2nd edition 2020
In 2020, a global pandemic saw schools and universities shot down, while students remained isolated in their homes. Laptops or mobile devices and internet connections became the sole way of not only communicating with the outside world, but also learning.
The complicated context did not stop DigiEduHack from happening. If anything, it created a new energy and collective appetite for solving issues regarding the future of education in the digital age. “Digital learning in the context of COVID-19” was the annual theme of the 2nd edition, hosted by the German Presidency of the Council of the EU. It brought together 54 hosts and 2.600 participants.
Their work over the 24 hours of the hackathon translated into 254 solutions to the 2020 DigiEduHack challenges. Each host chose its local winning solution, and following the Steering Group’s thorough evaluation, 12 solutions were pointed out as finalists. In the public voting that followed, 4.868 votes were cast and the 3 winning solutions were selected: Squiddy (Team Provolosi, Italy), an online collaboration platform emulating a real-life STEM lab with the aim to facilitate the development of practical skills using remote learning; EduSex (Team Believe, Peru), an age-adapted serious game that offers children and teenagers remote access to contextualized Comprehensive Sex Education; and SaveDopamine (Team SaveYourDopamine, Germany-Peru-Romania), a platform that uses AI to match employees’ skills to projects allowing precise reskilling, upskilling, life-long learning and resource optimization.
The main stage event took place in the EUREF Campus, in Berlin.