Block Marking Visual Helper Feature for Code Editor Software
Join our #EduGameHackTbilisi to connect with other educational professionals, innovators and entrepreneurs to co-create the future of education. Help us solve the challenge of Educational Games, turn your vision into reality and showcase your solutions on a European and global scale. Experts and mentors will support your team during the 24 hours in finding the best solutions to the challenges. The best teams can win €5000 in a global award contest.
We are inviting you to join our Educational Games Hackathon,which focuses enhancing distance learning to achieve better learning outcomes.We are looking for participants to solve our digital education challenge. The best team can win up to €5000 in a global award contest.
Teachers or educators
Educational Games Hackathon will take place over 2 days (2 x 12 hours), with talks, mentoring, hack sessions and breaks .The detailed event schedule is currently in progress and will be updated here shortly.
All the participants who fully complete Educational Games Hackathon will be awarded a Certificate of Participation. Our organization will help the 1st and 2nd place winning teams to take part in acceleration programs, support them participating in grant competitions. Winners' Solutions will be published on the social media channels of Ilia State University.
Our DigiEduHack will be supported by amazing mentors and jury with expertise in the fields of education, technology-enhanced learning, active learning, and open science/citizen science learning.
Mentor and Hackathon Organiser
Manager of Fablab at Ilia State University
Mentor and judge
Vice-Rector for Innovations and Science Popularization of Ilia State University
Speaker and Mentor
Associate Professor and the Head of Computer Science Program at Ilia State University
Mentor and Judge
Ilia State University Associate Professor
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.
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 and will get 5000€ each, 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.
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 not shame, mock, attack, despise or hurt other participants.
Do support other teams, respect the differences, encourage, help and include others.
Be positive and remember to have fun: DigiEduHack is fist and foremost a great experience where you are going to meet fantastic people, get new cool skills, grow your network.
Last but not least: in case of doubt, please contact either the owner of the challenge or the DigiEduHack central team firstname.lastname@example.org
Prior to joining Digieduhack, you as a participant should pick a challenge. Most of the challenges have an open recruitment; some challenges have a 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 "2020 events" page and on the "2020 challenges" page.
As a participant, you can only join/take part in one DigiEduHack challenge in 2020. You can join alone, or take part as a team. If you tale pat as a team, each team members 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.
As a participant you are expected to take part in all/most of the activities organised by the challenge owner on the 12-13 November 2020. 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.
Your solution should be co-created and finalised 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 with a ready-made, ready-to-be-rolled-out solution. You can get inspiration from existing solution but plagiarism, copy and/or any other form of treachery or deception are totally forbidden. 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.
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 the United Nations' Unite Ideas platform to be submitted to a public vote. The three solutions that gather the most votes are declared global winners and their teams are awarded 5000€ each.
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 2020 should be uploaded on digieduhack.com. Solutions uploaded to digieduhack.com are made public under the DigiEduHack intellectual property guidelines.
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.
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 organise a second deliberation and annouce 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.
In our local area chemistry is not popular, because schools do not own proper inventory. Our team came up with Idea about making chemical reactions online. In this pandemic period, online-learning is reality in every-day life, and even itself this program doesn't require owning chemical laboratory.
This is a demo of dynamic visual helper for everyone who reads and writes software code, for all ages, because I think it will help not only "zero beginner" learners to understand code logic structure faster, but also professionals in their real working environment.
this is a sollution that helps users learn coding by visulising every comand they type
Vrschool is an application developed by us, which lets users go to a simulated classroom with functions such as: Voice chat, Movement, Water physics and chemical reactions. It also has its own soundtrack. we tried our best to make it feel as real as possible, while maintaining its futuristic look.
Ender is platform for adaptive learning and growth .Helping with Gamifiyng education .
The Fun Escape is a game, which is going to train and prepare children for critical situations like fire, flood, snowstorm, and cybersafety.
This is the game which will make students of 7-th, 8-th & 9-th grades, look at the chemestry from another point of view.
encancing quizes to make them more fun for students to do
We have come up with a video game that will interest any student and adult to hang their erudition and intellect.
Reviving women’s stories and providing information to the target audience, also teaching important historical events, civic education and human rights.
The online game of Puzzle, but without pictures. It is the puzzle where childrens will do mathematics, translate words, answering quations and other.
we are working on the gamification of chemistry. We will create a friendly, comfortable and informative environment for childrens to learn. we animate chemical elements, make their characters unique and based on their chemical properties so that children will easily remember them.
Wine is one of the best inventions for our civilization. At least we Georgians do believe so, May be partly because it was invented in Georgia some 8000 years ago. Gamification of winemaking is for us coalescing of ancient tradition and newest, creative, perspectives
A small web-based game where you are asked to find the position of a given projectile after a certain amout of time. after figuring out the answer, you can start the simulation and see how and where it ends up.
Sait is a ML-based virtual reality app that enables 300,000,000 people to read and write without stress and headache. We transpose a common remedy for stressful reading into a whole new realm of digital eye-tracking and spectacular objects.
We aim to improve interactivity and retention in physics courses through a social sandbox-based platform that provides not only pre-compiled topics, problems and puzzles, but allows users to bring their ideas to life and share them with others.
A game to help children learn multitasking and simple math while having fun
DigiEduHack is an EIT initiative under the European Commission's Digital Education Action Plan, led by EIT Climate-KIC and coordinated by Aalto University. This year the main stage event is hosted by the German Presidency of the Council of the European Union