Turin - Improving the learning experience through Robotics - DigiEduHack 2020

Turin - Improving the learning experience through Robotics

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Co-create the future of education together with us!

Join our DigiEduHack to connect with other educational professionals, innovators and entrepreneurs to co-create the future of education. Help us improving learning experience through Robotics! Turn your vision into reality and showcase your solutions on a European and global scale. Experts and mentors will support your team during the 36 hours in finding the best solutions to the challenges.

Join us online on 12-13 Nov 2020
And team up to solve our challenge:

#22 / Improving the learning experience through Robotics

Are you interested in Education and Learning Technologies? Well! This event is what you’re looking for! Our challenge is "Improving the learning experience through Robotics". Design an innovative learning experience or excellent add-ons and interaction with e.DO Cube.

Who can join?

Students

Teachers or educators

Researchers

Innovators

Education professionals

Other

Any questions?

Check the most commonly asked questions in our FAQ. If you don't find the answer you are looking for, you can contact us!

Schedule

All times indicated are in the event local timezone

Check out our schedule for the 36 hour DigiEduHack event. Hack on November 12th and 13th, get to know the results from the jury on November 18th. [The reference time for the schedule below is CET]

12 November 09:00

Hackathon launch

The staff will present the event and the general rules for the hackathon.

12 November 09:30

Inspirational talk

A 30 minutes session of inspiration for all the hackathon participants. Speaker TBD.

12 November 10:00

Hackathon technical details

You will discover how to access mentoring and e.DO Cube private sessions. All the details for the submission will be presented.

12 November 12:00

Q&A session - Learning Experience

15 minutes Q&A open session for all the teams working on the Learning Experience track.

12 November 12:15

Q&A session - Learning Technologies

15 minutes Q&A open session for all the teams working on the Learning Technologies track.

12 November 14:00

Mentorship sessions

From this moment till 22:00 mentors will be available for teams private sessions. Each session will last 15 minutes max.

13 November 09:00

Mentorship sessions

From this moment till 19:00 mentors will be available for teams private sessions. Each session will last 15 minutes max.

13 November 20:45

Let's party!

15 minutes session of final greetings. All the teams are invited to join to celebrate together: bring some food and drink and let's party together!

13 November 21:00

Submission deadline

Final deadline for the submission. All the solutions submitted after this moment will NOT be accepted.

18 November 15:00

Winners announcement

Connect to the live with the jury to get to know the winners of the hackathon! The jury will announce the best proposal for each track and the best videos will be shown.

Prizes

The jury will select two winner ideas: the best innovative learning experience and the best idea for technological development of e.DO Cube. Each pearson of the winning teams will receive a special prize. In addition, the team with the most innovative solution will be named to compete in the final global DigiEduHack award contest, with 5'000€ at stake.

Mentors & Jury

A very enthusiast team of Comau mentors will be available during the event to help you developing your idea. The jury will be composed by members of the organization and the partners. The list of people is constantly updated, stay tuned!

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Fabrizio Timo

Mentors Coordinator

Comau - Tech Training Specialist

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Viviana Pinto

Mentor - Learning experience

Comau - EdTech Specialist and Academy Training Specialist

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Stefano Pesce

Mentor - Learning technologies

Comau - e.DO Product Manager

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Giuseppe Daqua

Mentor - Learning experience

Comau - HR Training Italy and Academy Training Specialist

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Andrea Zucchi

Mentor - Learning technolgoies

Comau - Customer Services and Technical Support

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Luca Vinci

Mentor - Learning experience

Comau - Instructional Designer

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Salvatore Marino

Mentor - Learning experience

Comau - Instructional Designer

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Luigi Bassetta

Mentor - Learning technologies

Comau

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Eliana Giovannitti

Mentor - Learning technologies

Comau

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Lucia Marchesi

Jury - Learning Experience

Comau

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Renato Grimaldi

Mentor - Learning technologies

Università degli Studi di Torino

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Giuseppe Scaratti

Mentor - Learning technologies

Università Cattolica del Sacro Cuore

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Francesca Pucciarelli

Mentor - Learning technologies

ESCP Business School

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Arturo Baroncelli

Jury - Learning Technologies

Comau

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Edoardo Rota

Mentor - Learning technologies

Comau

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Pietro Melchioro

Jury - Learning Technologies

Digital Innovation Hub Vicenza

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Alisa Sydow

Jury - Learning Technologies

ESCP Business School

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.

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 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.

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 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.

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. Rules

2.1

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.

2.2

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.

2.3

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.

2.4

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.

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 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.

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 2020 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 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.

2.9

Enjoy.

Frequently asked questions

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

Organizers

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COMAU - Comau is a leading company in the industrial automation field, at a global level. Combining innovative engineering solutions with easy to use, open automation and enabling technologies, Comau helps companies of all sizes - and across a wide range of industrial segments - leverage the full potential of digital manufacturing. Our company is based on a culture of automation and through the Comau Academy we want to share our knowledge providing masters, training programs, seminars and publications to companies, professionals and young talents.
DIH Vicenza
DIGITAL INNOVATION HUB VICENZA - Strongly connected with the socio-economic fabric and its stakeholders, with the Italian University Research System and with a great number of important national and international partners in the ICT and High-tech sectors, DIH Vicenza is today an important center committed in the promotion of the digital transformation of SMEs.

Our Solutions

#DigiEduHack #DigiEduHackTurin - Improving the learning experience through Robotics

Our Partners

Our challenge, your solutions
Improving the learning experience through Robotics
Are you interested in Education and Learning Technologies? Well! This event is what you’re looking for! Our challenge is "Improving the learning experience through Robotics". Design an innovative learning experience or excellent add-ons and interaction with e.DO Cube.
Anywhere with everything, to let your imagination run free.

With e.DO AR the goal is to bring the robotic arm into augmented reality (AR), thus creating the possibility of interacting with tools and objects not available in real life. Making it possible to work in places that are difficult to reach or born from the imagination.

Creating Solutions and Challenge your skills

e.DO Cube factory is a series of worldwide online challenges focusing on simulating real tasks that can occur in a big Company. 

Build your team and compete against time and problems to take part in the final event.

Join the challenge to have the chance to win prizes and meet other e.DO cube teams!

Use simple drawings to easily manipulate an e.DO Arm

The base idea of this work is to create a tool which can offers the opportunity to let the manipulator to reach a wished goal. With the use of intuitive GUI, it's possible to manipulate the arm by simly drawing the path!

A mechanical arm used to educate children toward the environment.

Our product is the most engaging e.DO plugin to teach kids how to do fair recycling. Kids will be involved in a fun challenge, but at the same time, they will deal with an important topic, global warming.

All in one solution to Learn python and program a robotic arm.

A tool to learn python programming in an interactive way. With a more user-friendly interface and added features to make the learning progress simple and enjoyable. 

Fencing parry simulator

We would like to utilise the robotic arm “e.DO” as a simulator for fencing parries

Enabling physical tasks of all kinds from distances of all kinds

Our solution aims to enable students who are not able to attend class for reasons like a lockdown, the remoteness of the home of the student or ongoing crisises like wars, famines etc. !

Interactive Learning

Our solution aims to make learning easier and more interactive, even from online lessons.

IMPROVING TELEPRESENCE USING A BODY-TRACKING ROBOT-MOUNTED WEBCAM

Our solution aims to make the Telepresence experience more dynamic, for example allowing a user to move inside a room, showing what he is working with, without the need to move his entire pc.

The solution consists of various modules with a core: the robotic arm.

An easier way to use e.Do cube

A solution that will help people to use e.Do cube in a more coinvinient way, both trough an app and a website.

Introducing tool

Taking advantage of the modular open source robot e.DO we propose to use it as an unique remote multitask tool with just changing the last module according to each job request.

One machine to have them all

Do you need a hand?

Talking to the robot, a certain action will be performed

Through a voice command, the robotic arm will be able to perform certain actions required by means of sensors that are able to acquire and process voice messages.

This will help people do certain jobs.

 

Learn Robotic trough Botany!

Thanks to Robotany you can learn how to use a robot by taking care of a vertical garden! Everything you need is a basic 3D printer and the desire to learn.

Use the e.DO Cube to control a robotic arm with the brain signals
Winner

e.DO cube can be connected to a EEG (electroencephalography) cap to create a non-invasive device to allow patients with spinal cord injury or brainstem stroke to train how to move a robotic arm.

Gather your Friends to Help Robot Solve Real-world Tasks

Three secondary school students, having different roles, work together to solve real life tasks. Armed with a teach pendant, they immerse themselves in a lifelike 3d scene: from potting plants to assembling a car. Then completed tasks are reproduced on simplified models with an actual e.Do.

Learn to paint and code, guiding a robotic arm, all by remote

Wifre.Do LAN is a cooperative game that combines art and technology. In a learning path of 12 hours you will learn to paint, as the famous cubist artist Wifredo Lam, to code and to guide a robotic arm, all by remote. A group of 10 people will share aquired skills to complete a real canvas.

Partners & supporters

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

EIT Climate-Kic | Partner

Aalto University | Partner

European commission | Partner

Federal Ministry of Education and Research | Partner

Hochschulforum Digitalisierung | Partner

DAAD | Partner

TU Berlin | Partner

EIT | Supporter

EIT Food | Supporter

EIT Digital | Supporter

EIT RawMaterials | Supporter

EIT InnoEnergy | Supporter

EIT Health | Supporter

EIT Urban Mobility | Supporter

EIT Manufacturing | Supporter

Communication Partners

EIT Digital Alumni | Communication partner