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DigiEduHack 2024

Seize the opportunity, let's support people-driven digital transformation in education together!

Get ready: the 5th edition of DigiEduHack will take place 8-17 Nov 2024!

Empowering Education Together: Co-Creating Gamified Learning for Inclusion

In this hackathon, participants will work in teams to design gamified learning experiences that break down barriers to education, creating environments where every learner can thrive. The challenge is to develop solutions that cater to the diverse needs of students, recognising that learners differ in terms of learning styles, abilities, and backgrounds. Teams will be tasked with designing experiences that are both engaging and accessible, ensuring that no learner is left behind. 

To achieve this, participants will be encouraged to think creatively about integrating game mechanics such as rewards, challenges, progression systems, and interactive storytelling. These elements can enhance motivation, deepen engagement, and make learning more enjoyable. 

Crucially, the designs must ensure that all learners—regardless of their individual needs—can participate fully and benefit equally. Teams will need to think about accessibility at every stage, considering solutions that support students with disabilities, diverse learning preferences, or cultural backgrounds. The ultimate goal is to create gamified learning environments that are not only fun and engaging but also inclusive, equitable, and impactful for all learners. 

Questions?
ad9133@coventry.ac.uk
Empowering Education Together: Co-Creating Gamified Learning for Inclusion
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Who can join?
University students
Teachers and/or educators
Researchers
Education professionals
Innovators
Digital education enthusiasts
Specific conditions to apply

Staff and students at Coventry University and its subsidiaries can participate in the Hackathon. 

11 - 13 NOV 2024
Register by 07 NOV
Online
from United Kingdom of Great Britain and Northern Ireland (the)
Category:
Learning Spaces and Pedagogies

Challenge and goals

By the end of the hackathon, each team will present a fully developed prototype of their gamified learning experience. The goal is to create solutions that are not only exciting and engaging but also inclusive, ensuring that the final product is accessible to a broad spectrum of learners. Winning teams will have the opportunity to further develop their projects and potentially see them implemented in real-world educational settings.   

Expectations and requirements for the solutions and participants

Inclusivity: Solutions should prioritise accessibility and be designed to accommodate learners with varying abilities, ensuring no one is left out. 

Engagement: The gamified learning experience should be highly interactive and immersive, using elements of gameplay to boost motivation and participation. Teams should think about how to make learning fun while keeping it meaningful. 

Innovation: We want to see fresh, out-of-the-box thinking. Teams are encouraged to experiment with new technologies and methods to create cutting-edge solutions. 

Collaboration: We’re looking for solutions that integrate insights from students, educators, and professional services to ensure the final product is practical, user-centred, and educationally sound. 

Available Support

To support their creativity and technical development, participants will have access to a variety of tools, including genial.ly, which will help teams build and present interactive elements. We will also offer guidance and mentoring throughout the hackathon to help teams refine their ideas, address challenges, and ensure that their solutions meet the criteria of inclusivity and engagement. 

Prizes

Digital certificates will be awarded for participation and special achievements (Best Innovation, Most Inclusive Solution). Winners will receive public recognition in university newsletters, social media, and blog posts, boosting exposure. Exclusive mentorship sessions with university experts will be offered to help winners further develop their ideas or careers. Winning projects will also be showcased on Coventry’s platforms, socials, and at internal events like the LEaD conference. 

Proposed Solutions