Subject: Update on Student DML Flipcam Raffle Registration Information, More Information about the Day's Social Media Hands' On Workshops and Presentations (April 16 and 17)
With apologies for cross posting or repeats, we are following up on our original invitation to our PLOrk concert at the Newberry Library on April 16 and our interactive expo and Showcase on April 17 at the Palmer House, to encourage any students you are bringing to register before April 14 so they can be eligible for our DMLFlip raffle.
Details about the concert and showcase are below--and the RSVP form below also serves as a registration for this DMLFlip raffle. Winning names will be drawn from these registrants at the close of the event ond the FlipCams will go to those at the event at the time of the raffle when the Showcase closes at 3 pm on Friday and who can produce a student I.D. Nothing else is required.
Students can register by RSVP'ing to lc113 at duke.edu Students need to indicate when they reply that they are students registering for the April 17 DMLFlip Raffle.
You should feel free to pop into the Expo at any time during the day on Friday. In addition to the panel discussions with new media experts Howard Rheingold and Mizuko (Mimi) Ito and all of the hands' on projects in the expo hall, micro-sessions will be announced spontaneously throughout the day. Our HASTAC team and our DML Project Winners are some of the world's best experts-in-process on cutting-edge topics and problems of communicating, interacting, learning, organizing, reporting, publishing, and creating that are stumping all of the experts in our digital.
Throughout the day, HASTAC Team members and the DML Winners will step away from their exhibit booths to hold intensive discussions on a range of their projects and what they have learned from them this year, and what they have to share for others navigating our world of social media. Here are the kinds of topics that will be coming up in small-group workshops and conversations throughout the expo:
How to Tweet
Using Social Media to (Really) Reach Your Audience
Blogging in Class, Pros and Cons (aka, Is Class Blogging Just Another Boring Pedagogical Con Job?)
Social Networking as Social Organizing
Green World, Digital World
Citizen Journalism, Locally and Globally
Making Beautiful Music Together (and Better Signal Processing Too)
and many more projects and topics
Below is a formal invitation from the MacArthur Foundation for both events, along with the RSVP. And below that is the list of formal exhibitors.
Thank you for passing this invitation on to anyone who might be interested--educators, musicians, artists, community organizers, departmental lists, area colleagues, student groups, or anyone interested in new ways to create, play, learn, work, and live in this digital age. We will be showcasing last year's winners of the Digital Media and Learning Competition, announcing the new winners---and maybe somewhere in this year's audience will be next year's winners too!
We're all learning, and learning together, and we hope to see you in Chicago Apruil 16-17.
Cathy N. Davidson, Duke University, and David Theo Goldberg, University of California Humanities Research Institute
Co-Founders, HASTAC, www.hastac.org
Co-Directors, HASTAC/MacArthur Foundation Digital Media and Learning Competition
The John D. and Catherine T. MacArthur Foundation and HASTACinvite you to celebrate the winners of the Digital Media and Learning Competition with two events.
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
60 W. Walton Street
Chicago, Illinois 60610
Free and open to the public, limited seating available
RSVP required by April 14th RSVP to lc113 at duke.edu [STUDENTS-- please make sure to indicate you are registering for the DML Flipcam raffle]
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.
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 lc113 at duke.edu [STUDENTS-- please make sure to indicate you are registering for the DML Flipcam raffle. Raffle will be held at the close of the Expo, April 17, in the main exhibit hall. Winners must be present at the raffle and must be able to show a current student I.D.]
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. - Conversation on Participatory Learning with Mizuko Ito and Howard Rheingold. Audience will participate through tweeting, with a Twitterfall projected of the hashtags generated in the session.
11:30 a.m. - 3 p.m. - Interactive Exhibition of 17 Winners' Projects from the Inaugural Competition, with workshops and project presentations announced throughout the day
3:00 Closing remarks and Student Rafffle of DMLFlips (branded Flipcams for students who have registered for the conference. Winners must be present at the raffle and must show a current student I.D.).
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.
First Annual Winners? Showcase
Digital Media and Learning Competition
Winners of the first 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 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.
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 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 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 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.
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.