ECOFUN, the game application that goes beyond the screen and involves people in one of the key processes of the circular economy
Solution
Kiemelt önkormányzati partner
Join our DigiEduHack to connect with other individuals interested in the circular economy and digital education motivated to hack online learning tools to foster food circularity! Learn more about the topic, help us solve the challenges co-designed with our partners, turn your vision into reality and showcase your solutions on a European and global scale. Experts, mentors and tutors will support your team during the 48-hour event. The best team will have the chance to win €5000 in the DigiEduHack global award contest.
Only 8,6% of the world can be currently defined as circular. The time to act is now! Join us and get ready to hack Digital Learning Tools to support a Circular Economy transition and a Food Systems transformation. Make sure to sign up early - we only have a limited number of seats!
Students
Teachers or educators
Researchers
Innovators
Education professionals
Mentors
idea facilitators
A more detailed agenda of our 48-hour DigiEduHack event will be uploaded soon, stay tuned!
05 November 17:30
Teams formation session (optional)
09 November 09:15
Check-in and Networking
09 November 09:30
Opening and Welcome
09 November 09:40
The EIT Food Ecosystem
09 November 09:50
EIT Cross-KIC New European Bauhaus: Opportunities for DigiEduHack teams
09 November 10:00
Introduction to the Circular Economy
09 November 10:15
Live panel: Circular Economy & Food
09 November 11:00
Live panel: Circular Economy & Education
09 November 11:45
Hackathon practicalities
09 November 12:00
Hacking time (and free lunch break)
09 November 14:00
Mentoring session #1
09 November 16:00
Live Lecture: “How to pitch and prepare for your submission”
09 November 16:30
Mentoring session #2
09 November 18:30
Hacking time (and free dinner break)
09 November 20:30
Community Booster
09 November 22:00
Hack continues!
10 November 09:00
Yoga & Meditation
10 November 09:30
Mentoring session #3
10 November 12:30
Hacking time & Pitch preparation (and free lunch break)
10 November 14:30
Pitch rehearsal
10 November 15:00
Pitch sessions + Q&A
25 October 16:30
Jury deliberation
10 November 17:00
Winner Announcement and Closing Remarks
The solutions will be judged by a jury of experts and the winning team will have the chance to compete in the final global DigiEduHack award contest and win €5000!
DigiEduHack Goes Circular will be supported by amazing mentors and all teams will be evaluated by an expert jury! The full list will be available soon.
Natalia Vera
Speaker
EIT Climate-KIC, Cross KIC New European Bauhaus Manager
Tommaso Emiliani
Speaker
EIT Food, Programme Manager Education
Martin Calisto Friant
Speaker
Utrecht University, PhD Researcher
Philippe Schuler
Speaker
Too Good To Go, Global Impact Manager
Magda Cebrián
Speaker
Go Zero Waste, Co-founder
Nadia Lambiase
Speaker
Mercato Circolare, Founder
Franco Dipietro
Speaker
Biova Project, Founder
Antonino Biundo
Speaker
Rewow, Co-founder
Alessio Colombo
Speaker
RiceHouse, Co-founder
Alessandro Scuderi
Speaker
Ohoskin, Head of Communication
Luigi Riccardo
Jury
Intesa Sanpaolo Innovation Center, Innovation Manager at the Circular Economy Lab
Paola De Bernardi
Co-host & Jury member
Professor of Circular Economy Management, University of Turin
Francesco Venuti
Jury
ESCP, Director of the Master in Food&Beverage Management
Paola Pluchino
Jury
Bluenzima, Co-founder
Gianmarco Paris
Jury
Landmarkstudio, Founder
Fernando Caixeta
Mentor
University of Coimbra, PhD Candidate
Anna Walker
Mentor
Università di Chieti, PhD Candidate
Thomas Edison de la Cruz
Mentor
University of Santo Tomas, Professor of Microbiology
Malahat Ghoreishi
Mentor
LUT University, Junior Researcher
Paulo Duarte
Expert
Universidade Beira Interior (UNITA), Professor of Management
Alexia Sanz Hernández
Expert
University of Zaragoza (UNITA), Professor in Psychology and Sociology
Marianna Martinez
Expert
University of Zaragoza (UNITA), Circular Society Labs
Diana Andreescu
Expert
West University of Timisoara (UNITA), Professor in Arts and Design
Simona Grande
Host & Program Designer
University of Turin
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
2.1
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.
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
Our game app promises to motivate the younger population to become more active in the circular economy while having fun. They will help in one of the key processes of the circular economy, the revaluation of products considered as waste and their reintroduction into the system.
The bag will come in a range of colours, with a slogan written on it. A QR code will be on each bag for customers to scan and find more information on where the fruit skins were sourced, the food waste and plastic consumption that has been reduced. The product is adress to supermarkets.
DigiEduHack is an EIT initiative under the European Commission's Digital Education Action Plan, led by EIT Climate-KIC and coordinated by Aalto University. In 2021, the main stage event is hosted by the Slovenian Presidency of the Council of the European Union in cooperation with the International Research Center on Artificial Intelligence (IRCAI) under the auspices of UNESCO.