Partenaire principal
Language learning for social purposes: the time is now!
Join our Challenge to meet, reflect and collaboratively act with language education professionals on how to make language learning more socially oriented, in a way that language learners both develop their language skills and engage in some form of action for a social purpose. This hackathon is designed for university students carrying out studies in language education ( (second or foreign language teaching). The aim to support language learning objectives along with the strengthening of active citizenship and broaden perspectives of social participation for learners/citizens.
Join us online on 10 Nov 2021
And team up to solve our challenge:
#15 / Language learning for social purposes: the time is now
University students in departments of foreign language education: this challenge is for you! Join this challenge to learn how to engage your language learners in civic engagement projects for a social purpose.
Who can join?
Students
Teachers or educators
Researchers
Innovators
Education professionals
Mentors
idea facilitators
Any questions?
Schedule
An intensive two-day event which will be preceded by a short introductory training to the topic and the collaborative technologies we will use.
Prizes
We will offer certificates of participation to all participants who submit a solution. The winners will be acknowledged at the institutional website of Aristotle University of Thessaloniki.
Mentors & Jury
Please adjust this text. Example: The DigiEduHack will be supported by these amazing mentors and jury!
Valia Moussouri
Mentor
Assistant Professor, Aristotle University of Thessaloniki, Greece
Anthippi Potoli
Mentor
Senior Lecturer, University Paris 8, France
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. It's allowed to join with draft ideas, frameworks, ideas, and concepts. It's not allowed to join DigiEduHack with a ready-made and/or ready-to-be-rolled-out solution or to use a ready-made and/or ready-to-be-rolled-out solution as a base for your co-creation process: you cannot re-work an already existing solution during DigiEduHack. 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
Organisateurs
Our Solutions
Contact us
Katerina Zourou
Host
info@web2learn.eu
We decided to create solutions concerning biodiversity and animal injury. Our goal was to approach this thematic in a fun and friendly manner and so we chose Disney movies in order to complete our goal. We have created a fun board game, a video with interactive and online activities and a puzzle
The project consists of five multilingual activities with a total duration of two hours. The audience that we want to address are third Grade children. The languages used are French, Greek, English, Italian, Russian, Serbian, German, Slovenian, Dutch and Portuguese.
Our aim was to create interactive pluringual activities with social purpose: learning in six different languages (Greek, English, French, German, Polish, Arabic) about Global Warming effect (causes, extreme weather phenomena and ways of limiting the negative effects of the phenomenon).
Solution description: Our final activities’ main objective is the fusion of selecting a healthy diet respecting the environment and language learning with the view to sensitize students on environmental issues.