Howard Rheingold and Mimi Ito will not only be discussing participatory learning--they will practice it. Mimiand Howard will encourage participation via Twitter, with aTwitterfall projection of the the feed for a search on a Twitterhashtag for the event. For those new to Twitter, HASTAC Scholars willbe available to help you set up your own Twitter stream and to get youstarted. HASTAC Scholars will also be live-blogging and microblogging(tweeting) the entire event. FUN!!
ATTENTION STUDENTS: Register by sending in your RSVP by April 14 and you will be eligible for a raffle of two DMLFLips, branded DML Flipcams. RSVP: lc113 at duke.edu
An Evening with the Princeton Laptop Orchestra (PLOrk)
A Digital Media and Learning Competition winner, PLOrk is a visionarymusical ensemble of laptopists that in its short lifetime has performedat 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
RSVP to lc113 at duke.edu
First Annual Digital Media and Learning Competition Winners' Showcase
Winners of the first Digital Media and Learning Competition willshowcase their work through panel discussions, interactivedemonstrations, 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 encouraged by April 14th
Schedule of Events for April 17, 2009
9:30 - 10:30 a.m. - Panel Discussion Featuring Inaugural CompetitionWinners 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 the feed for a search on a Twitter hashtag for the event.
11:30 a.m. - 3 p.m. - Interactive Exhibition of 17 Winners' Projects from the Inaugural Competition
HASTAC Scholars will be microblogging the event on Twitter. Throughout the day, small groups will focus on topics such as tweeting, advanced tweeting, whether or not to require blogs and editing Wikipedia entries in class, using social networking for (really) effective learning, advertising, and organizing, global and local networking, digital yet green, and etc.
For more information on the Digital Media and Learning Competition visit www.dmlcompetition.net.
For more information on MacArthur's $50 million digital media andlearning initiative visit www.macfound.org.
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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.
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/