Utrecht - Digital Education Hackathon Utrecht 2020 - DigiEduHack 2020

Utrecht - Digital Education Hackathon Utrecht 2020

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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 solve the challenge of how to use digital education methods and technology to foster secondary education on systems innovation in the Utrecht-Amersfoort region. Turn your vision into reality and showcase your solutions on a European and global scale. Mentors and experts will support your team during the whole event in finding the best solutions to the challenges.

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

#10 / Digital education as catalyst for system innovation

We are looking for participants to solve our digital education challenge. If you're involved in secondary of higher education (teaching or studying), a education network, a company or organisation egaging with system innovations and systainability issues... we're looking for you! Sign up now.

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

Our schedule for the 2 day DigiEduHack event

12 November 09:00

Day 1

Start: Why/how/what _ Empathize _ Intro Challenge _ Intro Circularity _ Problem analyses _ Learning Goals _ Workshop Serious Gaming _ Design 1/2 _ Pitches short list _ Closing

13 November 09:00

Day 2

Refresh challenge and short list _ Design 2/2 _ Workshop Serious Gaming _ Development prototype _Workshop Pitching _ Pitches / Judging _ Announcement winner _ Closing

Prizes

Solutions will be judged by a jury and winning teams will be able to compete in the final global DigiEduHack award contest.

Mentors & Jury

During the event you get support from amazing mentors The challenge owner/client will be part of the jury! So pitching the best, could have consequences ;-)

Venue

Online (secondary schools) and offline (students) are combined

Address

Secondary School
NLtba - Utrecht

Downloads and links

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

Everybody who is interested in finding solutions to our challenge. Particularly: teachers, students, student teachers in secondary and higher education; education networks, companies, organisations and local government engaging in solving the climate problems we face.

You did not find the answer? Please contact one of the organisers

Organizers

LeaphyPB.jpg
Technotrend Foundation is a non-profit organization that has been strengthening science and technology education in primary and secondary education since 2004. Technotrend Foundation is focused on creating and strengthening a sustainability curriculum, with a focus on energy transition, circular economy, climate adaptation and the sustainable development goals. Social and systems innovation play an important role in the foundation's programmes. Technotrend Foundation has a strong secondary education network and a good overview of actors, trends and innovations secondary education on systems change and sustainability.

Our Solutions

#DigiEduHack #DigiEduHackUtrecht - Digital Education Hackathon Utrecht 2020

Our challenge, your solutions
Digital education as catalyst for system innovation
We are looking for participants to solve our digital education challenge. If you're involved in secondary of higher education (teaching or studying), a education network, a company or organisation egaging with system innovations and systainability issues... we're looking for you! Sign up now.
Environmentally Friendly Leaphy
Winner

Leaphy is a small, leaf-shaped robot invented by students at our school in 2016 and is used for education on electrical engineering. Wheras its plastic package often becomes residual waste, we intend to reduce the use of plastic as much as possible and to use Leaphy for education on circularity.

Circles, leren goede keuzes maken over circulariteit

Deze cardgame leert je hoe je goede keuzes in het milieu en goed voor de wereld kan zorgen. Door de vragen te beantwoorden krijg je informatie over hoe je met het klimaat moet om gaan. 

Leaphy wordt circulair

Onze opdracht is om de leaphy robot circulair te maken. We moesten er voor zorgen dat de robot duurzaam is en goed voor het milieu. Hierbij mocht er niks veranderen aan de werking van de leaphy.

Duurzamere Leaphy

Het probleem is dat de leaphy niet duurzaam is en gerecycled. Wij hebben een opdracht gekregen om de leaphy-robot te verduurzamen en circulair te maken. De leaphy is niet duurzaam, circulair en het is slecht voor het milieu. Wij hebben hier heel veel ideeën voor bedacht en een paar echt uitgewerkt.

Verspillen is niet nodig!

Veel Leaphy's worden omdat ze het niet meer goed doen weggegooid, maar je kan ook een los onderdeel repareren. Daar is ons team voor!

Kreiere dein Gedächtnispalast mit der Augmented Reality Methode

Wir wollen eine App schaffen, mit der Studierende ihre Gedächtnisleistung deutlich steigern können. Mithilfe der Augmented-Reality-Technologie und der Loci-Methode können Studierende ihren eigenen Gedächtnispalast konstruieren und diesen in allen Bereichen ihres Lebens einsetzen.

 

Een online kwartet over duurzaamheid

Wij hebben vandaag gewerkt aan een kwartet over duurzaamheid en recyclen, dat is gemaakt op de site playing cards.io

Waarom weggooien als je kan repareren

De leaphy is een robotje voor leerlingen om kennis te maken met robotica. Maar deze is nog niet zo duurzaam. Wij moeten daar ideeën voor bedenken om hem duurzamer te maken.

Leg uit waarom duurzaamheid belangrijk is en ontsnap!

De opdracht is om een spel te bedenken dat op een leuke manier de speler over bepaalde onderwerpen leert. Dit zouden we dan in een online programma moeten maken.

Leer hoe plastic recyclen werkt en ontsnap!

Wij hadden bedacht om een escape room te maken waarbij je leert over het proces dat plaatsvindt als je plastic wil gaan recyclen. Hiervoor hebben wij verschillende kamers en gangen ontworpen waarbij je opdrachten moet uitvoeren om deuren te open en om codes te vinden voor sloten.

Reis door verschillende werelden en red de aarde

In ons spel moet je de wereld redden door middel van het maken van een zuurstofmachine. Dit doe je door meerdere taken op verschillende planeten uit te voeren.

Repareer je eigen Leaphy met onze onderdelen

We moesten iets verzinnen om Leaphy te verduurzamen. We verzonnen om Leaphy in verschillende stukjes te verduurzamen.

 

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