Help children learn how to read!
Join DigEdHackAE51Berlin to connect with other teachers, educational professionals, students to co-create the future of education. Help us design, develop, fine-tune and test digital solutions which could help elementary school pupils master the difficult task of reading. Turn your vision into reality and showcase your solutions on a European and global scale. Experts and mentors will support your team in finding the best solutions to the challenges.
Join us on 9-10 Nov 2021
And team up to solve our challenge:
#8 / Fostering Reading Acquisition with Digital Tools
Goethe once stated: "People don't realize how much time and effort it takes learn to read." In CoVid times when pupils often lack proper guidance necessary to master the challenging task of reading, Goethe's statement is more relevant than ever. Let's create digital tools which address this issue!
Who can join?
Students
Teachers or educators
Researchers
Innovators
Education professionals
Other
Any questions?
Schedule
The event DigEduPrimer will be an intense experience. Starting with the hybrid meeting of mentors & jurors on 8th November, the event launches on 9th November with challenge overview and overview of communication tools & resources. After mentors are introduced, team formation, communication & hacking officially starts at noon and lasts exactly 23 hours. On 10th November 6PM, decisions of jury will be announced.
09 November 10:00
Opening & Program overview (Videoconference / Streaming)
Videoconference (BigBlueButton) link: https://fibel.digital/main
09 November 10:15
DigiEduHack MainStage passive Bridge :: EU.comm Welcome Speech
Welcome Speech by Mariya Gabriel, European Commissioner Innovation, Research, Culture, Education and Youth
09 November 10:30
Challenge overview
Why, what & how of the challenge "Let's help children learn how to read!"
09 November 10:45
Communication Tools & Channels overview (Videoconference / Streaming)
Introduction to main communication tools: Matrix, BigBlueButton, fibel.digital Videoconference (BigBlueButton) link: https://fibel.digital/main Chat (matrix) interface link: https://fibel.digital/chat
09 November 11:00
Resource overview (Videoconference / Streaming)
Audiotext datasets, Zirkus Palope, Machine learning cluster Videoconference (BigBlueButton) link: https://fibel.digital/main
09 November 11:20
Mentor introduction (Videoconference / Streaming)
Introduction of DigiEduHack mentors & dataset curators. Videoconference (BigBlueButton) link: https://fibel.digital/main
09 November 11:40
Participant introduction & Team-constitution
Participants willing to do so introduce themselves and teams start emerging...
09 November 12:00
Let's start hacking !
Designing + Coding + Making +Learning = Hacking ! Each team will get its own videoconferencing room Main public room: #event-digieduprimer:m3x.baumhaus.digital Usage of physical infrastructure in UdK Medienhaus / Berlin Open Lab is also possible.
10 November 11:00
Project submission
Time to stop hacking and submit Your solution(s).
10 November 12:00
DigiEduHack MainStage active Bridge
Zoom from&with DigiEduHack main stage.
10 November 16:00
Pitches (Videoconference / Streaming)
Team(s) present their solution(s) Videoconference (BigBlueButton) link: https://meetings.udk-berlin.de/b/dan-icu-u9p-dif
10 November 17:00
Jury deliberation
10 November 18:00
Jury announces decision (Videoconference / Streaming)
Videoconference (BigBlueButton) link: https://meetings.udk-berlin.de/b/dan-icu-u9p-dif
10 November 19:00
Closure (Videoconference / Streaming)
End of DigiEduPrimer AE51 hackathon. Videoconference (BigBlueButton) link: https://meetings.udk-berlin.de/b/dan-icu-u9p-dif
Prizes
2 x Personal Primer v1 component kit 3 x 6-month UdK-hosted Machine Learning Nvidia Xavier Jetson DevKit 4 x 150eur literature voucher 5 x Zirkus Palope Book 1 (1st printout)
Mentors & Jury
DigiEduPrimer will be supported by these benevolent mentors and jury!
prof. Daniel Hromada
Primary Integrator / Mentor
ECDF/UdK Juniorprofessor for Digital Education
prof. Christa Röber
Juror
Albert-Ludwigs-Universität Freiburg / author of Zirkus Palope concept
prof. Elisabeth Mayweg
Juror
ECDF / HU Juniorprofessor of Digital Knowledge Management
Paul Seidler
Mentor - speech recognition
UdK/ECDF scientific assistant
Dr. phil. Tobias Thelen
Mentor / Juror
Uni Osnabrück / Vs³d – Verein für schriftsprachstrukturierende Didaktik e.V.
Dorothea Müller
Mentor - Audiotext
UdK Lehramt Student Assistant
Viktor Schmidt
Matrix & BigBlueButton support
UdK / FU Student
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.
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 and will get 5000€ each, 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 not shame, mock, attack, despise or hurt other participants.
Do support other teams, respect the differences, encourage, help and include others.
Be positive and remember to have fun: DigiEduHack is fist 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 an open recruitment; some challenges have a 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 "2020 events" page and on the "2020 challenges" page.
2.2
As a participant, you can only join/take part in one DigiEduHack challenge in 2020. You can join alone, or take part as a team. If you tale pat as a team, each team members 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 organised by the challenge owner on the 12-13 November 2020. 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 finalised during the DigiEduHack event you're taking part in. It's allowed to join with draft ideas, frameworks, ideas and concepts. It's not allowed to join with a ready-made, ready-to-be-rolled-out solution. You can get inspiration from existing solution but plagiarism, copy and/or any other form of treachery or deception are totally forbidden. 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 the United Nations' Unite Ideas platform to be submitted to a public vote. The three solutions that gather the most votes are declared global winners and their teams are awarded 5000€ each.
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 2020 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 organise a second deliberation and annouce 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
You go to https://fibel.digital/main and join our videoconference.
Additionally, go to https://digieduhack.com/digieduprimer , click on "Join This Challenge" and fill in the necessary contact information.
Subsequently, we will contact You with access information which will allow You to join the Matrix room #event-digieduprimer:m3x.baumhaus.digital where it all starts...
Matrix ( https://matrix.org/ ), resp. M3X, is a protocol for decentralized federated communication. Cooler than Slack, rocket.chat or mattermost, able to bridge ( https://matrix.org/bridges/ ) different communication channels (e.g. Signal, Whatsapp, Telegram, You name it ...) together, M3X protocol is the glue which will hold 21st-century datasphere together.
By becoming the participant of the DigiEduPrimer challenge You will get an account which will allow to enter the labyrinth of M3X ecosystems.
A digital Primer - also known as digitale Fibel among german-speaking people - is an idealized education instrument (Bildungsinstrument) which does not exist yet.
But You (yes, You!) can help us to materialize the ideal and bring it one more step towards real existence.
The current challenge is to design, code, optimize, test, evaluate & potentialy deploy such components of the Primer which are able to help elementary school pupils to master a cognitively challenging but socially indispensable task of reading acquisition.
Consistently with values & spirit of European Union, the jury composed of renowned experts from domains of reading acquisition, cognitive psychology & computer science is instructed to prioritize collaborative solutions over solutions of competitive nature.
You did not find the answer? Please contact one of the organisers
Organizers
Our Solutions
Contact us
Daniel Devatman Hromada
Principal Coordinator
dh@udk-berlin.de
An intelligent digital device that is capable of teaching a child how to read.
This proposal aims to promote reading and writing competences of elementary school students. For this purpose, an interactive learning game has been developed based on four modules
1. activation of the environment
2. expansion of the environment
3. animation of the environment
4. creating stories