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A Winning Year for the Digital Media and Learning Competition

Sometimes it feels good just to sit back and contemplate a full, rich, busy year.   Today, as the snow and the sleet shut down the schools and many businesses in North Carolina, as the HASTAC Central offices were still busy amid a building that was operating at about 25% of its normal bustle, we took some time to have a little year-end cheer and think about the accomplishments of many of the winners of the Digital Media and Learning Competition.   Sometime in the new year, I think we'll publish a list of "notables"--the list goes on and on!   

 

Sheryl Grant--who is charged with helping the winners of each year's competition do the best work they can, establishing collaborations with one another, networking, learning from what they do and passing on their lessons to others---has been compiling a list of what the winners are doing.  Until I saw a draft this afternoon, I'm not sure I knew that CellCraft--which has been getting a lot of attention--had actually passed the "one million mark," reportedly being played over a million times within ten days of its release.   It was also ranked in the "top 100 best games of all time out of more than 30,000 games on the free gaming site Kongregate.com.    If that weren't enough, researchers are now working on ways of assessing how much kids learn about cell biology from playing the game.    Pretty great, I'd say.

 

Fab@School, a project featured on NPR not so long ago, also won a Motorola Foundation Innovation Generation Award this year. Participatory Chinatown--as part of the Engagement Game Labs--won a John S. and James L. Knight Foundation Technology for Engagement award to further their work with Community PlanIt.  History Game Canada distributed 100,000 free copies of the first chapter of their game to Canadian students ages twelve to eighteen--one of the largest experiments in participatory learning in Canadian history.  DevInfo Gameworks and M-Ubuntu collaborated on an international project with sixth graders in South Africa who designed their own digital games on mobile phones, laptops, and other devices.  

 

It's been a very good year.  You'll be hearing more.  But, for now, follow @dmlComp on Twitter for these and other good tidings of a very good season.   Next year?   We hope for even more good tidings, more ways of learning the future together, and even more exciting ways of reimagining learning.  

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