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.

  • Combining social networking elements with a virtual laboratory, Click!Online is a web-based, augmented-reality game for teen girls featuring the fictional "spy school," the Click! Agency. At the Click! Agency girls collaborate in a science-based social network to solve mysteries in biomedical science, environmental protection, and expressive technology. Throughout the online experience, virtually connected Click! Senior Agents mentor and motivate girls, emphasizing critical thinking, problem solving, group sourcing, and social action to solve real-world science-based challenges. Spy girls can share results with fellow spy girls around the world via the Click!Online community.
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  • Conservation Connection engages American youth from the West Side of Chicago and Fijian youth in the West Pacific in stewardship of Fijian coral reefs through direct involvement in the scientific process. Fusing virtual and real experiences, the project uses a combination of WhyReef (the virtual coral reef in Whyville.net), web-casting, video blogging, and a customized social networking site (FijiReef) to connect youth around the issue of environmental conservation. Directed virtual activities will be supplemented by direct contact with marine biologists and various Fijian conservation NGOs, as well as with guided visits to museums, aquaria, and live reefs.
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  • A game aimed at learners aged 7 to 11, EcoBugs encourages learners' interest in the environment as they explore their surroundings to create, collect, and monitor the health of virtual 'bug' species. Players design their own virtual bugs to release into the wild, but must consider the environmental conditions of their particular surroundings to insure survival after release. Bug colonies are located using maps, accessed on player's phones or computers, and specimens are collected when a player goes to that location-whether in a school, a local neighborhood, or a national park-with a GPS-enabled mobile. When biological or environmental factors cause a population decrease, players must work together to figure out how to improve the situation.
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  • Fab@School introduces K-12 students to the excitement and power of mathematical analysis and modeling, digital fabrication, and engineering by encouraging imaginative and collaborative experimentation, invention, design, and creation. Adapting a low-cost open-source emergent digital fabrication system for school use, Fab@School provides students the satisfying experience of taking their concepts-from geometric structures to simple machines to usable products-from mind's eye to physical form. A complementary curriculum aligned with school standards fosters the further development of STEM skills by posing challenges and presenting models that spur inquiry and inspire students' original designs.
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  • 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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  • Youth Radio's Mobile Action Lab networks emerging entrepreneurs, participants who propose, develop, and market online and mobile apps. Apps tackle topics that youth have identified as addressing a pressing need in their communities-for example, apps that re-distribute free healthy produce across urban neighborhoods, improve youth-police relations, and spark youth expression while reimagining the sound of news. The Lab will mobilize participation through incentives such as access to experts, customized ringtones, and community competitions. The Mobile Action Lab was formed to enable young people not just to use but to create the kinds of digital tools that increasingly determine who knows what, how knowledge travels, and what makes change possible.
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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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  • In Out the Window, youth collaboratively write and produce videos and TV screen banners that explore aspects of their families, blocks, streets, and neighborhoods. These geo-coded messages are transmitted on TV screens on the 2200 LA Metro buses that travel throughout the city, transforming the buses into mobile learning labs that serve the 7 million Los Angelinos that travel these routes every week, many of whom represent a population sometimes not reached by the internet and new media. These multi-platform works will challenge and enable youths and riders to connect media, interpretations and place.
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  • Scratch is a free, graphical programming language that enables young people from age 8 up to create their own interactive stories, games, animations, and simulations. Originally launched in 2007, this next generation of Scratch expands opportunities for young people to share ideas, collaborate on projects, and develop as creative thinkers. Scratch & Share enlists youth and teen online community members as active development partners, and allows them to share projects across mobile platforms, to integrate them into social media including Facebook and Twitter, and to remix them more seamlessly.
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  • In the Youth AppLab, high school students in the District of Columbia design software and mobile apps in an after-school program that supplements their formal learning in computer science. They conceive, develop and co-create their own Android Apps. Ultimately, students and their apps will compete for internships with technology-based startup companies in and around the DC area. Representing the diverse populations underrepresented in computer science careers today, particularly African-American and Hispanic males and females, the Youth AppLab inspires students' thoughts and perspectives about technology and the pursuit of careers in science and technology.
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