance game that creates a
learning environment for young people studying public policy and
international relations. The game was developed by repurposing an
existing military simulation into a tool for humanitarian training.
Learning within the game focuses on leadership skills, cultural
awareness, problem solving, and adaptive thinking ?all of which are
necessary to coordinate international humanitarian assistance for
natural disaster relief.
YouthActionNet Marketplace
The YouthActionNet Marketplace is a dynamic digital networking platform
for young leaders to engage in social entrepreneurship and address
critical social problems. Young social entrepreneurs can link to a
global community of innovators to share, collaborate, customize, and
evaluate information and ideas, and showcase them to a general public
searching for new ways to address old issues.
FOR MORE INFORMATION ABOUT THESE PROJECTS, VISIT THE WINNERS' HUB: http://hub.dmlcompetition.net/
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- Cathy Davidson's blog
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