First Annual Winners? Showcase
Digital Media and Learning Competition
April 16-17, 2009
Presented by the John D. and Catherine T. MacArthur Foundation and
HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory)
April 16, 2009
5:30pm - 8:00pm
60 W. Walton Street
Chicago, IL 60610
Opening reception and concert by PLOrk: The Princeton Laptop Orchestra
A celebration honoring all of the Digital Media and LearningCompetition winners, including a public announcement of this year?swinners, followed by a performance by PLOrk.
Winner of a Digital Media and Learning Competition ?Innovation? award,PLOrk is an expressive mobile musical laboratory for exploring new waysof making music with laptops and local area networks. In its stillshort lifetime, PLOrk has performed widely (presented by Carnegie Hall,the Northwestern Spring Festival in Chicago, the American Academy ofSciences in DC, the Kitchen (NYC) and others) and has inspired theformation of laptop orchestras across the world, from Oslo to Bangkok.
Event is free and open to the public. Limited seating available.
April 17, 2009
Palmer House Hilton
17 East Monroe Street
Chicago, IL 60603
Panel Discussions and Expo of Digital Media and Learning Projects [Exhibitors? List Below]
All events and exhibits are free and open to the public.
Sixth Floor, Adams Ballroom
?Building an International Network of Innovation in Learning?
Introducing the winners of the Digital Media and Learning Competitionswith videos by winning projects and a question and answer session.
Sixth Floor, Adams Ballroom
?Digital Youth and Participatory Learning?
A conversation between Mizuko Ito, principal author of the DigitalYouth Project, and social media expert Howard Rheingold, author ofSmart Mobs: The Next Social Revolution.
11:30 a.m.-3:00 p.m.
Sixth Floor, Monroe Ballroom, Grant, Hancock, and Medina Parlors
*Expo of winning projects and multimedia demonstrations
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 physicalwith the virtual to engage high school students in Los Angeles and theClean Air Embassy. Teams role-play as either real estate developers orenvironmentalists using actual air quality sensors hidden through thecity to monitor neighborhood pollution. Their goal is to select goodsites for either additional development or conservation. Combiningscientific data with human experiences, students collaborate, share andanalyze their findings, including working cross-culturally. Manual ArtsHigh School in Los Angeles has been playing the Black Cloud game,working to improve air quality in classrooms, and reporting on itsenvironmental findings throughout the year.
Critical Commons is a blogging, social networking and tagging platformspecially designed to promote the ?fair use? of copyrighted material insupport of learning. The project engages and organizes academiccommunities to articulate their needs, models and ethical principles offair use. The project aims to promote a strong, legally viable andexpanding conception of fair use, especially in support of learning.
FollowTheMoney.org: Networking Civic Engagement
FollowTheMoney.org: Networking Civic Engagement, a project of theInstitute on Money in State Politics, is an online interactive site andusers? guide that supports civics research by young people and promotestheir understanding of?and engagement with?electoral politics andlegislative activities. Teacher and student collaborators guidedevelopment and testing of this interactive site for networking youthcivic engagement.
Fractor: Act on Facts
Fractor is a web application that matches news stories withopportunities for social activism and community service. ?Facts? and?Acts? are organized on a single, intuitive page where every news storyis linked to real-world actions that users can pursue. Fractor givesnews readers the tools to ?act on facts,? connecting them to a world ofdynamic social involvement and activism.
Based on digital models of real cities, ?HyperCities? is a web-basedlearning platform that connects geographical locations with stories ofthe people who live there and those who have lived there in the past.Through collaboration between universities and community partners inLos Angeles, Lima, Berlin, and Rome, HyperCities develops and offers aparticipatory, open-ended learning environment grounded in space andtime, place and history, memory and social interaction, oral historyand digital media. A recent Hypercities partner is the L.A. PhillipinoWorkers? Center. Hypercities asks, ?what if you could surf a city,browse its streets, get lost in its buildings, meet friends andstrangers in a hyperlinked world, go back in time, and reemerge inanother 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 thefundamentals of social issue games. Appealing to those who are new todesigning learning games but passionate about social issues, theworkshop featured leading experts on topics including game design,fundraising, evaluation, youth participation, distribution, and pressstrategies. The workshop was held in conjunction with the 2008 Gamesfor Change Festival, and will be extended for the rest of 2008 throughan 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, aproject conducted in rural India, promotes literacy throughlanguage-learning games on mobile phones?the ?PCs of the developingworld.? MILLEE?s mobile phone games are designed to create richstorytelling environments that enable language learning.
Mobile Movement connects young African social entrepreneurs with youngNorth American professionals. Using mobile phone technology, which isnow widespread, this network facilitates both micro-funding and theexchange of professional advice to projects in Africa that promotepublic benefit. A website shares the project?s successes, lessonslearned, and new ideas for scaling toward future collaborative andtransnational youth partnerships.
Networking Grassroots Knowledge Globally
Networking Grassroots Knowledge Globally, a project of the Global Fundfor Children, is a new community and ?information commons? thatincludes blogs, video clips, sound slides, podcasts, and photographs tohelp share innovative practices for helping marginalized and vulnerablechildren. The commons allows grassroots practitioners and marginalizedyoung 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 canbecome inventive and passionate about science by sharing theirdo-it-yourself (DIY) science projects. They can also contribute to oneanother?s projects, customize the site, and collaborate as part oftheir 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 forexploring new ways of making music with laptops andlocal-area-networks. Students collaborate in designing thesetechnologies. 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 serveas an online hub to promote the use of virtual worlds as rich learningenvironments. The participating community shares best practices,encourages dialogue, provides access to the leading research, hostspodcast interviews with community leaders, and features the latest newson learning in virtual worlds.
Self-Advocacy Online is an educational and networking website for teensand adults with intellectual and cognitive disabilities, targeted atthose who participate in organized self-advocacy groups. In supportinggreater networking, peer exchange, collaboration, and communication toa general public, Self Advocacy Online will extend the reach of andinteraction among people with disabilities so that they can moreeffectively speak up for themselves and make their own decisions.
Social Media Classroom
The Social Media Virtual Classroom is an online community for teachersand students to collaborate and contribute ideas for teaching andlearning about the psychological, interpersonal, and social issuesrelated to participatory media. This digital learning space featuresand analyzes the use of blogs, wikis, chat, instant messaging,microblogging, forums, social bookmarking and instructional screencastsfor teachers and students.
Sustainable South Bronx GreenFab
The Sustainable South Bronx GreenFab project is a laboratory thatallows people to turn digital models into real world constructions ofplastic, metal, wood and more. Part of a broader MIT-led initiative,this particular project applies the principles of personal fabricationto learning about urban sustainability. The project examinesconnections between virtual and physical spaces, collaborative design,and the potential for impact within the South Bronx.
Virtual Peace is a digital humanitarian assistance game that creates alearning environment for young people studying public policy andinternational relations. The game was developed by repurposing anexisting military simulation into a tool for humanitarian training.Learning within the game focuses on leadership skills, culturalawareness, problem solving, and adaptive thinking ?all of which arenecessary to coordinate international humanitarian assistance fornatural disaster relief.
The YouthActionNet Marketplace is a dynamic digital networking platformfor young leaders to engage in social entrepreneurship and addresscritical social problems. Young social entrepreneurs can link to aglobal community of innovators to share, collaborate, customize, andevaluate information and ideas, and showcase them to a general publicsearching for new ways to address old issues.
FOR MORE INFORMATION ABOUT THESE PROJECTS, VISIT THE WINNERS' HUB: http://hub.dmlcompetition.net/