Note: The information provided here refers to past Digital Media and Learning Competitions, and is provided for archival and reference purposes only. If you are seeking the current Digital Media and Learning Competition, please navigate to dmlcompetition.net
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DML Competition 3 Winners

The third Digital Media and Learning Competition, administered by HASTAC and supported by the MacArthur Foundation, is pleased to announce the award-winning projects. From a field of approximately 800 applications, ten projects won Learning Lab Designer awards ranging from $30,000 to $200,000; in the Game Changers category, nine projects received awards ranging from $5,000 to $50,000. HASTAC and the MacArthur Foundation wish to thank all who applied for making the Competition an overwhelming success.

  • People's Choice Winner
    Bridging the digital divide by reaching previously underserved children in the developing world-urban slums and remote-rural populations, ethnic minorities, juvenile home detainees, and children with special needs-Hole-in-the-Wall has installed over 500 public Playground Learning Stations across India, Bhutan, Cambodia and countries in the African continent. Game-activities promote experiential learning that is mapped to prescribed primary grade curricula across various subjects, Hole-in-the-Wall's Activity Based E-Learning Solution imparts a playful learning environment by encouraging learning through self and group exploration beyond the classroom.
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  • People's Choice Winner
    In Mission: Evolution, high school students thoroughly analyze the evolutionary science driving the Spore™ game engine and investigate the scientific accuracy of the game. Working together to identify principles of evolutionary change that are absent from the off-the-shelf version of Spore™, students collaborate to introduce these principles into their own missions in Spore™ Galactic Adventures.
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  • People's Choice Winner
    NO2NOx is an online game that personalizes environmental education by linking learning to a player's personal life to illustrate the positive impact of simple, everyday choices. Players upload real, GPS-gathered personal travel data into a competitive game. During the course of game play, players author what-if-scenarios and are provided with an analysis of potential fuel savings and ways they can reduce pollution by making alternative transportation choices, such as alternative fuel vehicles, public transportation, consolidation of trips, bicycling and walking. NO2NOx is being designed and beta-tested with middle school students as part of an environmental science curriculum.
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  • People's Choice Winner
    In Sackboys and The Mysterious Proof, LittleBigPlanet™ players must escape from the Proof family's century-old mansion by solving a series of puzzles using geometric reasoning. With puzzle mechanics driven by geometric theorems, students will convert geometric concepts from the classroom into active knowledge through collaborative play inspired by precision learning.
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