Engaging Virtual Learning
Although digital learning is now part of our daily lives, we believe the potential in online learning at universities today is not yet entirely exploited. For example, VR, AR and games offer the possibilities to actively engage students in online learning - but how can we best use them? What potential is unharvested in virtual learning regarding technology, design, media? Can existing practices be deepened, combined and / or problematized? How can we best augment our existing environments to learn a new mindset, skills and competencies?
Join us online on 09 Nov 2021
And team up to solve our challenge:
#29 / Engaging Virtual Learning
Do you want to participate in shaping the future of virtual learning? Sign up now for our challenge in engaging virtual learning!
Who can join?
Students
Teachers or educators
Researchers
Innovators
Education professionals
Other
Mentors
idea facilitators
Any questions?
Schedule
Our Hackathon will take place from 09. November 14:00 pm to 10 November 14:00 pm. We will start with a Kick-off session where the teams will be formed. After that, you will start working on your solutions. In mentoring sessions on Tuesday evening and Wednesday morning, you have the chance to ask us for advice. Submission of your solutions is on November 10th 12:00 am with small pitches in our Closing Event. Then the jury will meet, and announce the winners.
Prizes
At the end of the hackathon we will select one winner for the local challenge. The local challenge winner will enter the competition for getting the DigiEduHack 2021 Global Award. The three DigiEduHack 2021 Global Award winning teams will each get 5000€ and their members will be nominated DigiEduHack Global Ambassadors for a year. The three DigiEduHack 2021 Global Award winning teams will be invited to pitch their solution to Mariya Gabriel, the European Commissioner for Innovation, Research, Culture, Education and Youth, during a high-level ceremony. All DigiEduHack 2021 participants will get a blockchain-based certificate that can be integrated into a LinkedIn profile.
Mentors & Jury
Our mentors and jurors come from Aalto Online Learning. We help teachers and staff in developing novel technical solutions and pedagogical models for online/blended learning, by doing research, organizing workshops, and actively fostering a strong support network at Aalto University.
Lea Blecher
Mentor and Jury member
Aalto Online Learning, Aalto University
Ylva Grufstedt
Mentor and Jury member
Aalto Online Learning, Aalto University
Julia Sand
Mentor and Jury member
Aalto Online Learning, Aalto University
1. Preliminary statement
1.1
Welcome to DigiEduHack. This set of rules is a body of principles governing DigiEduHack as a whole.
Each DigiEduHack challenge might have additional and/or specific rules. In case of doubt, please ask your challenge owner/host.
1.2
DigiEduHack is a hackathon that encourages collaboration, co-creation, and real-life change. Even if in the end three teams will be crowned as global winners, any solution uploaded on digieduhack.com can potentially have an impact on digital education. This reflects the spirit of DigiEduHack: you take part in this hackathon because you and your team members want to take action and contribute to solving an actual challenge.
1.3
DigiEduHack is free, accessible, inclusive, and sustainable. Please keep in mind these values when entering and taking part in a DigiEduHack challenge. Participants are expected to behave according to these values.Do support other teams, respect the differences, encourage, help, and include others. Be fair.
Do not shame, mock, attack, despise or hurt other participants. Be positive and remember to have fun: DigiEduHack is first and foremost a great experience where you are going to meet fantastic people, get new cool skills, grow your network.
1.4
Last but not least: in case of doubt, please contact either the owner of the challenge or the DigiEduHack central team contact@digieduhack.com
2. Rules
2.1
Prior to joining Digieduhack, you, as a participant, should pick a challenge. Most of the challenges have open recruitment; some challenges have conditional recruitment (be a student part of the challenge owner's institution for example). You can see the status of a challenge by checking its label on the "Challenges" page.
2.2
As a participant, you can only join/take part in one DigiEduHack challenge. You can join alone, or take part as a team. If you take part as a team, each team member should sign up for the challenge individually. The size of the teams is decided by each challenge owner. This size may vary from one challenge to another. The composition of a team is decided by the local challenge owners. Please refer to the documentation specific to the challenge you wish to join. In case of doubt, please contact the challenge owner.
2.3
As a participant, you are expected to take part in all/most of the activities organized by the challenge owner on 9-10 November 2021. Challenge owners can decide to make some or all activities mandatory, either before, during, or after their DigiEduHack event. Please refer to the planning of the challenge you joined for further info.
2.4
Your solution should be co-created and finalized during the DigiEduHack event you're taking part in. Specifically for this challenge by Aalto University, it is allowed to join with draft ideas, frameworks, and also with already-worked concepts that will be developed further during this challenge. You can get inspiration from an existing solution but plagiarism, copy, and/or any other form of treachery or deception are totally forbidden. In case of a breach of at least one rule in this paragraph, the challenge owner/host will ultimately decide on the applicable sanction (see infra 2.8). You can use open source resources if you clearly attribute the sampled part(s) to their original creator(s) and if the sampled part(s) is a minor component of your solution.
2.5
DigiEduHack is a multilevel hackathon where each challenge owner chooses one winning solution and might choose one or several runner-ups. Each challenge owner has their own judging grid to assess submitted solutions: please contact your challenge owner for more details. All the winning solutions (NOT the runner-ups) enter the global competition where the DigiEduHack steering group chooses 10 to 12 finalists based on the criteria available here. These 10 to 12 finalist solutions are uploaded on a platform to be submitted to a public vote. The three solutions that gather the most votes are declared global winners.
2.6
At the end of the event you are taking part in, follow and respect your challenge owner's instructions on when to stop working on your solution and on where, how, and when your solution will be assessed: pay especially attention to mandatory pitching/demo sessions and upload requirements. You had no time to finish? No worries: notify it during your pitch/demo/upload in the description of your project. All the solutions created during DigiEduHack 2021 should be uploaded on digieduhack.com. Solutions uploaded to digieduhack.com are made public under the DigiEduHack intellectual property guidelines.
2.7
Only ONE team member should upload the team's solution on digieduhack.com, and only ONE solution per team should be uploaded. A team can only upload a solution for a challenge they are registered for and actually took part in. Before starting the upload process, please check the solution upload guidelines. To upload your solution digieduhack.com: login, go to "upload your solution" and follow the steps.
2.8
Participants or teams can be disqualified and excluded from DigiEdUhack for breaking one of the aforementioned rules/preliminary statements. If a single participant in a team breaks a rule, the participant will be excluded from their team and from DigiEduHack. The rest of the team can keep taking part in DigiEduHack. If a team as a whole breaks a rule, they will be excluded from DigiEduHack. Each challenge owner decides in full discretion on exclusions for their own event. The DigiEduHack central team decides in full discretion on exclusions for the global competition. Exclusions are definitive. Solutions that break the rules described in 2.4 will be disqualified. If a winning solution is disqualified, the challenge owner will organize a second deliberation and announce a new winner. If a finalist solution or a global winning solution is disqualified, the Steering group as a whole or in a smaller quorum will assess a new finalist solution, and a new public vote will take place.
2.9
Enjoy.
Frequently asked questions
We are working on the content for this page. Please feel free to contact us directly if any questions
If you got immediate questions, then please contact one of the organisers
Organizátoři
Aalto University is a multidisciplinary community of bold thinkers, where science and art meet technology and business. We are committed to identifying and solving grand societal challenges and building an innovative future.
Our Solutions
With this solution, we will play a linking bridge between the digital education products and educators. By taking into account the lack of time, resources and skills of educators, they need an assistant, who will transfer that specific information on digital education products to them.
Modernized teaching methods will be adopted, including the use of emerging technologies for educational purposes such as e-education, mobile-education and game-based learning as the paradigm of literacy shifts from pen to computers and tablets.
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Creating immersive, engaging and entertaining environments for our learners to explore. The opportunity to develop virtual learning via technology, design and media, using existing practices, can be extended and utilized as solutions to past, ongoing and future problems.