Digital Media & Learning Competition 3

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Approximately $1.8 million was awarded to 19 projects; ten projects won Learning Lab awards ranging from $30,000 to $200,000 and 9 projects received awarded ranging from $5K to $50K in the Game Changers category.

In collaboration with President Obama’s Educate to Innovate initiative and National Lab Day, the third Competition (2010) challenged designers, inventors, entrepreneurs, and researchers to create learning labs for the 21st century, digital environments that promote building and tinkering in new ways. Announced by Aneesh Chopra, Chief Technology Officer of the United States, 19 winners were selected in two categories: 21st Century Learning Lab Designers ($30,000 to $200,000)* and Game Changers ($5,000 to $50,000)*. 21st Century Learning Lab Designer awards were given for learning environments and digital media experiences that allow young people to grapple with challenges through activities based on the social nature, contexts,and ideas of science, technology, engineering, and math. Game Changers awards were given for creative game levels designed with LittleBigPlanet™ or Spore™ Galactic Adventures.

Four People’s Choice Awards were also given, chosen by the public at large in a pool with more than 1,200 votes. The winning projects were Hole-in-the-Wall: Activity Based E-Learning for Improving Elementoary Education in India, Mission:Evolution, NO2NOx:Better Routes to Better Lives, and Sackboys and The Mysterious Proof.

The Game Changers Kids Competition ended with 17 winners, and the highest-ranked winner was congratulated by President Obama at the White House Science Fair.

The Digital Media and Learning Competition, now closed, was supported by the John D. and Catherine T. MacArthur Foundation, and administered by HASTAC.

*Awards based on amount requested.

 

Selected Winning Projects

A Day in the Life of a Computer introduces middle school and high school students to key concepts of computer science using LittleBigPlanet™. Players...
In Discovery Pier, LittleBigPlanet™ players are immersed in the high-octane world of an amusement park. While interacting with a variety of thrill...
In the Youth APPLab, middle and high school students in the District of Columbia design software and mobile apps in an after-school program that...
A game aimed at learners aged 7 to 11, EcoBugs encourages learners' interest in the environment as they explore their surroundings to create, collect...

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