Hacking for a Better Web Winners Announced

After a long, fun day of hacking in New York City yesterday the Project:Connect – Hacking for a Better Web winners were announced:

Social Good

1st place: Helpster by CB Media

2nd place: DoGood.org by Team Hummos

3rd place: Cyberstoop by The Truth

 

Enable Literacy

1st place: Congregate by Arganot

2nd place: Storytellers.com by Backpackers

 

Control of Information

1st place: That Could be your Sister

2nd place: Digital Milestones by Keystone Hacktivist

 

Congratulations to all the participants!

Project:Connect – Summer Youth Programming Competition

 PROJECT:CONNECT - Summer Youth Programming

syp-iconDeadline: Online applications are due June 10, 2013, at 5pm PST. How to apply.

Timeline: Project:Connect-Youth Summer Programs will be held July-September, 2013. Full timeline.

Awards: Up to $10,000 per institution (winners to be announced in early July)

Who is eligible to apply: U.S.-based non-profit learning development and civic engagement institutions and organizations (including learning development organizations such as museums, libraries, after school and summer programs). Additional eligibility requirements.

What: The Project:Connect-Summer Youth Programming Competition supports single or multi-day participatory and hands-on learning experiences (labs, hackathons, pop-up events) to be held at U.S.-based organizations from July-September, 2013. Workshops or hackathons will support youth working with peers, mentors, and educators on learning and creating experiences toward a better web for all. Based on the principles of Connected Learning—learning that is equitable, social, and participatory—Project:Connect Summer Youth Programs will give young people hands-on experience creating, testing, and investigating ways to make using the web a better place to learn, connect, make, contribute, and share.

Winning proposals will create:

  • Social Tools for Social Good – Enabling people to create a culture of kindness, respect, and safety that enhances civic participation for youth.
  • Social Tools that Enable Control of Information – Helping youth understand how to control their information, and manage privacy and security.
  • Social Tools that Enable Literacy – Helping youth build, access, and understand the web in ways that support interest-driven learning, and empower learners to connect in safe ways with resources, mentors, and peers.

Program participants may design or create:

  • Social apps – Create apps, including mobile apps, that promote and enable civic engagement with peers, community building, and kindness to others.
  • Badging programs – Create apps, including mobile apps, that leverage badging and other recognition and feedback methods to inspire youth to develop civic engagement with peers and community building in connected, cooperative, collaborative, safe, and respectful ways.
  • Learning content – Create learning content, curricula, media promotions, and other approaches about how to foster a more engaged, egalitarian, safe, and sharing internet.

Project:Connect Summer Youth Programs may include:

  • Hackathons, that involve youth in connection with mentoring developers and educators in designing, prototyping, and/or coding software; or developing learning programs that promote a better web for learning through connecting and connecting through learning.
  • Digital learning labs, that provide hands-on experience using digital tools for connecting safely, collaborating purposefully, and communicating effectively via the web.
  • Testing labs, that involve young people in evaluating software and online learning programs that promote good web citizenship, or a better web for learning and sharing.
  • Mentoring or leadership workshops, that identify potential peer instructors and mentors, and provide them with opportunities to learn how to support and mentor others effectively and respectfully in web-based connected learning programs and applications.
  • Journalism and communications labs, where young people – acting as reporters, bloggers, and podcasters – participate in the creation of public media that engages questions of equity, good citizenship, privacy, collaboration, and sharing on the web.
  • Badge development workshops, that provide youth with the tools to develop badges for recognizing and rewarding effective digital citizenship, promoting privacy, effective web participation, and connected learning opportunities.

Judging Criteria

Project:Connect-Summer Youth Programming Competition proposals will be evaluated for their potential -

  • to actively contribute to the the goal of a more equitable, social, safe, and participatory web for all, through the development or testing of new digital tools and learning programs;
  • to bridge social and cultural differences by providing youth with opportunities to learn from and with one another in supportive ways;
  • to provide participatory and hands-on making and learning experiences based on the principles of Connected Learning; and
  • to support online programs and applications that support privacy and diverse and respectful lifestyles and opinions.

Networking

Awardees will be invited to attend joint online webinars in preparation for their awarded events. Webinars will discuss mentoring for the respective programming, post-event activities around the program themes for youth participants, and ongoing web networking for youth participants to make, test, and apply apps concerned with promoting effective digital citizenship, safety, and privacy (with parental/guardian input) for awarded and non-awarded participants alike.

All awarded programs will be considered part of and networked with the Summer of Making and Connecting programs.

Public Outreach

All participating institutions will be asked to document the event and its outcomes in a public way. While organizations and individuals retain creative rights for work created in or for the program, participants will also be encouraged to document and share learning materials, media, and digital tools developed at “Project:Connect” events. The material will be displayed on the Family Online Safety Institute’s website A Platform for Good.

Participating organizations may be also asked to contribute to public outreach for MacArthur’s broader Project:Connect campaign, in support of creating a more equitable, social, and participatory web.

Born Brave Bus

The Born This Way Foundation supports the Born Brave Bus enabling creative programming for youth to promote learning together through play, to build a kinder, braver, and safer web world, and to share stories by youth of their approaches to making for dynamic connected learning environments and a safer, braver web world.

The Born Brave Bus will be available to travel to sites of some of the awarded proposals in the Project:Connect-Summer Youth Programming Competition, to supplement proposed activities supported by a Competition award. The Born Brave Bus is designed to engage each visitor up to 30 minutes with interactive experiences encouraging kindness and safety by and for youth in their connected worlds.

If you are interested in the Born Brave Bus being part of your proposed summer Project:Connect-Summer Youth Program activities, you will have an opportunity in your online application to convey this.

Learn more and apply!

Facebook, HASTAC/MacArthur Foundation, Mozilla, and the Family Online Safety Institute Launch Project:Connect

project_connect5

MENLO PARK, Calif. — Facebook, The John D. and Catherine T. MacArthur Foundation, Mozilla, and the Family Online Safety Institute (FOSI) today announced a series of activities to advance healthy online experiences so young people can more easily make smart and responsible choices on the Internet. 

Under the banner Project:Connect, the four partners will launch an all-day “hackathon” in New York City on Thursday, May 9. The event will bring together programmers, designers, and educators to develop prototypes for social tools, including apps, badges, and curriculum in pursuit of a better Web.

“Supporting healthy online communities is a top priority for MacArthur,” said Connie Yowell, Director of Education at the MacArthur Foundation. “Research shows us that the Internet has become a place where young people are learning and growing. The online world is rapidly becoming a hub for civic activity and lifelong learning, and we need to give youth the tools they need to become engaged and responsible digital citizens.”

Surfacing Innovative Ideas – The Project:Connect Hackathon

Borne out of a shared belief that technology can advance a dialogue about what it means to participate responsibly in a digital world, Project:Connect’s May 9 hackathon will award prizes in the following areas:

  • Social Tools for Social Good – Enabling people to create a culture of kindness and respect that enhances civic participation.
  • Social Tools that Enable Control of Information – Helping people understand how to control their information, and manage privacy and security.
  • Social Tools that Enable Literacy – Helping people build, access, and understand or make components of the Web.

Top concepts, as identified by a panel of expert judges, will be awarded cash prizes.

”We’re thrilled to partner with the MacArthur Foundation, Mozilla, and FOSI to promote innovative solutions that can help parents, teachers and teens connect and share safely and do good online,” said Marne Levine, Vice President for Global Public Policy at Facebook. By encouraging digital literacy and responsible online behavior, we can enable teens to use technology as a vehicle for opportunity, learning, and social change.”

Continuing Momentum For Youth During The Summer

The May 9 hackathon will be followed by a series of events at museums and libraries around the country for youth and their families to learn new skills related to digital literacy and civic engagement.

“The beauty of the Web is that when you want to make it better, you don’t have to sit back and wait for someone to fix it for you,” said Mark Surman, Executive Director of Mozilla. “You can build it yourself. We’re thrilled to come together with such great partners to help people make the Web what they want it to be.”

A Platform for Good

In addition to monetary awards, winners of the May 9 hackathon will have their social tools featured on FOSI’s A Platform for Good (aplatformforgood.org), a site dedicated to helping parents, teachers, and students connect, share and do good. A Platform for Good is supported by MacArthur and leaders across several industries, including social media, telecommunications, software and the Internet.

“This hackathon is a great way to highlight the best new thinking around digital citizenship and we are excited to host some of the winners on ‘A Platform for Good’,” said Stephen Balkam, CEO of the Family Online Safety Institute. “Events like this allow for collaboration on some of today’s biggest challenges and show how technology can be used to do great things.”

For more information about Project:Connect, please visit http://dmlcompetition.net/project-connect.

About Facebook

Founded in 2004, Facebook’s mission is to make the world more open and connected. People use Facebook to stay connected with friends and family, to discover what’s going on in the world, and to share and express what matters to them. To find out more about Facebook, visit our website at www.facebook.com.

About The John D. and Catherine T. MacArthur Foundation

The MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conservation and security, make cities better places, and understand how technology is affecting children and society. Since 2004, MacArthur has invested more than $100 million in research, design, and practice to better understand how digital media are changing the way young people learn, play, socialize and participate in civic life, and what that means for learning and the institutions that support it.  More information: www.macfound.org/reimagine.

About HASTAC

HASTAC (the Humanities, Arts, Science, and Technology Advanced Collaboratory) is an international network of educators and digital visionaries committed to the creative development and critical understanding of new technologies in life, learning, and society. HASTAC is committed to innovative design, participatory learning, and critical thinking.

About Mozilla

Mozilla is a global non-profit that promotes openness, innovation and opportunity on the Web. It strives to make the Web a force for good, while encouraging the users of the Web to also become makers of the Web.


About the Family Online Safety Institute

The Family Online Safety Institute is an international, non-profit organization that works to make the online world safer for kids and their families. FOSI convenes leaders in industry, government and the non-profit sectors to collaborate and innovate new solutions and policies in the field of online safety. Through research, resources, events and special projects, FOSI promotes a culture of responsibility online and encourages a sense of digital citizenship for all.


NOTICE: Space is limited. Please email dml@hri.uci.edu to request an invitation and registration link.

Young People’s views on Open Badges

Open Badges sound like a great idea on paper but what do young people think? Would they be interested and motivated to earn badges? Where would they want to share them once they had them? What would they want badges for, and why? S2R Medals spoke to young people across the UK that have been working with us on our Open Badge projects to see what they had to say.

DigitalMe is leading Open Badge innovation in the UK, working with a number of organisations to design and implement badge systems supported by the Makewaves platform. Find out more about DigitalMe and Open Badges http://www.digitalme.co.uk

Sports Reporting Badges now live! Start earning S2R Medals today at makewav.es/s2r. Interested in designing your own badges? Contact hello@digitalme.co.uk

Watch on YouTube: What youth say when they talk about badges

Researchers Introduce New Model of Learning

Connected Learning: Designed to ‘mine the new social, digital domain’

SAN FRANCISCO, Calif. — Citing an ever-widening gap between in-school and out-of-school learning experiences, a team of researchers today introduced a model of learning — ‘connected learning’ — that taps into the rich new world of information, knowledge, and online collaboration available to youth and learners.

The connected learning model, which is anchored in a large body of research on how youth are using social media, the internet and digital media to learn and develop expertise, also seeks to respond to deepening fears of a class-based “equity” gap in education that, without intervention, is likely to be accelerated by disproportionate access to technology and new forms of knowledge sharing.

“We are seeing a growing gap between in-school and out-of-school learning as more and more of young people’s learning, attention, and access to information is happening outside of classrooms and through online networks and exchanges,” said Mimi Ito, a cultural anthropologist at the University of California, Irvine, who specializes in youth and technology. She is one of the principal investigators in the new Connected Learning Research Network, funded by the MacArthur Foundation’s Digital Media and Learning Initiative. “That’s the disturbing news,” Ito said. “The good news is that new technology also hands us opportunities for bringing young people, educators, and parents together in cross-generational learning driven by shared interests and goals.”

Connected learning, Ito said, suggests an approach to education that integrates and connects learning across different settings in a young person’s life because learners achieve best when their learning is reinforced and supported in multiple settings, by parents, educators, knowledgeable peers, and communities that center on their interests. Ito said even more research on learning is needed as the ability to span school, home, community, and peer interaction grows.

Researchers pointed out that, as a new model, connected learning will benefit immensely from contributions and critique from the many stakeholders in public education, especially in how to translate its principles into practice. It draws on social, ubiquitous, blended and personalized learning models, designers and practitioners working with the effort say, but is distinctive and has the potential to help reconstitute our educational system.

The introduction of the connected learning model took place at an evening press briefing at a conference in San Francisco attended by 1,000 technologists, futurists, researchers and educators, “Beyond Educational Technology: Learning Innovations in a Connected World.”

A set of principles for connected learning were developed by a group of researchers, technology makers, philanthropists, and educational practitioners seeking to come together around a common approach for how to expand educational opportunity in the digital age. This approach proposes knitting together of three crucial contexts for learning:

Interest-powered…Research has repeatedly shown that when a subject is personally interesting and relevant, learners achieve much higher-order learning outcomes.

Peer-supported…In their everyday exchanges with peers and friends, young people are fluidly contributing, sharing and giving feedback in web-powered experiences that are highly engaging.

Academically oriented…When academic studies and institutions draw from and connect to young people’s interest-driven pursuits, learners flourish and realize their true potential.

…and the embrace of three key design principles:

Production-centered…Connected learning prioritizes the learning that comes from actively producing, creating, experimenting and designing, because it promotes skills and dispositions for lifelong learning, and for making meaningful contributions to today’s rapidly changing work- and social conditions.

Open networks…Today’s online platforms and digital tools can make learning resources abundant, accessible, and visible across all learner settings.

Shared purpose…Today’s social media and web-based communities provide unprecedented opportunities for cross-generational and cross-cultural learning and connection to unfold and thrive around common goals and interests.

The connected learning model seeks to take advantage of the web’s radically expanding culture of sharing by developing learning experiences for all youth that are more engaging, more motivating, more social, and more supported, because they are abetted by the internet and today’s dynamic knowledge society.

Researchers also announced the launch of two new websites, connectedlearning.tv and clrn.dmlhub.net, featuring an array of resources and research, all open and free:

  • Weekly webinars for educators, researchers, policymakers, youth workers, and parents about this new approach to learning
  • Stories of connected learners, and educators and organizations already deploying connected learning principles
  • Videos about connected learning and the research behind it
  • An infographic, an executive summary, and detailed white paper that researchers hope will activate conversation and collaboration among education reformers
  • Details of a second wave of ongoing research by a group of education/technology/media scholars from the U.S. and the UK who comprise the Connected Learning Research Network

“I don’t think there’s anyone in education and learning who doesn’t feel an urgent need to reimagine learning for the new century,” said Connie Yowell, Director of Education for U.S. programs for the MacArthur Foundation. The connected learning model, research, and work is supported by the MacArthur Foundation as part of its Digital Media & Learning Initiative, a nearly $100 million program that was one of the first philanthropic efforts in the U.S. to systematically explore the impact of digital media on young people and implications for the future of learning. “Our schools are struggling to prepare young people for fulfilling adult lives and careers.

“Connected learning represents a path forward,” Yowell said. “It’s learning that is socially rich and interest-fueled — in other words, it’s based on the kind of learning that decades of research shows is the most powerful, most effective. And connected learning is oriented towards cultivating educational and economic opportunity for all young people.”

Among the topics at the heart of a new tide of ongoing research by the Connected Learning Research Network:

How can our new culture of online sharing and connecting improve mentoring and coaching for youth, both with peers and multi-generationally?

How specifically is social networking changing the learning practices of youth?

How effective can the exploding sector of open learning and peer-to-peer learning be?

In what ways can digital media boost learning for marginalized communities?

What can popular strategy and creation-oriented games such as LittleBigPlanet 2 and Starcraft II teach us about the power of new-generation video games for learning and education?

Can social media and digital technology improve the impact of after-school programs, especially for disadvantaged youth?

Does learning that is connected to a learner’s interest help produce young people who are more civically engaged and more active 21st century citizens?

The researchers are:

Kris Gutierrez, professor of literacy and learning sciences who is an expert in learning and new media literacies and designing transformative learning environments, University of Colorado, Boulder

Mimi Ito, Research Network Chair, a cultural anthropologist with deep expertise in the implications of how youth are engaging with technology and digital media who led benchmark three-year study of digital youth, University of California, Irvine

Sonia Livingstone, a leading expert on children, youth, and the internet, including issues of risk and safety, and author of a massive study of 25,000 European children and their parents on internet usage, London School of Economics and Political Science

Bill Penuel, expert in learning with digital media in both formal and informal settings, literacy, and using digital tools for digital storytelling, University of Colorado, Boulder

Jean Rhodes, clinical psychologist with expertise in mentoring, adolescent development, and the role of intergenerational relationships in digital media and learning, University of Massachusetts, Boston

Katie Salen, a game designer who has founded two 6th-12th grade public schools that employ game principles for learning, Depaul University

Juliet Schor, economist and sociologist who has published broadly on work, family and sustainability, Boston College

S. Craig Watkins, expert on young people’s social and digital media behaviors and is piloting new programs for in-school and out-of-school learning, University of Texas, Austin

“The announcement of the connected learning principles and the research of the connected learning network couldn’t come at a more crucial time,” said David Theo Goldberg, director of the University of California systemwide Humanities Research Institute and executive director of the Digital Media & Learning Research Hub, sponsor of the connected learning work. “The connected learning principles are well-suited to our digital society. They are built on the best of a historical body of research on how youth learn, combined with fresh research that has surfaced the extraordinary learning opportunities made available through today’s networked and digital media.

“The Connected Learning initiative is also a call for those of us working at the intersection of technology, learning and youth to join together in communities to advance creative new forms of learning and to share them widely with all those who stand to benefit.”

About the Digital Media and Learning Research Hub

The work of the DML Research Hub, which includes original research on connected learning, and youth and participatory politics; websites; publications; workshops, and an annual conference, is funded by the John D. and Catherine T. MacArthur Foundation. Located physically at the University of California, Irvine, and situated within the UC system’s Humanities Research Institute, the Research Hub is dedicated to analyzing and interpreting the impact of the internet and digital media on education, politics, and youth. The website for the research hub is dmlcentral.net

About the MacArthur Foundation and the Digital Media & Learning Initiative

The John D. and Catherine T. MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conversation and security, make cities better places, and understand how technology is affecting children and society. The MacArthur Foundation launched its digital media and learning initiative in 2006 to explore how digital media are changing the way young people learn, play, socialize and participate in civic life, and what that means for their learning in the 21st century. More information on the digital media and learning initiative is available at www.macfound.org/education.

The Future of Learning in a Connected World: Digital Media & Learning Conference in San Francisco Draws Hundreds of Researchers, Technologists, Educators

How must learning and education adapt to digital society? That’s the question hundreds of technologists, futurists, researchers, and educators will take on in the “Beyond Educational Technology: Learning Innovations in a Connected World” conference, Mar. 1-3, in San Francisco.

With provocative talks, inspiring case studies, and panel conversations featuring global thought leaders, scholars, and leading practitioners, the conference will address rapidly-escalating concerns about the urgent need to reimagine education, learning, and school for the present generation and beyond.

At the heart of the conference lies a challenge that is drawing the attention of activists, policymakers and social innovators everywhere: At this historical moment, people, cultures, and knowledge are coming together in unprecedented ways via the internet, digital technology, and social media — how should learners and learning institutions change?

The conference, to be held at the Wyndham Parc 55 Hotel in the Union Square district, will spotlight scores of examples of next-generation learning and innovation, including:

  • The exploding sector of international online social learning networks.
  • How YouTube is being used by youth across the world to teach other specialized subject matter.
  • How a group of Muslim girls is using digital media to tell the world what their lives are like.
  • Youth who are designing and using videogames to explore critical social issues like climate change and human rights.
  • Ways in which social media is being used in local communities to push back on the destructive dynamics of gangs and ethnic rivalries.
  • A school in northern California where teachers let go of the reigns and let youth learn by designing solutions to real-world issues they care about.

The conference will be dedicated to illuminating big-picture questions but also everyday ones, such as: What happens when a group of 15 teenagers from an underprivileged community in Texas are given regular access to computers and the internet? Are skills like multimedia production and credibility assessment just as important now as reading, writing, and arithmetic? Is the use of social media a classroom-essential?

The first day of the conference will feature a special briefing during which researchers will outline a new model of learning especially geared to digital society. Called ‘Connected Learning’, it is a new vision of learning suited to the complexity, connectivity, and velocity of the new knowledge society and today’s economic and political realities. A fresh approach to education, connected learning is anchored in research and the best of traditional standards, but also designed to mine the learning potential of the new social- and digital media domain. The press briefing and reception, including cocktails, will take place Thursday, Mar. 1, from 5:00 p.m. to 6:00 p.m. Members of the news media interested in attending the briefing can get more information by emailing Whitney Burke at the Digital Media and Learning Research Hub, wburke@hri.uci.edu.

The conference also will feature a Science Fair, produced by the Mozilla Foundation, a nonprofit organization that created the Firefox web browser and advocates worldwide for internet freedom. Mozilla’s science fair will spotlight many exciting new learning-related undertakings, including: Hive Learning Networks, open, connected communities in New York and Chicago dedicated to transforming the learning landscape for youth; Mozilla Popcorn, a classroom tool for youth to produce video book reports, interactive essays, and digital-age storytelling; Peer 2 Peer University, a grassroots open education project that organizes learning outside of institutional walls; and Mozilla Open Badges, an effort to create a new way of recognizing skills and achievements for 21st century learners. The Science Fair will take place Thursday, Mar. 1, from 6:00 p.m. to 7:30 p.m. It’s a casual event and cocktails and snacks will be served.

The opening night of the conference will also see the naming of the 2011 award winners for the MacArthur Foundation-supported fourth annual Digital Media & Learning Competition. Winners will receive awards of up to $200,000. This year’s competition has been designed to encourage individuals and organizations to create new forms of recognition – digital badges that identify, recognize, and account for new skills, competencies, knowledge, and achievements for 21st century learners regardless of where and when learning takes place.

The conference theme, “Beyond Educational Technology: Learning Innovations in a Connected World,” refers to a dramatic shift that has taken place even in the last few years: the realization that a renaissance in learning is not tied to any specific tool or platform or individual technology, but to the impact of the widespread creation and acquisition of knowledge that is now possible through observing, interacting and collaborating with others anywhere, anytime. The headline speakers include John Seely Brown, an expert in radical innovation, digital culture and ubiquitous computing; and conference chair Diana Rhoten, digital learning entrepreneur and senior vice president for strategy in the new education division at News Corp.

Rhoten believes the conference topic, timing, and location (so near Silicon Valley) will be an unusual opportunity for critical, diverse voices to challenge assumptions and status quo thinking about reimagining education in the 21st century — and to take on the compelling if controversial role of digital technology, the internet and social media in that task.

“Technology is just a tool to be put in the hands of the users,” Rhoten says. “So before we start talking about what technology can do to innovate education, we must back up the conversation and really understand what the primary practices and purposes of learning are. There’s no other market in which products are built without significant user input. If we don’t start doing that in this sector, we are failing the teachers, students, and parents who are intended to be the direct beneficiaries of entrepreneurial activity.”

This is the third annual conference produced by the Digital Media and Learning Research Hub, which organizes the gathering to explore what next-generation learning looks like in a world being remade by innovation, technology, and social networks. Located physically at the University of California, Irvine, and situated within the UC system’s Humanities Research Institute, the Research Hub is dedicated to analyzing and interpreting the impact of the internet and digital media on education, politics, and youth.

“Bringing together thought leaders, major technology developers, prominent researchers, and innovative practitioners nationally and internationally, this is a ‘must attend’ experience for anyone wanting to figure out where learning practices are headed, leading research in the field, and best practices in technologically-enabled learning,” says David Theo Goldberg, director of the UC Humanities Research Institute and executive director of the Digital Media and Learning Research Hub. “The Digital Media and Learning Conference is a key forum for discovering leading thought and developments regarding digital media’s impact on the innovation and transformation of learning and educational practice.”

The work of the DML Research Hub, which includes original research, websites, publications, workshops, and the conference, is funded by the John D. and Catherine T. MacArthur Foundation. The Gates Foundation, the Mozilla Foundation, and Microsoft Research have also contributed to this year’s conference.

About the MacArthur Foundation and the Digital Media & Learning Initiative The John D. and Catherine T. MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conservation and security, make cities better places, and understand how technology is affecting children and society. The MacArthur Foundation launched its digital media and learning initiative in 2006 to explore how digital media are changing the way young people learn, play, socialize and participate in civic life, and what that means for their learning in the 21st century. More information on the digital media and learning initiative is available at www.macfound.org/education.

REMINDER: Stage Two Applications for the Teacher Mastery & Feedback Badge Competition Due February 3, 2012 @ 5pm PST

In conjunction with the Badges for Lifelong Learning Competition, applicants are invited to propose badging systems not only for learning content, but also for teacher learning and feedback. Competitive submissions proposing badge systems that track and promote feedback regarding the competencies and skills as well as the programs and subjects over which teachers acquire expertise are a central part of the Stage 1 and Stage 2 processes of the Competition. The winning proposal(s) will be awarded funding to develop the proposed badging system.

For Stage 2, Teacher Mastery and Feedback applicants are encouraged to submit proposals that map out what a teacher mastery and feedback badging system would look like, how it would operate, what benefits and challenges it would present, and the design and implementation process it would incorporate. The proposed badging systems should be based on, and fully interoperable with, Mozilla’s Open Badge Infrastructure (http://openbadges.org).

Stage Two seeks organizations, teams or individuals skilled in the design of badge systems and implementation of badge technology. Design and tech applicants at this stage should describe the badge system they want to build, referring to and describing Stage Two characteristics listed on this page.

Stage Two seeks fully developed badge systems and will include badges or sets of badges, assessments, and the technology required to issue, manage, and track or measure performance. Badge system design and tech proposals may be based on winning content from Stage One, or may use other content to demonstrate the designs.

Badge design and tech applicants that do not use approved content or programs from Stage One can still submit their design proposals at this stage, using any content to demonstrate their proposed badge systems. But bear in mind, however, that if successful in Stage Two, these proposals will be matched with winning content and programs from Stage One for the final proposals.

Whatever technology you propose, the badges must be compatible with the Mozilla Open Badge Infrastructure (http://openbadges.org). The infrastructure includes a simple metadata standard and a set of APIs to allow learners to gather and display badges from across the web. The intent is to afford learners full control over their own badges once issued, giving them more freedom to use badges how they like and promoting a vibrant badge ecosystem.

Applicants are highly encouraged to develop software and widgets that extend the Open Badge Infrastructure. Software and widgets of high value to many badge issuers may be considered for a stand alone grant that requires a lower level of collaboration at the final stage.

Submission Details

Submissions will require a 1500 word written proposal plus visual materials that graphically represent the badge design submission. These can include a video, a diagram, screenshots, napkin sketch, or other visual expressions. Click here for more information about applying to Stage Two of the Teacher Mastery & Feedback Badge Competition.

 

Deadline for Teacher Mastery and Feedback Badge Competition Stage 2: Feburary 3, 2012, 5pm PST/8pm EST.

Designing Badge Systems | Informational Webinar for Stage Two Prep: Thursday, January 26 @ 1pm EST

Informational Webinar: Designing Badge Systems for the Teacher Mastery & Feedback Badge Competition
What: Stage Two Prep: Badge Systems Models & Design
Who Should Attend: Potential Stage Two applicants
Date: Thursday, January 26, 2012
When: 1pm EST / 10am PST
Duration: 60 minutes
Register here: https://www3.gotomeeting.com/register/181225918

The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills.

During this live webinar for prospective Stage Two badge design applicants, Carla Casilli of Mozilla Foundation’s Open Badges project and David Theo Goldberg, Executive Director of the Digital Media and Learning Research Hub, will discuss badge system design and development, and take general questions about the Stage Two application process. Webinar hosts will review different models of existing badge systems and discuss general guidelines and best practices.

Advanced registration is recommended, but not required. The webinar will open at 12:45 PM EST to allow registrants time to establish access to the webinar.

Questions can be submitted in advance by emailing dml@hri.uci.edu with “webinar question” in the subject line.

Participate in real-time on Twitter using #dmlbadges.

How can badges surface the expertise and mastery of our teachers and provide recognition for learning?

How can badges surface the expertise and mastery of our teachers, while giving them recognition for their own professional learning and development? Sarah Jackson of Spotlight on DML recently browsed through the first stage of winning proposals for the Teacher Mastery and Feedback Competition, and shared her thoughts about the “concrete and exciting examples of badge systems designed to recognize educators who learn from experts and from each other.” Jackson writes:

“A partnership between KQED and PBS LearningMedia proposes creating a badge system to encourage teachers of students in grades 4-12 to develop media-rich science inquiry projects to help them integrate new media technologies and literacies into their own teaching.Working as part of a cohort, participants would complete a series of activities to help learn to create media and media-centered science lessons plans. The badge system would rely heavily on peer review and require teachers to asses the work of other educators. There are also proposed badge systems for training in historygame based-learning environmentscomputer science, and to help meet the on-the-job training needs of community educators who teach in after-school settings. Educators at Bank Street College of Education have proposed developing an online community of practice for early childhood and special education teachers. Participants can earn ‘Bank Street Badges,’ meant to inspire teachers to bring innovative teaching methods into their own classrooms and schools. Their proposed site would encourage educators to ‘acknowledge their own learning and/or their contributions to the learning of others.’ Teachers on the Bank Street site would be able to create and share documents, case studies and classroom scenarios. Bank Street staff would create rubrics and use existing standards to measure both participation in the online community as well as deep knowledge of early childhood education and teaching effectiveness.”

(To read the rest of the article, visit http://spotlight.macfound.org/blog/entry/teachers-explore-badges-for-mastery-and-feedback/)

Spread the word that Stage Two of the Teacher Mastery and Feedback Competition is accepting applications until February 3, 2012 at 5pm PST / 8pm EST. Click here for more information about Stage Two. Have questions? Mark your calendar and join us Thursday, January 26, 2012 at 10am PST / 1pm EST for a webinar about designing badge systems. A registration link to the webinar will be posted on the DMLCompetition.net shortly.

Working on K-12 Badges in Atlanta: A Report from Global Kids

By Daria Ng

This week, Global Kids spent a productive day visiting The Epstein Middle School School in Atlanta, where the school has implemented a badging system beginning with their sixth grade. Global Kids, along with staff at Epstein, custom designed a badging system to support the development of independent learning skills amongst the student body, funded by the Covenant Foundation.

The system is based on the recognition that learning in the 21st Century takes place not just in classrooms, but after school and through informal uses of digital media. To develop life-long learning skills, youth need to recognize how they are learning valuable skills across these venues and how to strategically navigate these sites of learning. Badge systems are designed to provide scaffolding, motivation, and recognition.

(Youth who are working on badges at Epstein can receive a power-up to miss certain classes to work on their next badge. They must wear a tag to identify themselves.)

The Epstein Badging System includes a number of elements, including the badges themselves, digital transcripts, a badge management system, a badge submission process, committees, learning rubrics, back-end infrastructure, and digital portfolios.

Yesterday, Barry Joseph and I, along with the school’s Instructional Coordinator, taught one of the sixth grade classes how to use Voicethread, the tool where they will be creating digital portfolios. They learned to create slides, upload and take images, and comment through text and audio. Afterwards, we spent time working with staff on the back end infrastructure to ensure that the badge management system was working properly.

We also had the chance to meet with two groups of students to conduct focus groups. The first group of students had chosen to earn badges, while the second group had not. Much was learned from chatting with the amazingly eloquent students and a full report will be put together with key findings. One of the highlights was that badges were a motivating factor for students in the school who were not generally the “honors” students; earning badges has given this group the opportunity to have their abilities recognized by their community. Many of the youth who chose to earn badges were pursuing interest-driven projects outside of their schoolwork obligations. They were also able to describe the difference between grades and badges as a form of achievement.6727518717_031aff4e47.jpg

For the group of youth who have chosen not to pursue badges, all of them cited that they lacked the time to do so, with competing priorities of extracurricular activities and heavy homework loads. Interestingly enough, for this group, the connection between the activities they were already involved with and the badges they could earn were not entirely clear to them. For example, if they played a team sport, they did not make the connection that they could, in fact, earn the Collaboration badge.

We ended the day with a workshop for the faculty, where Barry gave a “big picture” on badges, including the history of digital badges and the recent Digital Media & Learning: Badges for Lifelong Learning Competition. Teachers asked questions about badges, many of which were around issues of credibility and credentialing, and were excited to be part of such an important and new innovation.

To view the full Flickr set, click here.

(The original post for this article appeared on Global Kids)

Teacher Mastery & Feedback Badge Competition: Stage Two Submissions Due February 3, 2012

Please note: Applicants who applied to Stage Two of the Badges for Lifelong Learning may submit proposals for Stage Two of the Teacher Mastery & Feedback Badge Competition. 

Stage Two applicants for the Teacher Mastery and Feedback Badge Competition are invited to propose badging systems for the teacher learning and feedback content of Stage One winners. Competitive submissions proposing badge systems that track and promote feedback regarding the competencies and skills as well as the programs and subjects over which teachers acquire expertise are a central part of the Stage One and Stage Two processes of the Competition.

Stage Two Badge Design and Tech applications may be submitted to the Teacher Mastery and Feedback Badge Competition (deadline Feb. 3) through DMLCompetition.net.

Click here to view the 16 Stage One winners from the Teacher Mastery and Feedback Badges Competition.

Stage One: Teacher Mastery and Feedback Badge Content and Programs Winners

Sasha Barab, Center for Impact Games at Arizona State University
Badges for America: Preparing Teachings for the 21st Century

Diane Gal, State University of New York, Empire State College – School for Graduate Studies
Mastery of Open Online Tools for Learning (MOOT4L) Badge Experience

Alex Griswold, Smithsonian Astrophysical Observatory
Annenberg Learner Ambassador Badge Program

Richard Ingram, James Madison Partners for Learning
MacArthur Badges for Standards-based ICT Skills for Teachers – United States and Worldwide

Tony Jackson, Asia Society
Pathways to Global Competence: A Badge System for Educators

Cecilia Lenk, The Reynolds Center for Teaching, Learning and Creativity
simSchool BadgeUp: The Digital Badges Approach to Global Teacher Preparation and Accreditation

David Libert, Milwaukee Teacher Education Center
Growing New Pathways to Teacher Certification

Joshua Marks, curriki.org
Curriki Certified Open Educator

Bruce Morrow, Bank Street College of Education
Bank Street Community of Online Practice

MaryFaith Mount-Cors, VIF International Education
Global Gateway: A Global STEM Educator Badging System

Corey Newhouse, Public Profit LLC
California Out-of-School Time Badges Initiative

Leah Potter, American Social History Project/Center for Media and Learning
Who Built America? Badges for Teaching Disciplinary Literacy in History

Rebecca Schultz, KQED
Science Media Teacher Mastery and Feedback Badges

Robin Shoop, Carnegie Mellon Robotics Academy
Computer Science Student Network Teacher Badge System

Andrew Stillman, New Visions for Public Schools
YouPD: Rethinking Professional Development for Teachers

Kris Swanson, Poinciana Elementary STEM Magnet School
Elementary STEM Teacher Certification Project

Today is the deadline for Stage Two submissions | Badges for Lifelong Learning Competition

Today at 5pm PST / 8pm EST, submissions for Stage Two of the Badges for Lifelong Learning Competition are due (not to be confused with the deadline for Stage Two of the Teacher Mastery and Feedback Badge Competition on February 3, 2012).

Those of you who have followed Badges for Lifelong Learning Competition from the day we announced this year’s theme in Washington, DC  know how lively the conversation about badges has been, which — thanks to our Badges for Lifelong Learning topic on Scoop.it – we were able to easily capture and curate.

Maybe it’s a sign that the most recent blog post about badges is Jon Buckley’s Validating Open Badges article exploring the technology of implementing badges. Since the launch, people have talked about badges upsetting college degrees, motivation and badges, employment and badges, the open in open badges, considering badges, and unpacking the meaning of badges.

With Stage Two closing today, the timing is right to turn to the technology questions, the design, the information architecture, and how to use badges to champion the age of the learner, using the same kind of thinking that made the Internet and connected learning possible.

TEACHER MASTERY AND FEEDBACK BADGE COMPETITION STAGE ONE WINNERS ANNOUNCED

January 12, 2012—The 4th HASTAC/MacArthur Foundation Digital Media and Learning Competition today announced the 16 winners of Stage One of the Teacher Mastery and Feedback Badge Competition, held in conjunction with the Badges for Lifelong Learning Competition and in collaboration with the Mozilla Foundation. For a list of Stage One winners of the Teacher Mastery and Feedback Competition, see below.

Stage One of the Teacher Mastery and Feedback Competition requested proposals describing subject and content matter for a teacher badge system that would recognize, reward, and offer peer feedback to teachers regarding mastery of capacities and skills. Submissions were to include systems for recognizing and rewarding some of the capacities, skills and content needed to effectively teach math, literacy, or digital literacy skills and/or to effectively teach to the Common Core State Standards. For example, giving feedback to students, developing complex skills, or skills needed to teach in an environment that privileges digital or online learning.

Stage One winners from the Teacher Mastery and Feedback Competition may be paired with winning badge design/technology teams from Stage Two for the opportunity to advance to Stage Three, during which selected teams will work collaboratively on developing a badge system. After the final round of judging, winning teams will be announced at the Digital Media and Learning Conference in San Francisco, California on March 1, 2012.

Stage Two of the Teacher Mastery and Feedback Badge Competition is now open. Deadline to submit applications is February 3, 2012 by 5pm PST / 8pm EST.

Stage Two applicants for the Teacher Mastery and Feedback Badge Competition are invited to propose badging systems for the teacher learning and feedback content of Stage One winners. Competitive submissions proposing badge systems that track and promote feedback regarding the competencies and skills as well as the programs and subjects over which teachers acquire expertise are a central part of the Stage One and Stage Two processes of the Competition.

Stage Two Badge Design and Tech applications may be submitted for both the Teacher Mastery and Feedback Badge Competition (deadline Feb. 3) and the Badges for Lifelong Learning Competition (deadline Jan. 17). Click here to view the 60 Stage One winners from the Badges for Lifelong Learning Competition, and the 16 Stage One winners from the Teacher Mastery and Feedback Badges Competition, visit www.dmlcompetition.net.

Stage One: Teacher Mastery and Feedback Badge Content and Programs Winners

Sasha Barab, Center for Impact Games at Arizona State University
Badges for America: Preparing Teachings for the 21st Century

Diane Gal, State University of New York, Empire State College – School for Graduate Studies
Mastery of Open Online Tools for Learning (MOOT4L) Badge Experience

Alex Griswold, Smithsonian Astrophysical Observatory
Annenberg Learner Ambassador Badge Program

Richard Ingram, James Madison Partners for Learning
MacArthur Badges for Standards-based ICT Skills for Teachers – United States and Worldwide

Tony Jackson, Asia Society
Pathways to Global Competence: A Badge System for Educators

Cecilia Lenk, The Reynolds Center for Teaching, Learning and Creativity
simSchool BadgeUp: The Digital Badges Approach to Global Teacher Preparation and Accreditation

David Libert, Milwaukee Teacher Education Center
Growing New Pathways to Teacher Certification

Joshua Marks, curriki.org
Curriki Certified Open Educator

Bruce Morrow, Bank Street College of Education
Bank Street Community of Online Practice

MaryFaith Mount-Cors, VIF International Education
Global Gateway: A Global STEM Educator Badging System

Corey Newhouse, Public Profit LLC
California Out-of-School Time Badges Initiative

Leah Potter, American Social History Project/Center for Media and Learning
Who Built America? Badges for Teaching Disciplinary Literacy in History

Rebecca Schultz, KQED
Science Media Teacher Mastery and Feedback Badges

Robin Shoop, Carnegie Mellon Robotics Academy
Computer Science Student Network Teacher Badge System

Andrew Stillman, New Visions for Public Schools
YouPD: Rethinking Professional Development for Teachers

Kris Swanson, Poinciana Elementary STEM Magnet School
Elementary STEM Teacher Certification Project

HASTAC/MacArthur Foundation Digital Media and Learning Competition

The John D. and Catherine T. MacArthur Foundation launched the Digital Media and Learning initiative in 2006 to help determine how digital technologies are changing the way people, especially young people, learn, play, socialize, and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations.
The Digital Media and Learning initiative is marshaling what is already known about the field and seeding innovation for continued growth.
Grant support has been provided to the Digital Media and Learning Competition and to research projects, design studies, pilot programs, and experiments in learning applications, assessment and institutional design, structure and approach.

HASTAC (the Humanities, Arts, Science, and Technology Advanced Collaboratory) is an international network of educators and digital visionaries committed to the creative development and critical understanding of new technologies in life, learning, and society. HASTAC is committed to innovative design, participatory learning, and critical thinking.

Mozilla is a global, nonprofit organization dedicated to making the Web better. It emphasizes principle over profit, and believes that the Web is a shared public resource to be cared for, not a commodity to be sold. Mozilla works with a worldwide community to create open source products like Mozilla Firefox, and to innovate for the benefit of the individual and the betterment of the Web. The result is great products built by passionate people and better choices for everyone.

 


Fourth webinar on models and design considerations for badge systems

Last week we held our fourth webinar for Stage Two “Badge System Models and Design” featuring another great presentation by David Theo Goldberg, who answered questions about the Stage One and Two application process, and Erin Knight of Mozilla, who discussed  the many considerations of designing an effective digital badge system.

You can watch the video below,  view it at http://youtu.be/Km6RerAYYLc, or download the slides directly as a PDF right here.

Mozilla seeks designers to supercharge learning in digital badges competition

By Matt Thompson

Mozilla is seeking designers and developers to participate in the $2 million “Badges for Learning” competition. Participants will have the chance to design digital badges for more than 60 different leading organizations, all aimed at providing recognition for learning that happens on the web or outside of school.

Winners will receive funding from the MacArthur Foundation to make their designs a reality, plus the opportunity to collaborate with Mozilla and other leading organizations in education, industry and government.

The goal: supercharge 21st century learning by building a free, open source badge system that helps people around the world use the web to gain new skills and level up in their life and work.

Why digital badges for learning?

The web provides revolutionary new ways for people to learn, but it’s often difficult to get recognition for learning that happens outside of school.

Mozilla’s Open Badges project aims to help solve this problem, providing software that makes it easy for any organization to award digital badges for learning and achievements that happen online, outside the classroom, or just about anywhere.

Organized by the MacArthur Foundation and HASTAC, the “Badges for Learning” competition provides an ideal opportunity to test this software and approach in the wild, gathering leading organizations, designers and technologists to build badge systems together, all using Mozilla’s free and open source Open Badges Infrastructure.

From robotics and digital literacy to botany and the environment

As part of the competition, more than 60 badges for learning projects are now open for your design and technical ideas on the competition web site. For example:

Who should enter?

Anyone with an interest in design. Graphic designers, web designers, product or industrial designers, educational technologists, digital humanities majors. What’s important at this stage of the competition is visual and conceptual creativity.

All of the badge projects will ultimately plug into Mozilla’s Open Badges Infrastructure, but it’s not necessary to possess the technical chops to implement at this stage.

All you need is to provide some early visual designs, plus a written description of how your badges will help participating organizations meet their requirements. Visual representations can include a video, diagram, screenshots, napkin sketches or anything that helps get your ideas across. (See the competition web site for complete details.)

How to get involved

  • Choose a badge project from this list on the competition web site. (These are “Stage 1″ winners and collaborators seeking your ideas for the “Stage 2″ design and tech portion of the competition.)
  • Then submit your proposal here, with early visual ideas and a written description of how you’d tackle it.

You’re free to enter as many proposals as you’d like — but act quickly. The deadline for submissions is January 17, 2012. Winners will be announced March 2, 2012. Good luck!

Friendly reminder: Important January deadlines for the Badges for Lifelong Learning Competition

Please note January’s major deadlines for the Badges for Lifelong Learning Competition. Details below….

  • Thursday, January 5: Webinar on Stage 2: Badge System Models and Design
  • Friday, January 6: Research Competition applications due
  • Tuesday, January 17: Badges for Lifelong Learning Stage 2 applications due
  • TBD: Teacher Mastery Stage 2 applications due

****************************************************************************************************************

Webinar: Stage 2 Preparation: Badge System Models and Design

To register and attend the webinar, visit: https://www3.gotomeeting.com/register/534182006

Thursday, January 5, 2012 1:00 PM – 2:00 PM EST

In this webinar for prospective Stage Two badge design applicants, we will delve deeper into the badge conversation and explore badge system design and development considerations. We will review different models of existing badge systems and discuss general guidelines and best practices. We will also walk prospective applicants through content, technological and team characteristics that should be considered when developing a badge system and putting together a proposal for Stage 2.

Badges, Trophies, and Achievements: Recognition and Accreditation for Informal and Interest-Driven Learning Research Competition

Applications are due by Friday, January 6th, 2012 at 5pm PST/8pm EST

Please note that although we will make every effort to assist applicants with questions and technical problems on the final day of the Competition, due to expected volume, we cannot make any promises. The application system is open now and we advise applicants not to wait until the last moment to submit. Please note that once you submit your application, you can continue to edit it and make changes until the close at 5pm PST on January 6th.

For information on how to apply, click here. When creating your application in FastApps, please make sure to select the appropriate application fro the specific research competition you’re applying to. Options are:

  • Badges, Trophies, and Achievements – Research Grant
  • Badges, Trophies, and Achievements – Doctoral Student Grant
  • Badges, Trophies, and Achievements – Student Writing Prize
  • Badges, Trophies, and Achievements – Faculty Writing Prize

Badges for Lifelong Learning Competition Stage 2

Submissions for Stage Two are due no later than January 17, 2012 at 5pm PST.

Full information: http://dmlcompetition.net/Competition/4/badges-stage-2.php
Additional information: http://openbadges.org

Stage Two (design and technology stage) seeks organizations, teams, or individuals skilled in the design of badge systems and implementation of badge technology to submit early prototypes for badging systems based on the learning content or programs developed by winning applicants from Stage One and official Competition collaborators.**

Teacher Mastery and Feedback Badge Competition Stage 2

Full information: http://www.dmlcompetition.net/Competition/4/teachers-stage-2.php
Deadline: TBD (Check the DMLCompetition.net blog for updates)
Application requirements: 1,500 word written proposal plus visual materials that graphically represent the badge design submission.

In Stage Two, applicants will be encouraged to submit proposals that map out what a teacher mastery and feedback badging system would look like, how it would operate, what benefits and challenges it would present, and the design and implementation process it would incorporate. The proposed badging systems should be based on, and fully interoperable with, Mozilla¹s Open Badge Infrastructure.

If you have any questions or concerns, simply email your inquiry to us at dml@hri.uci.edu.

Third webinar on badge systems design

A few weeks ago we held our second webinar of phase 2, “Badge System Models and Design.” There was a delay in posting this recording due to a glitch in the recording, but I’m happy to say that I found and fixed the problem!

It featured a great presentation by Erin Knight of Mozilla about the many considerations of designing an effective digital badge system as well as some insights into the process from David Theo Goldberg. You can watch the video below or at http://www.youtube.com/watch?v=8CqMRzr30QM, or download the slides directly as a PDF right here.

Applying to the Research Competition? Submissions are due Friday, January 6, 2012

REMINDER: The Digital Media and Learning Research Competition closes on January 6, 2012 at 5 pm PST/8 pm EST.

Please remember to complete and submit your Research Competition applications in advance of the deadline. The Research Competition application requirements can be found here.

Please note that although we will make every effort to assist applicants with questions and technical problems on the final day of the Research Competition, due to expected volume, we cannot make any promises. The application system is open now and we advise applicants not to wait until the last moment to apply.

If you have already submitted your application, you can view it here. For information on applying, click here. Questions or concerns?Email your inquiry to dml@hri.uci.edu.

*** Digital Media and Learning Research Competition: Call for Applications***

Badges, Trophies, and Achievements: Recognition and Accreditation for Informal and Interest-Driven Learning

Deadline: January 6, 2012 at 5pm PST/8pm EST 

Awards: $5,000 to $80,000

Online networks, digital resources, and gaming environments provide rich opportunities for learning that is demand-driven and learner-centered. More and more people are turning to networked knowledge communities, online tutorials, and other digital resources for wide ranging learning needs. While learning is migrating to these more informal and non-institutionalized kinds of contexts, we still have little research that examines how people assess, recognize, and display the learning that happens in these settings.

  • What are the emerging techniques and practices for managing reputation and recognizing learning?
  • What are the broad historical and structural understandings of how accreditation operates in our changing social and cultural environment?
  • What systems exist for recognizing learning outside of formal degree and training programs?
  • How do credentials and other displays of achievement operate in the digital and networked world?
  • What kinds of skills and experiences have not been well captured by existing credentialing and recognition systems?
  • How is the landscape of credentialing changing (or not) with the shift to digital and networked society?

We seek empirical and theoretical research focusing on these questions. Studies should focus on areas such as:

  • Ranking, badging, and achievement systems in games, clubs, competitions, and other forms of interest-driven activities.
  • Accreditation and certificates outside of formal degree programs, including areas such as work skills training, language, writing and critical capabilities, arts, crafts, and other trades.
  • The role of credentials, badges, and other recognitions of achievement in career and reputation development.
  • Empirical, theoretical, and critical studies of how companies, groups, institutions, and individuals produce, utilize, and exploit various credentialing and reputation systems.

Apply to the Research Competition here by Friday, January 6, 2012,  5pm PST/8pm EST. 

 

What Do I Need to Know About Designing a Badge System Model?

Informational Webinar: Badges for Lifelong Learning Competition
What: Stage Two Prep: Badge Systems Models & Design
Who Should Attend: Potential Stage Two applicants
Date: Thursday, January 5, 2012
When: 1pm EST / 10am PST
Duration: 60 minutes
Register here: https://www3.gotomeeting.com/register/534182006

The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills.

During this live webinar for prospective Stage Two badge design applicants, Erin Knight of Mozilla Foundation’s Open Badges project will delve deeper into the badge conversation and explore badge system design and development considerations. Webinar hosts will review different models of existing badge systems and discuss general guidelines and best practices.

Advanced registration recommended, but not required. The webinar will open at 12:45 PM EST to allow registrants time to establish access to the webinar.

Questions can be submitted in advance by emailing dml@hri.uci.edu with “webinar question” in the subject line.

Stage Two (Design & Tech) Webinar: Badges for Lifelong Learning Competition | December 15, 2011 @ 1pm EST

The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills.

During this live webinar for prospective Stage Two badge design applicants, we will delve deeper into the badge conversation and explore badge system design and development considerations. We will review different models of existing badge systems and discuss general guidelines and best practices. We will also walk prospective applicants through content, technological and team characteristics that should be considered when developing a badge system and putting together a proposal for Stage Two.

To learn more about the Badges Competition and the Research Competition, visit http://dmlcompetition.net.

Time: 1pm EST / 10am PST
Duration: 60 minutes
Location: https://www3.gotomeeting.com/register/953618150

Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.

Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

Stage Two of the Badges for Lifelong Learning Competition Now Accepting Applications

The 4th HASTAC/MacArthur Foundation Digital Media and Learning Competition will begin accepting Stage Two applications from organizations, teams, or individuals skilled in designing digital badge systems for Stage One winners’ and official Competition collaborators learning content. Submissions for Stage Two are due no later than January 17, 2012 at 8pm EST / 5pm PST.
—————————-
BADGES FOR LIFELONG LEARNING COMPETITION

Badges Competition (three stages)

Awards: $10,000 to $200,000

This year’s Competition, held in collaboration with the Mozilla Foundation, is designed to encourage the creation of digital badges and badge systems that support, identify, recognize, measure, and account for new skills, competencies, knowledge, and achievements for 21st century learners wherever and whenever learning takes place. There are three stages: Stage Two finalists will be matched with finalists from Stage One, ultimately forming a collaborative Stage Three team. It is this collaborative Stage Three proposal that is subject to award. Institutional/organizational applicants from outside of the United States are welcome to apply.

View the Badges for Lifelong Learning Competition timeline here.

——————————-

STAGE TWO: BADGE DESIGN AND TECH
Call for badge design, technology, and assessment

Opening: December 12, 2011
Deadline: January 17, 2012 at 5pm PST/ 8pm PST
View the complete Badges for Lifelong Learning Competition Stage Two call for proposals here.
Additional information about the Mozilla Foundation’s Open Badges infrastructure available here.
Informational Webinar on Badge Systems Design and Models with Q&A: Thursday, December 15, 2011 @ 1pm EST. Register for the webinar here.

Stage Two (design and technology stage) seeks organizations, teams, or individuals skilled in the design of badge systems and implementation of badge technology to submit early prototypes for badging systems based on the learning content or programs developed by winning applicants from Stage One and official Competition collaborators.**

Application requirements:
Applications should propose full badge systems and will include badges or sets of badges, assessments, and the technology required to issue, manage, and track or measure performance. Visual materials that graphically represent the proposed badge system, as well as a 1,500 word written description of how the badge system will perform. Stage Two design and tech applicants should describe the badge system they want to build, referring to and describing the characteristics listed here in their written proposal. Applications are due no later than January 17, 2012 at 5pm PST/8pm PST.

Mozilla’s Open Badge Infrastructure makes it easy to issue, display, and manage badges, and as such platforms proposed by Stage Two applicants must work within the Open Badge Infrastructure standards and APIs (http://openbadges.org). Applicants are also encouraged to develop software and widgets that extend the Open Badge Infrastructure. Full information about Mozilla’s OBI, including a beta release, supporting documentation, etc. can be accessed at http://openbadges.org.

Submissions will be displayed online for public comment and assessed by an expert panel of judges before winners are matched with content and programs teams from Stage One.

Who should apply: Organizations, teams, or individuals skilled in design that are interested in submitting an early prototype for badge systems. These applicants will focus their designs on the content and programs proposed by either winning Stage One applicants or Digital Media and Learning Competition Collaborators (including Intel, Microsoft, NASA, Department of Education, American Library Association, Department of Labor, Department of Veteran Affairs, and more)**.

**(NOTE: Badge design and tech applicants that do not use approved content or programs from Stage One or collaborators’ content can still submit their design proposals at this stage, using any content to demonstrate their proposed badge systems. Keep in mind, however, that any successful Stage Two proposals will be matched with winning content from Stage One or collaborator content for collaborating in Stage Three.

Connect with the Digital Media and Learning Competition:

HASTAC Badges Group
Badges for Lifelong Learning on Scoop.it
Twitter: @dmlcomp
Twitter Hashtags: #dmlbadges and #openbadges
DMLComp on Facebook
DML Comp on Google+
DML Comp on LinkedIn
DMLCompNews listserv: Subscribe by sending an email to dmlcompnews-request@duke.edu with “subscribe” in the subject line.

Stage One Winners Advance to Next Stage of Badges for Lifelong Learning Competition

December 5, 2011—The HASTAC/MacArthur Foundation Badges for Lifelong Learning Competition today announced the 60 winners of Stage One of the Competition. For the list of winners, see www.dmlcompetition.net.  The Competition is held in collaboration with the Mozilla Foundation, and is part of the 4th Digital Media and Learning Competition funded by the MacArthur Foundation and administered by HASTAC.  The Badges for Lifelong Learning Competition is designed to encourage the creation of digital badges and badge systems that support, identify, recognize, measure, and account for new skills, competencies, knowledge, and achievements for 21st century learners wherever and whenever learning takes place.

Stage One applicants were asked to submit ideas for compelling learning content, activities, or programs for which a badge or set of badges would be useful for recognizing learning that takes place in a particular area or topic. Winning applications represent a wide array of public and private institutions and organizations from around the world, including museums, non-profits, after-school programs, research institutions and for-profit companies. Proposed content for badge systems address a breadth of topics—from the promotion of civic engagement and community volunteerism, to STEAM (science, technology, engineering, arts, and mathematics) learning in and out of the classroom, to digital literacy, to workforce preparedness and beyond. Winning applications are available for public perusal and commenting at www.dmlcompetition.net.

Based on response in Stage Two, winners of Stage One may be paired with winning badge design/technology teams for the opportunity to work collaboratively on developing a badge system to be judged in Stage Three. Stage Two, which seeks badge system design and tech proposals that respond to Stage One winning content or content from one of the Competition’s official Collaborators—including the Department of Education, the Department of Veteran Affairs, Microsoft, Intel, NASA, the American Library Association and more–opens on December 12, 2011. Full information can be found at www.dmlcompetition.net.

Stage One Winners:

Jodi Asbell-Clarke, TERC, Canada
Steven Atneosen, DebateHall, United States
Michelle Aubrecht, Ohio State University, United States
Michelle Baldwin, Hands on Atlanta, United States
Jennifer Schwarz Ballard, Chicago Botanic Garden, United States
John Bell, ICD, University of Maine, United States
Jesse Blom, Sweet Water Foundation Inc., United States
Michael Braithwaite, Providence After School Alliance (PASA), United States
Rebecca Bray, Smithsonian Institution – NMNH, United States
Kaye Buchman, The School of the Art Institute of Chicago, United States
Michael Capobianco, MOUSE Inc., United States
Jeanne Century, Center for Elementary Mathematics and Science Education, Physical Sciences Division, University of Chicago, United States
Tara Chklovski, Iridescent, United States
Jean-Philippe Choinière, Scolab, Canada
Ruth Cohen, American Museum of Natural History, United States
Bill Dahl, PlantingScience/Botanical Society of America, United States
DigitalMe, DigitalMe, Great Britain
Angela Elkordy, Eastern Michigan University, United States
Lucy Erickson, Chimp-n-Sea Wildlife Conservation Fund, Great Britain
Michael Furdyk, TakingITGlobal, Canada
David Gagnon, ARIS Project – University of Wisconsin – Madison, United States
Stephen Gilman, Center for Creative Education, United States
Steve Goldenberg, Interfolio Inc., United States
Laura Gordon, WNET, United States
Kelly Gorman, Smithsonian Institution, Cooper-Hewitt, National Design Museum, United States
Diana Graber, CyberWise, United States
Tene’ Gray, Digital Youth Network, United States
Ian Guest, Sheffield High School, Great Britain
Susan Harris, University of Southern California Joint Educational Project, United States
Ross Higashi, Carnegie Mellon Robotics Academy, United States
Jude Higdon, University of Minnesota College of Pharmacy, United States
Marisa Jahn, People’s Production House, United States
Dolly Joseph, Computers4Kids, United States
Edward Keller, Parsons The New School For Design, School of Design Strategies, United States
Gene Koo, iCivics, Inc., United States
Denise LaBuda, Economic Independence Group, LLC, United States
Joey J. Lee, Teachers College, Columbia University, United States
Peter Levine, Tisch College, Tufts University, United States
Daniel Rees Lewis, Design for America, United States
Jeremy Liu, East Bay Asian Local Development Corporation, United States
Laurina Isabella Lyle, Project WET Foundation, United States
Bruce Mason, American Association of Physics Teachers, United States
Stephanie Norby, Smithsonian Center for Education & Museum Studies, United States
Joanna Normoyle, Agricultural Sustainability Institute at University of California, Davis, United States
Susi Owusu, 10:10, Great Britain
Brett Pierce, Steel River Productions, Inc., United States
Arun Prabhakaran, Urban Affairs Coalition, United States
Katie Rast, Fab Lab, United States
Justine Richardson, MATRIX/Michigan State University, United States
Jon Rosewell, The Open University, Great Britain
Richard Scullin, MobileEd.org, United States
Eric Schwarz, Citizen Schools, United States
Deborah Sliter, National Environmental Education Foundation, United States
Jennifer Sly, Minnesota Historical Society, United States
Lonny Stern, STEM Council at Skillpoint Alliance, United States
Spencer Striker, University of Wisconsin at Whitewater, United States
Lora Taub-Pervizpour, Muhlenberg College, United States
Nancy Trautmann, Cornell Lab of Ornithology, United States
Maya Wiseman, Bottled City Project, Germany
Christopher Wisniewski, Museum of the Moving Image, United States

Enter Stage One of the Teacher Mastery and Feedback Badge Competition: Applications Due Today

How many words does it take to describe your learning content? Applications for Stage One of the Teacher Mastery and Feedback Badge Competition require a 1000-word written proposal (plus optional additional material if you need). The clock is ticking for today’s deadline (8pm EST/5pm PST), but there’s still time to apply.

Take a look at the call for proposals below to see if your organization has material to be a Stage One contender. Need some ideas to get you going? Check our Badges Competition page to see the kind of learning content proposed by other organizations, or  browse our Collaborators’ content to see what they posted. In conjunction with the Badges for Lifelong Learning Competition, applicants are invited to propose badging systems not only for learning content, but also for teacher learning and feedback. Competitive submissions proposing badge systems that track and promote feedback regarding the competencies and skills as well as the programs and subjects over which teachers acquire expertise will be a central part of the Stage 1 and Stage 2 processes of the Competition. The winning proposal(s) will be awarded funding to develop the proposed badging system.

Stage 1: Teacher Mastery and Feedback Badge Competition

At Stage 1, educators applying to the Competition submit proposals describing subject and content matter for a teacher badge system that recognizes, rewards and offers peer feedback to teachers regarding mastery of capacities and skills. Submissions require a 1000 word written proposal and can include optional supplementary materials that help visualize the proposed badging system. These materials should include systems for recognizing and rewarding some of the capacities, skills and content they believe are needed to effectively teach math, literacy, or digital literacy skills and/or to effectively teach to the Common Core State Standards. For example, giving feedback to students; developing complex skills; or skills needed to teach in an environment that privileges digital or online learning. Deadline for Teacher Mastery and Feedback Badge Competition Stage 1: December 5, 2011, 5pm PST/8pm EST.

Second webinar on badge system models and design considerations

Yesterday we held our second webinar of phase 2, “Badge System Models and Design.” It featured a great presentation by Carla Cassilli of Mozilla about the many considerations of designing an effective digital badge system. You can watch the video below, or at http://youtu.be/zCAy5weZyHc, and you can download the slides directly as a PDF right here.

What If Teachers Decided (for Themselves!) What Counts?

By Cathy Davidson

We at HASTAC are extremely proud to announce the opening of a new Competition, designed specifically for educators, “Teacher Mastery and Feedback Badge Competition.”  The purpose is to support educators in their own professional goals, in their desire to develop their skills and knowledge, and in their own professionalism in judging quality—not being judged, top down.  This Competition begins from the premise that great teachers should be acknowledged and, equally, that great teachers work hard to get that way and should be appreciated as such.   Who better to know how to do this than educators themselves?  This Competition invites educators to think about the most creative, interactive, interesting ways of deciding what counts most for great teaching—and how to count it.

My personal investment in this Competition is in that it is based on supporting an ideal of professionalism to one of the great professions that, in recent years, has been something of a whipping boy to many.   Face it, it’s not easy being an educator these days.  It’s not just the de-funding of schools, not just the requirements for end-of-grade testing that may or may not have much relationship to actual knowledge, it’s not just that much of our thinking about what education is for is antiquated and hasn’t been re-thought, top to bottom, for the information and communication revolution that began in April of 1993 when the Mosaic 1.0 browser went public and the Information Age officially began.   No,  it is hard to be an educator these days because teachers have been subjected to some pretty “regulatory” measures lately.

Sometimes these come from higher up, being initiated by politicians rather than educators themselves.   The language is of “certification” and “accreditation” but too often it is not clear if it is real quality that is being measured or something far more bureaucratic, that has little to do with a teacher’s ability to inspire students or to keep up with the changing knowledge in a field.  Too often, these “merit” systems  don’t really measure merit but, instead, undermine teachers’ own sense of professionalism, as if teachers aren’t the ones most concerned with our own high standards (the best ones of us are!).

I’m convinced a lot of the mentality of policing and regulating teachers is contributing to the national crisis of many of the best teachers leaving the profession.   According to the National Education Association, about half of new teachers do not stay in teaching.  In a U.S. Department of Education survey of 7,000 teachers  who had recently quit or said they were likely to quit soon, the #1 reason given was intrusive administration; another was cumbersome and ineffective  accountability procedures.  And some of the other top five reasons were also about this externalizing of  the “metrics” for excellence over the inspiring, creative, intelligent, and powerful ways that motivate kids to learn—and motivate teachers to stay in the classroom, despite the low pay and hard work.

The reason I wrote the “How We Measure” chapter of Now You See It is because all my research, including interviews with dozens of great teachers, underscores that we now have ways of measuring “quality” that are neither about quality, nor even about good ways of measuring.

  • If a multiple choice, end-of-grade test only covers about 25% of the actual content/material in a course, what about all the rest?
  • If we know that you have to “teach to the test” to ensure your students get the best test scores,  what  happens to the ideal of teaching to improve students’ real skills and knowledge (not just test-taking ability that has little real-world relevance)?
  • If we know the biggest motivator to testing well is believing high scores will help get one to college, then what about all the kids who know they will never be able to afford higher education?

All that wasted effort!   All those ways of measuring qualities peripheral to the ones great teachers know are needed to inspire kids.  It’s a tragedy, and it is sending our best teachers out of the profession fast.

Will this one Badges for Teacher Mastery and Feedback Competition solve all problems?  Of course not.  But we are extremely proud, at HASTAC, to announce the opening of a new Competition designed specifically for educators, that puts educators in a leadership role, helping to think about cutting-edge new ways of assessing what they know to be high quality,  important new skills and areas of knowledge.

This isn’t for everybody and shouldn’t be.  We are trying not  to go for one-size-fits-all which we think of as the kind of standardization that de-motivates true learning.   Rather, we invite any educator who is passionate about these issues to compete, to show their ideas on our all-public website, and to inspire others to think deeply, too, about what counts in the classroom, what should be counted, why, and how.

We assume most applicants will be K-12 educators, but we want any teacher, from preschool to professional school, informal and formal learning, who is deeply interested in thinking about new peer feedback and mastery badging systems to apply.  We know that we all have much to learn from one another.

To those educators interested in these issues, we invite you to apply and we thank you for your dedication and your commitment to what, at HASTAC, is our motto:  learning the future together.

Here’s the link to the Competition application page:  http://dmlcompetition.net/Competition/4/teachers.php

Applications due December 5, 2011.

JUST ANNOUNCED: Teacher Mastery and Feedback Badge Competition

In conjunction with the Badges for Lifelong Learning Competition, applicants are invited to propose badging systems not only for learning content, but also for teacher learning and feedback. Competitive submissions proposing badge systems that track and promote feedback regarding the competencies and skills as well as the programs and subjects over which teachers acquire expertise will be a central part of the Stage 1 and Stage 2 processes of the Competition. The winning proposal(s) will be awarded funding to develop the proposed badging system.

Learn more at http://www.dmlcompetition.net/Competition/4/teachers.php

Second webinar on Badge System Models and Design will be Nov. 30

The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills.

During this live webinar for prospective Stage Two badge design applicants, we will delve deeper into the badge conversation and explore badge system design and development considerations. We will review different models of existing badge systems and discuss general guidelines and best practices. We will also walk prospective applicants through content, technological and team characteristics that should be considered when developing a badge system and putting together a proposal for Stage 2.

To learn more about the Badges Competition and the Research Competition, visit http://dmlcompetition.net.

Badges for Lifelong Learning Webinar: Stage Two Prep | Badge Systems Models and Design takes place Wednesday, November 30, 2011 at 3pm EST / 12pm PST
  • Time: 3pm EST / 12pm PST
  • Duration: 60 minutes
  • Location: https://www3.gotomeeting.com/register/741026966
    Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.

Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

Video from our first Badge Design webinar

Yesterday we held our first webinar of phase 2, “Badge System Models and Design.” It features a great presentation by Erin Knight of Mozilla about the many considerations of designing an effective digital badge system. You can watch the video below, or at http://youtu.be/1Zrirng0_ls, and you can download the slides directly as a PDF right here.

Could Badges for Lifelong Learning Be Our Tipping Point?

By Cathy Davidson

As more and more fascinating and creative and surprising applications to our DML Badges for Lifelong Learning Competition flood in (we’re at almost 100 and the competition does not close until the end of today), I am wondering if, a hundred years from now, some historian ploughing through the dusty data archives of the Internet, will see this moment as digital learning’s tipping point.    I mean that.

This could be our tipping point for how we measure, the entry point to thinking up an array of new forms of deciding what counts for our era.   This Competition isn’t the end point, but the beginning, but it could tip the balance so that, all over, people are wondering why and how they are measuring quality and contribution the way they are and beginning to think about better ways—better ways that fit their organization’s values and goals.   That’s the key.   So many of us work in schools or in jobs where what counts has been decided for us.   The array of badging systems in these applications is starting to suggest that there are many, many of us who are frustrated with our inherited systems and want to come up with new ways of deciding what we want to count, what we want to value and acknowledge and credit and reward.     A badge system can be the symbol of all that,  visible proof of an organization’s some quality of participation and contribution that, previously, wasn’t even defined.

To understand why this is so important, we have to go back to the origins of the system that we have now, a system designed for the Industrial Age as part of the Taylorized movement of “scientific labor management.”   I speak of the invention of the item-response/multiple choice/bubble test, still the corner stone of our national educational policy, passed in 2002, called No Child Left Behind, and invented in 1914.  It was the tipping point in what I call “scientific learning management,” the application of Taylorized theories of uniform, standardized, timed, regulated productivity to education.

The reason I devoted a chapter of Now You See It to “How We Measure” is because, without a uniform method of assessment, there is no standardization. Standardization is the most important ideal of the Industrial Age–but is quite contrary to the peer-led, interactive, contributory, connected ways of learning and interacting that the World Wide Web affords us.    If we are going to truly transform our Industrial Age institutions for the digital age, we have to re-evaluate how we evaluate.  We have to come up with interactive, process-oriented new methods where peers can decide all the different things that count for them and why, and figure out a way to count them.   We do not have to know what those outcomes will be.   If we did, we would be buying into “scientific leaning management” again where, like all Taylorization, the outcomes are determined in advance of the process (Taylor called them “quotas”).    Outcomes–for labor productivity or learning productivity–are defined in advance.  They are the bar you have to get over, the scale on which you are measured.

In scientific labor/learning management,  there is a set scale that measures only pre-defined kinds of productivity and pre-defined forms of achievement and you are assessed by a standardized form of testing only on those things, and you are them measured against all other workers/learners and rewarded on that scale.  Badges for Lifelong Learning offer us other ways of measuring and other ways of thinking about what qualities and contributions we might want to measure.   

Don’t you see it?   At present, just about everything else about school and work rests on evaluation.  If the goal is set in advance, it changes the process.   Even if you try to modify the process for another end, you are modifying it against a set standard.   A standardized assessment metric is a mentality as much as it is a measurement.

How Did We Get Here?

In the “How We Measure” chapter of Now You See It, I go back to the archives to find out who invented the mulitple choice test, the tipping point in fully turning the movement toward compulsory, public education into a more uniform, standardized system for the Industrial Age and conforming to Industrial Age values.  The invention of that item-response form of standardized assessment, invented in 1914 (and virtually unchanged in the present) is based on Taylor’s “scientific labor management” that is the basis for the assembly line model of industrial manufacturing.   Timed, standardized, uniform, in quality and in method of assessment.   Frederick J. Kelly, the inventor of the standardized test, transformed “scientific labor management” into what I call “scientific learning management.”  The test was the single most important apparatus of an educational mentality that has lasted nearly 100 years.

Here’s the background on Kelly.  He was a doctoral student at Kansas State Teachers’ College in 1914.  Men were fighting in Europe in World War I.  Women were in the factory.   Compulsory public education was now the law of the land in every state and the age by which you could leave school had changed to 16, meaning that two years of secondary education were no longer just college prep but for everyone.   At the same time, the rank of immigrants coming into the secondary schools of the U.S. public school system was swelling at an extraordinary rate, from 200,000 in 1890 to 1.5 milliion in Kelly’s day.   There was a crisis.   Kelly looked at Model T’s being turned out in standardized fashion and came up with the itemized test, first, because it gave some kind of objectivity to what was slipshod processing of all these students through the educational system and, second, because it was cheap, fast, and easy—like turning out the Model T’s.

The reason the bubble test (what Kelly called the Kansas Silent Reading Test) caught on is because, in the decentralized state-based educational system in the U.S., a standardized test allowed some form of assessment across schools, school districts, and across states.   From the U.S., the system spread to the world.  America tests earlier and more often than any other country on the planet, but virtually every country has adopted some form of bubble testing.   And it is an industry, worldwide, with billions of dollars of commercial investment and return.   There is a lot at stake.

But does hierarchical, timed, pre-defined, uniform, standardized testing really measure the kinds of intelligence and activity that our kids need for the challenging world they will face as adults?    Do similar forms of standardized evaluation really work in the workplace today?   The “timed test” is a weird way to measure intelligence, when you think about it.   It’s hard to imagine trying to even explain it to Newton or Leonardo or Galileo . . . that a timed bubble test would be the pinnacle of intelligence would convince great thinkers of the past that the 21st century was for lemmings running fast off the cliffs.   I agree!   It is a system for another century.  It may have worked for that one.  We need better ways of evaluating contribution now.

Sadly, Kelly would have agreed with me.   The father of item-response testing himself wanted to abandon this make-shift way of testing “lower-order thinking” (as it was called in 1914) once the First World War was over.  He became a Deweyesque integrated thinker, who believed all subjects were relevant to one another and answers were processes, not products, to be filled in, bubble after bubble.  He went on to be President of the University of Idaho and tried to reform that university to these more integrated, interdisciplinary, process-oriented “higher order thinking” goals.  His faculty was furious at this presidential plan.  The faculty there had wanted to hire the father of scientific learning and measurement.   By then, even the Scholastic Aptitude Test was using a timed bubble test to decide who would or would not get into university.  Kely was fired from his Presidency within two years.

You can find a short version of this story here, in the Washington Post:  http://www.washingtonpost.com/opinions/standardized-tests-for-everyone-i…

Badges for Lifelong Learning: The Competition Closes Today but the Thinking Has Just Begun

If you want to peek in on how this badge competition is unfolding, you can.  You can read about the array of organizations that are taking the chance to try something new, to think in new terms about what they want to measure, and how and why.  Check out the applications.  They are all public.  Some have logos, some do not (that is not a requirement); if you click on their box, you will be able to see their entire application : http://dmlcompetition.net/Competition/4/badges-projects.php?group=dmlc-4b

From these applications, you can learn and get ideas that might for yourinstitution or organization.  That’s the point.  If you are a teacher, you can go into class today and ask your students what they think is most important thing they will learn in the class, what they think they are learning, not just in content but in form.   That, for me, is the best part of this Badges for Lifelong learning:  we can all learn from this process, from these organizations willing to step back and think about what system might work best for them, now.   Standardized testing is not the only way to evaluate quality. 

What Makes a Tipping Point?

Before there can be institutional or organizational change, there often has to be a crisis.  For Kelly, it was World War I and the immigrants who needed to get through the newly required secondary educational system.   For us, now, it is a worldwide economic crisis but also a crisis inhow we work and in defining what work is that is far more complex and complicated than the systems of education that are supposed to prepare kids for independent adult hood.  I don’t mean “job preparation” in a simplistic way.  I mean, systems designed to inspire and reinforce values and forms of responsibility, self-regulation, self-determination, and maturity that can help us to thrive in a complex world.  

This Badges for Lifelong Learning Competition is by no means  the end point but it may be a beginning.  It may be the starting point, a tipping point, in helping us to think about How We Measure, and helping us to think through better ways.    I am gratified beyond words by all those who have taken the last few months to think deeply about what their organization needs and to work together to propose something that the rest of us can be inspired by.   That process, in and of itself, is an original and bold one that very few organizations ever engage in.   It is a bold step towards learning the future together. 

—————————

NOW YOU SEE IT

Cathy N. Davidson is co-founder of HASTAC, and author of The Future of Thinking:  Learning Institutions for a Digital Age (with HASTAC co-founder David Theo Goldberg), and  Now You See It:  How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn(Viking Press).  NOTE:  The views expressed in NOW YOU SEE IT are solely those of the author and not of any institution or organization.  For more information, visit www.nowyouseeit.net or order onAmazon.com by clicking on the book below.   To find out Cathy Davidson’s book tour schedule, visit www.nowyouseeit.net/appearances 

Two months ago we launched the Badges for Lifelong Learning Competition in Washington, DC, sparking a lively conversation that generated over 150 blog posts2400 + tweets, a series of webinars and, by tomorrow at 5pm PST, a flurry of Stage One applications. That’s right — there’s still a day left to submit an application for Stage One:

Submissions will require a 1000 word written proposal. They can also include optional supplementary materials that help visualize the proposed learning content, programs, or activities. These are highly encouraged and can include a video, diagram, screenshots, napkin sketch, or other visual expression that helps depict the proposed learning content, programs, or activities.

Proposals are submitted through the DML Competition submission web site: See Application Instructions
Multiple proposals are permitted from a single organization, but only one may be selected as a winner and move to Stage Two.

Submissions for Stage One are due no later than November 14, 2011 at 5pm PST.

Written Proposal

In your written proposal, please describe the following, including links to relevant material or resources where applicable. It’s not required that you answer ALL of these questions — you may not know the answers yet and that’s okay. The purpose of the questions is to help you fully express the content and opportunity, so that judges can understand the value of your proposal, as well as so that badge designers in Stage Two of the competition have the information they need to propose badge systems that are relevant and valuable for your content.

  • The learning content, programs, or activities that will be supported by badges. What are the primary domains of learning reflected by the content, programs, or activities? What are the overall goals for learning? Who is the main learning audience or target community? Does learning occur at a specific place or time (i.e., where and when)? How does learning typically occur? What programs and activities will a learner or group of learners experience?
  • The skills, competencies and achievements badges will validate. These may include traditional skills like writing or sports, programming in a particular language, operating a specific type of machinery, or 21st Century skills such as collaboration, communication, and teamwork. One of the benefits of badges over more traditional assessments is their ability to represent a wider range of accomplishments and evidence about an individual’s capacities, and provide a more complete and nuanced picture of their accomplishments and attributes. What are the main skills represented or developed within this content or learning experience? Are these skills and competencies better understood as discrete levels, or measurements of continuing performance?
  • Identity and roles. Do the proposed learning content, programs, or activities support specific identities or roles for the learner? For example, will they assume the role of a scientist, sound engineer, or writer, or build the identity of a collaborator, leader or creator?
  • Opportunities or Privileges. A badge or set of badges can be designed to provide opportunities or confer privileges to learners. What opportunities or privileges can arise from the content, programs, or activities? For example, advancing through a set of badges may provide access to mentorship or internships, available equipment, review of work by professionals, access to an elite community, or a new experience.
  • Existing assessments. What existing assessments or tools, if any, do you have for tracking or measuring performance? Do they align well with badges? How so?
  • Partners and Organizations. Does the proposed badge or set of badges require partners and/or other organizations? What are their roles in the learning content, programs, or activities, and potential roles in creating a badge or set of badges? Does your team, or a partner organization, include someone with expertise in assessment?
  • Administration of the badges. Who would administer the badges — your organization or a partner? Where would the badges be deployed or displayed? Would they appear on your website or another website? How would this occur and what infrastructure will be required to support it?
  • Branding. Ultimately, a badge or set of badges for your community of interest will represent you beyond your institution. What elements of your brand are relevant to your badges? These may be general brand perception elements or specific visual elements like logos, colors, shapes, etc. Consider that you may begin with a single badge but that it may grow into a family of badges and ultimately a full ecosystem.

Important note for organizations with existing badges

If you already have a well articulated design for a badge or set of badges, and/or a supporting technological infrastructure for the learning content, program, or activities, you must still apply through Stage One and describe the core content and programs elements indicated above. Please also briefly describe your existing badge system in your Stage One submission, as well as your goals for the future iteration of your system. You can also include existing badge artifacts in the visual elements of your proposal. If your learning content, programs or activities are selected, you will formally submit the full badge system description, plans, and materials in Stage Two.

Where Are They Now? Updates from the Digital Media & Learning Competition Winners

Image via http://www.flickr.com/photos/mikechen-metalman/4394618656/

 Eric Gordon and Steve Schirra of Participatory Chinatown, 2009 Digital Media and Learning Competition winners, have published the article Playing with Empathy: Digital Role-Playing Games in Public Meetings. The article will be published in the ACM proceedings of Communities and Technologies 2011. From the discussion section:

The community’s knowledge that this public meeting would be based around the Participatory Chinatown game attracted different people to the meeting; it also created different expectations of what was to happen at the meeting. It is unknown to what extent the novelty of a “game meeting” played into Participatory Chinatown’s high attendance or energetic participation; the high attendance at the meeting actually required some participants to have to share a single laptop, and thus a single character. Rather than diminishing the experience, this seemed to promote greater cooperation and deliberation as the two players had to come to a consensus about the decisions to make for their shared character.

Josh Hughes, a Game Changer winner from the 2010 DML Competition was quoted in ESA’s online newsletter. “Video games are such a beautiful and vibrant art form. With games you can come up with a one-two punch that engages people of all ages and teaches them about earth science, or the periodic table, or physics.” — Josh Hughes, on the educational value of video games.

Congratulations to Mitch Resnick of Scratch & Share, one of our 2010 DML Competition Learning Lab winners, who was recently awarded a 2011 World Technology Award in the Education category. Mitch is LEGO Papert Professor of Learning Research and Head of the Lifelong Kindergarten Group at MIT Media Lab, and is the Making, Tinkering, and Remixing chair for next year’s 2012 Digital Media and Learning Conference. Awards were given on the UNITED NATIONS stage during the World Technology Summit conference on October 25-26, 2011. According to the WTN site:

The World Technology Award Winnners and Finalists are those individuals and companies/organizations who are — in the opinion of the WTN Fellows and Founding Members, through Awards voting process — doing the innovative work of “the greatest likely long-term significance” in their fields. They are those creating the 21st century.

Greg Niemeyer of Black Cloud, one of our 2008 Digital Media and Learning Competition winners, gave a presentation on Units of Engagement and social entrepreneurship at a TEDx Talk. Greg is Associate Director of the Data and Democracy Program at CITRIS (Center for Information Technology Research in the Interest of Society), where he co-founded the Social Apps Lab (and just released the beta version of citysandbox.com)

Lissa Soep of Mobile Action Lab, a 2010 Digital Media and Learning Competition winner, published Youth Media Goes Mobile in the National Civic Review’s 100th anniversary issue under the theme: Beyond the Digital Divide: How New Technologies Can Amplify Civic Engagement. Lissa’s article explores how young people’s involvement in mobile design and development can foster new literacies and modes of participatory politics. Lissa is also interviewed about her work in a video on New Media and Collaborative Learning posted on the New Learning Institute site. About Mobile Action Lab and Youth Action Radio, Lissa writes,

“We’re running an intensive App inventor workshop over the next couple weeks with special guest facilitation from the guy who literally wrote the book about App Inventor, Professor David Wolber, USF. And we’ve got two other market-bound apps ready to launch, VoxPop (call-and-response, geo-located mobile radio) and Forage City (a new mobile platform to share excess produce with neighbors, non-profits, and people in need).”

“Thanks to the All Day Play app, which the Mobile Action Lab will publish next week, you’ll be able to hear internationally-recognized music tastemakers and cultural commentators anytime and anyplace on Android phones. Youth Radio’s high school interns are part of the publishing and promotions staff of All Day Play, a one-of-a-kind online radio station produced at our downtown Oakland street-side studios. A second group of teens co-created the app’s prototype using App Inventor, a tool launched by Google and now housed at the famed MIT Media Labs. Both youth teams have collaborated on the app’s design, testing, and user engagement processes. We’ll add the link as soon as it’s live! “

David Gibson of Global Challenge Award, a 2009 Digital Media and Learning Competition winner, has been busy launching simSchool 2.0, a “flight simulator for teachers.” Last month, simSchool version 2.0 was released, “as an ongoing effort to improve teaching effectiveness worldwide, with simSchool taking the next leap in building a full ecosystem for playing, learning and sharing around topics in teaching and education. This new release allows users to have access to expanded content creation tools, profile building features, an open library of resources to play and edit, course management tools for students and instructors, and enhanced reports that detail choices and impacts in played sims.”
Paul and Peter Reynolds of FableVision and Fab@School, a 2010 Digital Media and Learning Competition winner, recently announced the launch of their new non-profit Reynolds Center TLC this week at the MIT Endicott House in Dedham, Massachusetts. The goal of the Reynolds Center, is to bring, “inspiration, innovation, and community” to educators and students. FableVision also has a running list of grants for educators on their site, updated monthly. Share widely!

Upcoming webinar: November 16, 2011 @ 3pm EST | Stage 2 Prep: Badge System Models and Design

The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills.

During this live webinar for prospective Stage Two badge design applicants, we will delve deeper into the badge conversation and explore badge system design and development considerations. We will review different models of existing badge systems and discuss general guidelines and best practices. We will also walk prospective applicants through content, technological and team characteristics that should be considered when developing a badge system and putting together a proposal for Stage 2.

To learn more about the Badges Competition and the Research Competition, visit http://dmlcompetition.net.

Badges for Lifelong Learning Webinar: Stage Two Prep | Badge Systems Models and Design takes place Wednesday, November 16, 2011 at 3pm EST / 12pm PST
  • Time: 3pm EST / 12pm PST
  • Duration: 50 minutes
  • Location: https://www3.gotomeeting.com/register/922871318
    Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.

Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

TODAY: Informational Webinar on the Badges for Lifelong Learning Competition Application Process

The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills.

During this informational chat and webinar, the fourth in our series, we will walk prospective applicants through this year’s Competition application process – reviewing each of the three stages and their requirements, the newly extended timeline, and the application requirements.   We will also respond to specific application/process related questions from applicants.

For information on how to participate in the DML Competition Process and Application webinar:

DML Competition Process and Application takes place Tuesday, October 25, 2011 at 3pm EST / 12pm PST
  • Time: 3pm EST / 12pm PST
  • Duration: 50 minutes
  • Location: GoToWebinar at https://www3.gotomeeting.com/register/416674326
    Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.
  • Hosted By:  David Theo Goldberg, Director of University of California Humanities Research Institute and HASTAC Co-Founder;  Matt Thompson, Education Lead, Mozilla Foundation; Sheryl Grant, Director of Social Networking, Digital Media and Learning Competition.

Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

*Find archives of the following webinars at:

*Find questions and answers from Badges 101 here.

 

 

Archive of our second Badges 101 webinar is now available

Originally recorded on October 17, 2011:

We had our second Badges 101 webinar today with panelists Cathy Davidson, HASTAC Co-founder and Duke University Professor, Sheryl Grant, HASTAC’s Director of Social Networking, and Carla Casilli, Project/Operations Manager for Mozilla’s Open Badges exploring badge basics, explaining Open Badges, offering examples, and fielding participant questions.

If you missed the opportunity to participate in today’s webinar, the archived version is now available for your viewing. Many thanks to all our participants for their thoughtful and engaging questions that made for a great conversation.

Have you viewed this webinar and still have questions? Sheryl Grant has also responded to many questions that were a product of our first Badges 101 webinar in her blog post “Questions and Answers: Badges 101″. You can also check out the Badges for Lifelong Learning Group on HASTAC where we’re aggregating social media around badges.

Questions and Answers: Badges 101

During our first live, interactive Badges 101 webinar, we received over 100 questions through email, Twitter, comments, and the webinar chat box, and our Badges for Lifelong Learning team jumped in to answer many of these questions below. Have new questions for us? Join our second Badges 101 webinar Monday, October 17, 2011 at 2pm EST/ 11am PST.

Flickr photo via Veronica Debord

Will ‘complexity’ reduce the value of badges in the eyes of potential employers because they don’t have the time to unravel that complexity?

It depends on the employer.  And, of course, this is true for any evaluation system. We don’t have anything like one current standard–and we won’t with badges, and shouldn’t.  For some, badges will seem too complicated. For others, interesting and important and no more complicated than the current system of resumes with their odd code words, their obscurity, their vagueness, and jargon.  Face to face interviews and verbal recommendations will likely not be replaced by badges, at least not for traditional employers.

Can badges provide a mechanism for employers to better identify and recruit suitable employees (and vice versa)?

Absolutely — if employers wish to devise and use such a system. The point is that badges are community-driven and members of the community have to find ways to use them, and reasons for using them that fit their organization.

People who earn digital badges signify to employers what their skills and knowledge are regardless of whether or not they possess a degree.

Badges are not degrees.  Some people who earn badges will have degrees, some will not.

Who will we see becoming the leading badge authorizers?

No one knows. Badges for Lifelong Learning is an experiment and a competition.  We cannot know who is best or leading or most important before the experiment even begins.

How can we ensure that badge inflation does not occur?

You can never ensure that any system will be perfect until humans become perfect.  Short of that, in systems where there are not negative badges or demerits, people earn badges by doing things.  The badge carries with it the record of what earned that badge.  You can over-accomplish, I suppose, in order to earn more badges but that seems a bit self-defeating. Still, any system is susceptible to abuse, as we certainly know from the current one where everyone is, as the saying goes, “above average.”

Does there need to be a standardisation of badges for them to be valuable?

No. The point of peer evaluation is how it carries what it signifies with it.  All that needs to be standardized is the operability of the badging systems themselves, so they can be readable across different platforms.

Is there a badge standard? Are some worth more than others based on who issues them?

The community or organization or employer seeking the best employee or community member will have standards and will see badges that meet those standards.  But what those standards are for which kind of organizations — nursery school teacher versus Java Script programmer — varies by the nature of the organization and the position being sought or even the kind of role within the organization.   I might want to see a different kind of badge for a nursery school teacher if I am thinking of hiring one versus if I’m thinking whether I want my child to go to a certain nursery school.   Actually, come to think of it, in that situation I would hope the criteria are quite similar, that the owner of the nursery school and the parent wanting to send a child to that school have similar values, requirements, obligations, and expectations for a great nursery school teacher.

Who determines when someone earns a badge? Or that badges from different issuers are equivalent?

Peers give badges within an organization or across organizations.  You can see a badge, click on the badge, and then find all the content that, together, comprises the reason for the badge having been issued.  No external body determines “equivalence.”  The point is to be able to acknowledge different forms of contribution at different levels.  This is high standards without standardization.

It seems that success of badges would partially depend on educating employers and the public on their value?

Of course.  And there will be early adopters and there will be resisters.  Mt. Holyoke was the first university to use the ABCD grade.  The American Meat Packers Association came soon after but they then decided the system was too inflexible and therefore meaningless for grades of sirloin and chuck.  Other universities, however, felt no such qualms and rapidly went to the ABCD grading system.  Something similar may well happen with badges.  To what extent is the ecosystem envisioned as a place where groups — classrooms, clubs, etc. — earn badges, as well as individuals?

How about badges for organisations (providing badges)?

This is certainly something that could be done. Currently, this is not built into the Open Badge Infrastructure (and defined badge metadata specification) because we are focusing on individual accomplishments and skills. At this point, all members of a group could be issued a badge, but each individual would get it (and own it) separately.

If this is going to work on a larger scale, do you think there needs to be a badge accreditation system to assess badge issuers and curricula?

We are talking about a different and new system here so we want to avoid imposing limitations on the system from the beginning. There is already plenty of information carried with each badge, including the criteria/assessment behind the badge and the issuer, so that is enough information to value the badge for most cases. Mozilla is building the capacity for third party endorsements of badges, so that could function as a way to add in more formal accreditation, or there may be markets/organizations that emerge around the consumption side of badges and create filters or ranking systems. We don’t know yet, but there are a lot of possibilities and we should be open to considering all of them at this stage.

How are assessments actually integrated into the badges?

The badge is something issued after the successful completion of an assessment. So the learning experiences, assessments and interactions can still occur as they are now, its just that there is now a badge at the end to recognize the learning/skill. Once issued, the badge includes metadata that explains the badge, including a link back to the criteria behind the badge, which in many cases will be a description of the assessment. So in that sense, the assessment is embedded with the badge so that people consuming the badge understand what was accomplished to earn it. Also, there is an optional piece of metadata that links back to the evidence, or learner work. This might be the work submitted for the assessment, and even the assessment feedback. This information then is also carried with the badge. (NOTE: this metadata field is optional since some evidence URLs may have personal information that the issuer/user does not wish to share).

Could a third party issue a badge based on the completion of an open course, without the input of the original institution?

It depends on how the open content is licensed. If it is completely public and remixable, there could be third parties that take the content and build experiences and badge systems around it. But if the original insitution maintains some rights to the content, then they would most likely have to approve or own the badge system aligned with the content. It may be that they explicitly open it up to other badge designers and endorse a certain subset of those badges more formally.

How about coordinating badge efforts with iTunesU and OpenCourseWare?

Yes, definitely! Both ITunesU (or content owners on it) and MIT could be badge issuers. They would be very valuable additions to the ecosystem.

How do we authenticate users’ identities? Hopefully users can’t transfer badges?!

For badges in the Open Badge Infrastructure, the user is identified via email address (using Mozilla BrowserID). The user can log into their Badge Backpack and view all of their badges associated with that email address. When they try to use the badge, or put it somewhere, the consumer/displayer can call back through the OBI to the issuer and validate/authenticate the badge by asking the issuer if this badge is connected to this user, and if it is still valid. If the issuer responds positively, the badge is validated and confirmed. If there is not a positive response, the badge is unvalidated.

If a badge is an open badge, can it only be used on open platforms? Or could I display these badges on my company intranet?

The badge infrastructure is designed to be open and accessible, thus allowing portability and representation across the web — that includes all platforms. If your company designs a widget that permits badge display on their intranet, the infrastructure could accommodate that sort of display. Should your company develop an internal assessment rubric and associated badge system, they can issue and display badges that can then in turn be shared outside of the corporate intranet. Sharing reinforces the value of the infrastructure and the badge ecosystem.

Should badges ever expire, or should they be permanent?

One of the defining aspects of the Open Badge Infrastructure is the badge manifest, or the information that defines the content embedded in the badge PNG. In the manifest, the badge issuer can assign expiration dates to badges so as to limit their lifespan. As to whether or not the badges should be permanent, that’s a decision to be made by the badge issuer when they develop assessment and award policies.

How much control will I have over my badge portfolio? I’m on the job market right now, and I tweak my resume depending on the job I’m applying for. Could I have separate urls that I give to different employers, each one showing the badges I might want them to see?

As we develop the Open Badge Infrastructure, the badge recipient is foremost in our minds. Badge recipients, or owners, will have complete control over where their badges are displayed. Indeed, recipients will be able to host their own badge backpack, thus controlling the display of their badges. As the badge ecosystem grows, recipients will have increasing opportunities to display their badges in new venues (websites, blogs, Facebook, professional job sites, etc.)

How will badges display obsolescence?

If by obsolescence you mean expiration, badges are designed to have the capacity to expire. We are addressing how expiration might be indicated in badge display as well as in the badge backpack. The question of badge expiration will be answered by the badge issuer during the badge system assessment and award development.

Is everything badge friendly?

An interesting philosophical question. Badge issuers will be addressing this question as they begin to create assessment and award systems that underpin open badges. Open Badges offers one attempt to address learning, skills and competencies that are currently either unrepresented or underrepresented in traditional, formal personal representation on resumes and CVs. Soft skills such as community-mindedness, peer interaction, and mentoring present excellent assessment opportunities that may result in some of the most important badges to arise from the ecosystem.

How would an employer stay on top of an ever-growing list of badges which certify the relevant skills? 

Open badges will carry information needed to understand and validate them so employers can use that information to see the criteria and evidence behind the badge, and confirm that this person did in fact earn this badge from this organization. Beyond that, there may be markets that emerge to help us filter, rank and make sense of badges to help employers quickly figure out how to value the badge.

Will badges make learning cheaper?  

It depends on what is meant by cheaper. Will badges make learning more inexpensive and accessible? They could make some learning channels more viable and legitimate for jobs and other types of advancement. Will they cheapen or diminish learning?  We don’t think so. Badges for Lifelong Learning is about giving recognition for learning that already occurs. We certainly stress the importance of robust assessments and innovative approaches to learning behind many of the badges, but also see value in other kinds of goal-driven badges as well. We hope solid research and attention is given to these badge systems to have more evidence behind their effectiveness and best practices.

Could badges apply both to individuals (students) and institutions (schools, employers, government, etc.)?

The awarding of badges does not have to be limited to individuals, although the current iteration of open badges does focus on individuals and their accomplishments. As the ecosystem evolves and grows, it may begin to encompass large and small organizations, institutions, and government agencies. Endorsers, third parties who endorse certain badges or badge systems, will begin to have an impact on the development of the entire ecosystem. One of the best parts of the Open Badge Infrastructure is its openness, which means that all members of the open web can help frame it, build it, and benefit from it.

Who is the target audience for badges? K-12? Postsecondary? 

While the academic community has responded vocally to the idea of open badges, the target audience includes any organization, institution, individual, group, etc. who would like to offer and support representations of learning, achievements, skills, and competencies.

How are assessments actually integrated into the badges? 

You’ve asked an important question. Mozilla is developing the Open Badge Infrastructure that acts as the plumbing to the badge ecosystem. We’re making it easier to formally represent learning, skills, achievements, and competencies. The other vital aspect for developing the open badge ecosystem involves individuals, organizations, groups, institutions, and government agencies creating and defining badge systems and assessment rubrics. Essentially the ecosystem arises from the creation of those badge systems and assessment rubrics and Open Badge Infrastructure guarantees the portability, personalization, and openness of the system.

It’s not the badges that are of value to a Boy Scout.  It is becoming an Eagle Scout that outsiders value.  If I didn’t go to college and collect badges for 4 years I might have a lot of skills and knowledge.  But how is that packaged into something of value that is recognized? 

A badge system will have different values embedded in it along the way. There are plenty of Scouts that don’t become Eagle Scouts but still proudly wear their badges. There is something to be said for getting incremental achievements, while also having something larger that motivates the learner to work towards.

*****

Want to learn more about badges? We’re aggregating social media around badges at the Badges for Lifelong Learning Group on HASTAC.

Archived “DML Competition 4: Process and Application” webinar now available

Originally recorded on October 11, 2011 at 3pm EST

Did you miss the opportunity to participate in yesterday’s “Application and Process” webinar? You can review the archived version or register for one of our other upcoming sessions:

Monday, October 17 at 2pm EST/11am PST
Badges 101

  • Register: https://www3.gotomeeting.com/register/544302734
  • Hosted By: Cathy Davidson, Duke University Professor and HASTAC Co-Founder; Sheryl Grant, Director of Social Networking, HASTAC/MacArthur Foundation Digital Media and Learning Competition; Erin Knight, Assessment and Badge Project Lead, Mozilla and P2PU; Matt Thompson, Education Lead, Mozilla Foundation; Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
  • During our second Badges 101 webinar, we will address questions about the basics of badges: What are badges? What are open badges? How can badges work for learners? We will also address additional questions about badges as submitted by webinar participants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

Tuesday, October 25th at 3pm EST/Noon PST
Digital Media and Learning Competition Process and Application

  • Register: https://www3.gotomeeting.com/register/416674326
  • Hosted by David Theo Goldberg, Director of University of California Humanities Research Institute and HASTAC Co-Founder; Carla Casilli, Project/Operations Manager, Open Badges, Mozilla Foundation.
  • During this webinar, the second in our series, we will walk prospective applicants through this year’s Competition process–reviewing each of the three stages and their requirements, the newly extended timeline, and the application requirements. We will also respond to specific application/process related questions from applicants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

Stage Two Call for Proposals: Design and Tech

The Badges for Lifelong Learning competition encourages individuals and organizations to create badges that are designed to publicly validate new skills, knowledge, and achievements.

The Design and Technology stage (Stage 2) of the Competition seeks organizations, teams, or individuals skilled in design to submit early prototypes for badging systems based on the content or programs developed by winning applicants from Stage One, or pre-existing collaborator content.

NOTE: Badge design and tech applicants can submit proposals using fictional content, however, aligning with Stage One content, or collaborator content, is highly encouraged as successful proposals from Stage Two will be matched with winners from Stage One for the final proposals.

Submissions will be displayed online for public comment and assessed by an expert panel of judges before winners are matched with content and programs teams from Stage One.

Submission requirements:

Mozilla’s Open Badge Infrastructure makes it easy to issue display, and manage badges, and as such platforms proposed by Stage Two applicants must work within the Open Badge Infrastructure standards and APIs. Applicants are also encouraged to develop software and widgets that extend the Open Badge Infrastructure.

Stage Two applicants should submit visual materials that will graphically represent their proposed badge system, as well as a 1500 word written proposal that describes in detail how the badge system will perform. Submissions, due no later than January 12 at 5pm PST, should be submitted through the DML Competition web site: http://dmlcompetition.net/.

Badges 101 Webinar: Follow-up and Recap

For those who joined us during our first Badges 101 Webinar, we’ll be posting your questions and additional resources on the Badges: Questions and Theme forum on HASTAC.org.  Did you miss the webinar? Listen to the archived version below or  register for the Badges 101 Webinar on October 17, 2011 at 3pm EST. View the full webinar series schedule here.

 

Monday, October 17 at 2pm EST/11am PST
Badges 101

  • Register: https://www3.gotomeeting.com/register/544302734
  • Hosted By: Sheryl Grant, Director of Social Networking, HASTAC/MacArthur Foundation Digital Media and Learning Competition; Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
  • During our second Badges 101 webinar, we’ll cover the following questions: What are badges? What are open badges? How can badges work for learners? We’ll also  address additional questions submitted by webinar participants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

Webinar/informational sessions schedule

Thursday, October 6th at 3pm EST/Noon PST
Badges 101

  • Register: https://www3.gotomeeting.com/register/977635438
  • Hosted By: Cathy Davidson, Duke University Professor  and HASTAC Co-Founder; Sheryl Grant, Director of Social Networking, HASTAC/MacArthur Foundation Digital Media and Learning Competition; Erin Knight,  Assessment and Badge Project Lead, Mozilla and P2PU; Matt Thompson, Education Lead, Mozilla Foundation; Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
  • During our first Badges 101 webinar, we will address questions about the basics of badges: What are badges? What are open badges? How can badges work for learners? We will also address additional questions about badges as submitted by webinar participants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

Tuesday, October 11 at 3pm EST/Noon PST
Digital Media and Learning Competition Process and Application

  • Register: https://www3.gotomeeting.com/register/953425726
  • Hosted by David Theo Goldberg, Director of University of California Humanities Research Institute and HASTAC Co-Founder;  Carla Casilli, Project/Operations Manager, Open Badges, Mozilla Foundation.
  • During this webinar, the second in our series,  we will walk prospective applicants through this year’s Competition process–reviewing each of the three stages and their requirements, the newly extended timeline, and the application requirements.   We will also respond to specific application/process related questions from applicants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.


 

Monday, October 17 at 2pm EST/11am PST
Badges 101

  • Register: https://www3.gotomeeting.com/register/544302734
  • Hosted By: Cathy Davidson, Duke University Professor  and HASTAC Co-Founder; Sheryl Grant, Director of Social Networking, HASTAC/MacArthur Foundation Digital Media and Learning Competition; Erin Knight,  Assessment and Badge Project Lead, Mozilla and P2PU; Matt Thompson, Education Lead, Mozilla Foundation; Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
  • During our second Badges 101 webinar, we will address questions about the basics of badges: What are badges? What are open badges? How can badges work for learners? We will also address additional questions about badges as submitted by webinar participants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

Thursday, October 20th at 8pm EST/5 pm PST
Interview: Mark Surman on Open Badges
Hosted by: Future of Education

 

Tuesday, October 25th at 3pm EST/Noon PST
Digital Media and Learning Competition Process and Application

  • Register: https://www3.gotomeeting.com/register/416674326
  • Hosted by David Theo Goldberg, Director of University of California Humanities Research Institute and HASTAC Co-Founder;  Carla Casilli, Project/Operations Manager, Open Badges, Mozilla Foundation.
  • During this webinar, the second in our series,  we will walk prospective applicants through this year’s Competition process–reviewing each of the three stages and their requirements, the newly extended timeline, and the application requirements.   We will also respond to specific application/process related questions from applicants.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

 

Wednesday, November 16th at 3pm EST
Designing Badges and Badge Systems

  • Register: TBD
  • Hosted by Erin Knight,  Assessment and Badge Project Lead, Mozilla and P2PU; Matt Thompson, Education Lead, Mozilla Foundation; Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
  • Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

New webinar: Digital Media and Learning Competition: Process and Application

Do you have questions about the Competition’s structure and application?

During this webinar, the second in our series, we will walk prospective applicants through this year’s Competition process–reviewing each of the three stages and their requirements, the newly extended timeline, and the application requirements. We will also respond to specific application/process related questions from applicants. Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

“Digital Media and Learning Competition: Process and Application” takes place Tuesday, October 11, 2011 at 3pm EST / 12pm PST

  • Date/Time: Tuesday, October 11, 2011 at 3pm EST / 12pm PST
  • Duration: 50 minutes
  • Location: GoToWebinar https://www3.gotomeeting.com/register/953425726
    Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.
  • Hosted By:
    David Theo Goldberg, Director of University of California Humanities Research Institute and HASTAC Co-Founder;
    Carla Casilli, Project/Operations Manager, Open Badges, Mozilla Foundation.

An archived version of this event will be available at dmlcompetition.net. Information about other upcoming Badges for Lifelong Learning Competition webinars will be available at http://www.dmlcompetition.net/Blog/

 

Badges 101 Webinar: Join Us

Just a reminder that our first webinar, Badges 101, begins tomorrow, Thursday October 6, 2011 at 3pm EST. Pre-registration numbers are approaching 200 participants and we’re receiving great questions from people — feel free to send yours or stop by to learn what others are asking. See below for directions on how to send in questions. Advanced registration is recommended but not required: https://www3.gotomeeting.com/register/977635438

*****

The Badges for Lifelong Learning Competitionhas launched a broad, open, critical, and constructive conversation about digital badges, visual representations of 21st century skills and achievements. We invite you to learn more about open badges and this Competition during a series of interactive webinars hosted by the Mozilla Foundation and the HASTAC/MacArthur Foundation Digital Media & Learning Competition.
During our first Badges 101 webinar, we will address questions about the basics of badges: What are badges? What are open badges? How can badges work for learners? We will also address additional questions about badges as submitted by webinar participants. Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.
Badges 101 takes place Thursday, October 6, 2011 at 3pm EST / 12pm PST 
  • Time: 3pm EST / 12pm PST
  • Duration: 50 minutes
  • Location: GoToWebinar at https://www3.gotomeeting.com/register/977635438
    Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.
  • Hosted By:
    • Cathy Davidson, Duke University Professor  and HASTAC Co-Founder;
    • Sheryl Grant, Director of Social Networking, HASTAC/MacArthur Foundation Digital Media and Learning Competition;
    • Erin Knight,  Assessment and Badge Project Lead, Mozilla and P2PU;
    • Matt Thompson, Education Lead, Mozilla Foundation;
    • Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
An archived version of this event will be available at dmlcompetition.net. Information about other upcoming Badges for Lifelong Learning Competition webinars will be available at http://www.dmlcompetition.net/Blog/
About the Badges for Lifelong Learning Competition
The HASTAC/MacArthur Foundation’s Badges for Lifelong Learning Competition, launched in collaboration with the Mozilla Foundation, focuses on badges as a means to inspire learning, confirm accomplishment, or validate the acquisition of knowledge or skills. To learn more about the Badges Competition and the Research Competition, visit http://dmlcompetition.net.

Badges: Questions and Themes

What are the main themes and questions showing up around badges for lifelong learning? After combing through blog posts from the badge-o-sphere, we gathered a variety of great questions people are posing. We’re adding more questions along the way, and invite people to add their own to Badges: Questions and Themes to explore some of the emerging themes.

We also have a series of webinars planned in the coming weeks, so for those who want to get their discussion wheels turning, feel free to explore questions or start a conversation over in the Badges for Lifelong Learning group forum.

  • Our first Badges 101 webinar is at 3pm EST on Thursday, October 6, and the official hotline for submitting badges questions is dml@hri.uci.edu (put “webinar question” in the subject line). There will be other webinars in the coming weeks, so if your question is beyond Badges 101, feel free to ask it here and we’ll save it for later.

Questions about badges for lifelong learning:

  • How can we prevent badges from marginalizing passion and becoming an end in themselves?
  • Specifically what kinds of accomplishments should badges be given for?
  • How can we ensure that “badge inflation” does not occur?
  • Should badges be expected rewards for a certain level of achievement or a spontaneous reward for going above and beyond?
  • How can we efficiently vet badge programs?
  • Is peer-driven certification possible?
  • Should badges ever expire, or should they be permanent?
  • If certain things are left out of the badge system, does it lose its credibility?
  • How could this new “open” badge system improve on standardization, or quality control?
  • If this is supposed to operate as a truly “open” educational accreditation system, outside the boundaries of the traditional institution, what will the student assessment process look like?
  • Will we see third-party agencies evolve that essentially certify that certain certifications are both valid and roughly equivalent?
  • Will there be a formal process whereby an applicant can try to prove that her existing certification is a suitable substitute for the requested version?
  • To the extent that “degrees” are both highly desirable and yet highly suspect as authentic indications of core skills, attitude, and aptitude, what sort of credential can take its place?

UPDATED Submission Deadlines for Stages 1 and 2 of the Badges for Lifelong Learning Competition

Please note the updated submission deadlines for Stages 1 and 2 of the Badges for Lifelong Learning Competition: 

  • Stage 1 submissions are now due November 14, 2011 at 5pm PST.
  • Stage 2 submissions are now due January 12, 2012 at 5pm PST.

Click here to view the Badges for Lifelong Learning Competition timeline.

 

 

Join us for a Badges 101 webinar!

The Badges for Lifelong Learning Competition has launched a broad, open, critical, and constructive conversation about digital badges, visual representations of 21st century skills and achievements. We invite you to learn more about open badges and this Competition during a series of interactive webinars hosted by the Mozilla Foundation and the HASTAC/MacArthur Foundation Digital Media & Learning Competition.

During our first Badges 101 webinar, we will address questions about the basics of badges: What are badges? What are open badges? How can badges work for learners? We will also address additional questions about badges as submitted by webinar participants. Questions can be submitted in advance by emailing dml@hri.uci.edu and including “webinar question” in the subject line.

Badges 101 takes place Thursday, October 6, 2011 at 3pm EST / 12pm PST 
  • Time: 3pm EST / 12pm PST
  • Duration: 50 minutes
  • Location: GoToWebinar at https://www3.gotomeeting.com/register/977635438
    Advanced registration recommended, but not required. Webinar will open at 2:45 PM EST to allow registrants time to establish access to the webinar.
  • Hosted By:
    • Cathy Davidson, Duke University Professor  and HASTAC Co-Founder;
    • Sheryl Grant, Director of Social Networking, HASTAC/MacArthur Foundation Digital Media and Learning Competition;
    • Erin Knight,  Assessment and Badge Project Lead, Mozilla and P2PU;
    • Matt Thompson, Education Lead, Mozilla Foundation;
    • Carla Casilli, Project Manager, Open Badges, Mozilla Foundation.
An archived version of this event will be available at dmlcompetition.net. Stay tuned for more information on upcoming webinars.

Unpacking Badges for Lifelong Learning

Badges are complex. Nothing functions quite the way they do, and at the same time, badges function like a lot of other things. They’re versatile, which makes them interesting. And probably powerful.

In the past week since Badges for Lifelong Learning launched, people have written critical, constructive, and positive things about badges, but I haven’t come across anything that really unpacks what badges are. I’ve read that badges are like credentials, related in ways to diplomas and degrees. Grades are sort of like badges, but worse. Badges can function like currency. The word badge tends to elicit memories of Boy Scouts for guys. Badges are shorthand for skills achieved, and can convey rank and reputation. Badges can be completely silly and extremely serious. Gaming is having a good run with badges, and that bugs some people. People like to collect badges. Marketers are getting drunk on badges and should probably chill. Is there some core definition or badge-ness to explain what makes badges unique?

[badge]

Being a nerd, I did a word look-up in the Oxford English Dictionary (sorry, Wikipedia), which says badges were a device to signal membership and rank within a group (1400s). But badges also signaled immaterial things like love and virtue (1500s) and knowledge (1600s). By the 1800s, one writer says degrees had “become social badges.” So badges have been around a while, doing some different things for sure, but mostly not causing a lot of trouble. When someone likes or doesn’t like badges in 2011, I’m curious what it is about them that triggers strong emotions.

If badges are like degrees, diplomas, grades, or currency — which many of us have collected and displayed and benefited from — what’s wrong with them? Why are badges worse or better? If badges are visual signs of rank, reputation, membership, and identity, and are just another way to show affiliation, why are they different than, say, titles, clothing, hair, language, accents, bumper stickers, friends, or an alma mater?

On Planet OpenBadges, Erin Knight invites people to talk through similar questions. In her helpful summary of four themes driving the badges conversation, it’s the assumptions about motivation mentioned in theme #3 and the latter part of theme #2 — that badges “will ruin our motivations for the things we love to do just because we love to do them” — that seem to deliver a punch.

Why? Because badges hinge on motivation. Most of the energy in the badges conversation seems to have roots in the different ways people think about motivation, and more specifically about motivation and learning. What motivates learners to learn? What de-motivates them?  If you work with youth or have your own, chances are you have some ideas about motivation and what works and why. If you motivate learners, what if it’s at the expense of something else? What if learners are motivated by the wrong reasons? What if we mess up what learners naturally love doing and blow it for everyone? Where’s the line between motivating a learner and manipulating them?

Motivation as a modern construct dates back to Darwin and Freud, just to underscore how colorful the conversation around desire, goal-setting, and achievement can be. In my own research, I’ve been reading about motivation (around participation in online communities), and it seems to me that diverse disciplines each have their own horse in this race. HASTAC exists for this kind of collaboration-by-difference conversation. Maybe we need a HASTAC Scholars’ forum to help talk through what we know about motivation and participation. Media studies, humanities, sociology, information science, education, social psychology, economics, who am I missing? Bring out your motivational theories. Discuss.

For me, the most interesting intersection of the Badges for Lifelong Learning conversation is where learning theories overlap with research into virtual communities, new collectives, commons-based peer production — whatever you want to call what we do online. A good deal of Internet research is about participation and motivation. If anything connects the badges community, it’s seems to be the belief that more participation is better. Collaboration is better still. Making and doing is best. Isn’t that what binds all these diverse disciplines and backgrounds engaged in this conversation? In the virtual community research I’m familiar with, it seemed to take a long time to recognize that lurking was a form of listening. We’ve finally begun to call it reading. And I’m willing to bet that the Badges for Lifelong Learning competition will get us closer to calling it learning. That makes it 15+ years to go from lurking to learning, which is slo-mo in Internet years, and super speed IRL.

We’ve only begun to get our heads around the shiny new Internet, and that goes for social participation and motivation, and in particular for learning. Human-computer interaction and social computing research and design tells us that big and small tweaks in socio-technical structure cause all kinds of interesting things to happen, changing how people participate and contribute online. Different groups, group size, kinds of individuals, individual skills, technical affordances, type of content, no policies, lots of policies, participation over time — changes in each of these areas causes changes in motivation and social participation. Can’t the same be said for motivation and learning online?

(If you do research in this area, maybe you feel flush with answers, but hello. It’s 2011 and the Digital Promise just got funded. ARPA-Ed is still in limbo. Funding for research and development of 21st century digital media and learning is a drop in the bucket compared to investments in other sectors. For now, we need to share what we already know and borrow as much research as we can from better funded areas.)

The communities of practice research links new collectives like Wikipedia with learning and identity, and authenticity is thought to affect people’s motivation to learn and participate and reach goals. Authenticity seems like a rich area when it comes to motivation and badges. Because of Mozilla’s Open Badges and the Badges competition, we’re playing in a bigger badge and learning sandbox than we’ve ever had, with the potential to acknowledge open learning on a scale that’s never been connected quite like this before. We’re entering territory where the 1 percent rule, Pareto’s principle ( the 80/20 rule) and other power laws are usually applied. I might need statistics friends to check my thinking here, but I’m curious: if the 1 percent rule (which some call the Internet rule) of the people contribute content online, 9 percent edit it, and 90 percent don’t contribute at all, how might an open badges system affect that rule, especially if we redefine participation and contribution in terms of reading and learning?

Not to get too nerdy here, but I hear there hasn’t been much research on collectors and collecting behavior. There’s this obscure ID Compensation theory that isn’t even on Wikipedia! yet! — a theory that suggests there is very little objective feedback in people’s lives to tell them if they’re doing well, which leads many people to seek out experiences or situations that offer frequent feedback. What if badges are just one more way to represent feedback? What if they’re the best, most versatile way to provide feedback, whether that feedback is many-to-one, one-to-one, or many-to-many?

I get that some people are down on badges in terms of game-based learning, and no doubt there’s research to show that extrinsic rewards like badges can demotivate learners and mess with what’s to love about informal learning. But frankly, many examples of extrinsic rewards and motivation to participate or contribute seem highly contextual. Research on incentives and participation in virtual communities tells us that small tweaks in design influences extrinsic motivation in surprising ways. When it comes to motivation, extrinsic rewards, authenticity, scale, group dynamics, new collectives, individual or social behavior and technical design, there’s so much we still don’t know. And that doesn’t include what learners have yet to tell us about reading, participating, contributing, collaborating, making, doing, learning, reaching goals and achieving skills on the Internet. And what if those learners were invited to design their own badge systems in their own communities of practice? We need to be thinking: When is a badge system good? When is it not? The critical, constructive, and positive comments on badges for learning have been so valuable (I’ve been collecting badge posts on HASTAC’s Scoop.it topic, Badges for Lifelong Learning, for those who want to read through the collection, plus there’s #dmlbadges and #openbadges on Twitter), but this is a conversation for the big tent. Badges for learning is an undertaking that’s ripe for sharing knowledge.

No doubt there will be Badges for Lifelong Learning applicants who present game-based systems proposals. Perhaps that’s an obvious fall-back, especially given that games for learning are having a moment. But badges were here before games, and I have no doubt there are bigger badge ideas out there, ones that have nothing to do with the G-ification word. If we’re fortunate, those bigger ideas will be inspired by the Badges for Lifelong Learning competition. Or they’ll emerge naturally once Mozilla’s Open Badge infrastructure launches and people start to imagine possibilities and build on early innovations.

Whatever you think about badges, I’m all for Erin’s approach: join the conversation, join the competition. Explore this with us.

Think Different? Not in Higher Ed

***”Think Different? Not in Higher Ed” originally appeared in The Chronicle of Higher Education and the The Huffington Post on September 22, 2011.   It is reblogged here with Jeffrey Selingo’s permission.***

Think Different? Not in Higher Ed

September 22, 2011, 8:34 pm

By Jeffrey Selingo

When Steve Jobs introduced the “Think Different” advertising campaign on his return to the helm of Apple, in 1997, the slogan was not just aimed at consumers. It was also meant to inspire those inside the struggling company to innovate for the future.

Of course, what followed is now the story of one of the most successful companies in American history: a decade when Apple transformed the music industry with the iPod, the mobile-phone industry with the iPhone, and now the publishing industry with the iPad.

Apple succeed partly because it decided to take a different path than its competitors in the tech industry, and consumers followed. The history of business is filled with similar tales. Just look at what happened to Detroit’s Big Three after the arrival of Japanese automakers in the United States.

Many in higher ed believe the analogy with businesses doesn’t apply to them. They think they have a corner on the credential business and right now a credential is the ticket to most good jobs.

Whenever a new competitor enters the higher-education market and tries something different, those at traditional colleges criticize the newcomers as not understanding pedagogy. Just see the negative comments on recent Chronicle articles about online education or StraighterLine, which offers self-paced introductory courses but not degrees.

But what if higher ed lost its grip on the credential business? Perhaps then administrators and professors would be forced to think that there is more than one way to provide a college education.

The day when other organizations besides colleges provide a nondegree credential to signify learning might not be as far off as we think. One interesting project on this front is an effort to create “digital badges,” which would allow people to demonstrate their skills and knowledge to prospective employers without necessarily having a degree.

Badges could recognize, for example, informal learning that happens outside the classroom; “soft skills,” such as critical thinking and communication; and new literacies, such as aggregating information from various sources and judging its quality. And in a digital age, the badge could include links back to documents and other artifacts demonstrating the work that led to earning the stamp of approval.

Until now an interesting-but-somewhat-fringe idea, digital badges received a big boost last week, when the John D. and Catherine T. MacArthur Foundation announced a $2-million competition to create and develop badges and a badge system. (The contest is also supported by Mozilla and the Humanities, Arts, Sciences, and Technology Advance Collaboratory, otherwise known as Hastac.)

At the announcement in Washington, the U.S. secretary of education, Arne Duncan, called badges a “game-changing strategy” and said his agency would join with the Department of Veterans Affairs to award $25,000 for the best badge prototype that serves veterans looking for well-paying jobs.

Under a badge system, colleges would no longer be the sole providers of a credential. While badges could be awarded by traditional colleges, they could also be given out by professional organizations, online and open-courseware providers, companies, or community groups.

Of course, each of those groups would need to earn the trust of employers who would be asked to hire prospective employees with the badges and perhaps not a college degree. But we’re already hearing complaints from employers about the quality of graduates being turned out by some colleges. So it’s not a stretch to imagine some employers taking a chance on people with a different kind of credential.

Once that trust was earned, suddenly the competition in the credential market would get much more crowded. And for colleges charging $50,000 a year, it would become a lot more difficult to persuade parents and students looking solely for a career credential to spend four years on campus.

From then on, colleges would have little choice but to “Think Different.”

In the 21st Century, How Do You Show What You Know?

NEWS RELEASE

New Competition to Develop Digital Badges Prompts Conversation About How to Assess, Demonstrate Skills Acquired Across the Lifespan

September 15, 2011, Washington, D.C. – Learning happens everywhere and at every age. Traditional measures of achievement, like high school diplomas, GEDs and college degrees, cannot convey the full range of knowledge and skills that students and workers master. To address this issue, the John D. and Catherine T. MacArthur Foundation, HASTAC and Mozilla today announced a $2 million Digital Media and Learning Competition for leading organizations, learning and assessment specialists, designers and technologists to create and test badges and badge systems. The Competition will explore ways digital badges can be used to help people learn; demonstrate their skills and knowledge; unlock job, educational and civic opportunities; and open new pipelines to talent.

U.S. Secretary of Education Arne Duncan, NASA Administrator Charles Bolden and high-level business, technology, civic engagement, philanthropic and other leaders participated in the announcement at the Hirshhorn Museum this morning. “I’m excited to be here to celebrate the launch of the 2011 Competition, and its potential to propel a quantum leap forward in education reform,” Secretary Duncan said. “Badges can help engage students in learning, and broaden the avenues for learners of all ages to acquire and demonstrate — as well as document and display — their skills. By promoting badges and the open education infrastructure that supports them, the federal government can contribute to the climate of change that the education, business and foundation sectors are generating. We can build new avenues for entrepreneurship and collaboration, and spark economic development at home and around the world.”

Calling badges a “game-changing strategy,” Secretary Duncan announced that the Department of Education is joining the Department of Veterans Affairs Innovation Initiative (VAi2) in making a commitment to award a $25,000 prize for the best badge concept and prototype that serves veterans seeking good-paying jobs in today’s economy. The VA will join Mozilla, the MacArthur Foundation, and the Departments of Education and Labor, he said, to support and sponsor this part of the Digital Media and Lifelong Learning Competition. It will be called the “Badges for Heroes Challenge.”

“Digital technologies are helping to re-imagine learning, and badges are emerging as a new way to both encourage and demonstrate the acquisition of knowledge and skills of all kinds—in formal and informal settings,” said Julia Stasch, Vice President of U.S. Programs at the MacArthur Foundation. “Badges are simple, easy and, if done well, can present a more nuanced picture of what an individual knows and can do. There is much more to learn and we expect that this competition will contribute to developing a badge system that could change the way people share information about themselves, businesses make hiring decisions, and organizations support the acquisition of skills important to their mission or to the larger society.”

Supported by a MacArthur grant to the University of California at Irvine and administered by HASTAC, the Competition will fund designers, inventors, entrepreneurs, researchers and others who develop badges and badging systems. The Competition is part of MacArthur’s Digital Media and Learning initiative that is designed to help determine how digital technologies are changing the way young people learn, play, socialize and participate in civic life. To help advance and encourage this new use of technology, Mozilla is creating an Open Badge Infrastructure — a decentralized online platform that will house digital badges and can be used across operating platforms and by any organization or user. This approach will help to make digital badges a coherent, portable and meaningful way to demonstrate capabilities. It will also encourage the creation of “digital backpacks” of badges that people will carry to showcase the skills, knowledge and competencies they have gained.

“The web is revolutionizing how we learn. But until now, it’s been too difficult to get recognition for the skills and achievements people are getting online or out of school,” said Mozilla’s Executive Director, Mark Surman. “Our Open Badges project is working to solve that problem, giving leaders in informal education a free and open way to recognize new learning and 21st century skills—leading to real world results like jobs or formal credit. Mozilla believes that’s the key to making education work like the web.”

At today’s announcement, Mozilla, Remix Learning and TopCoder demonstrated badge systems that validate skills and competencies gained on-the-job, online, in the classroom and in other settings. Mozilla’s School of Webcraft — an open education provider with free, peer-based courses on web development—is offering badges for hard skills and social skills that people learn and exhibit in their environments, which then could be leveraged for jobs and formal credits. iRemix, a youth development platform, is offering youth badges for digital literacies and 21st century skills cultivated in their after school programs and the youth could carry with them back to schools. Top Coder, a science, math and programming competition website, is offering badges for achievements and skills to competitors to extend the value of their participation and accomplishments.

“This Digital Media and Learning Competition seeks to test the effectiveness of digital badges and badge systems as a fine-grained way for assessing learning pathways and learning outcomes,” said David Theo Goldberg, director of the University of California Humanities Research Institute, who co-administers the Digital Media and Learning Competition with Cathy N. Davidson of Duke University. “We are excited by the collaborative interest this focus has generated across a broad swath of constituencies, and we are looking both to generate creative badging systems and to learn a great deal ourselves about badging as effective assessment tools.”

Since 2007, the Digital Media and Learning Competition has inspired designers, inventors, entrepreneurs, researchers and others to build digital media experiences that advance learning in the U.S. and around the world. More information about the Badges for Lifelong Learning competition, including information on entering the competition, is available at http://www.dmlcompetition.net.

NOTE: To watch archived video of the event, visit http://hastac.org/DML-competition-launch.

The MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant and peaceful world. In addition to selecting the MacArthur Fellows, the foundation works to defend human rights, advance global conservation and security, make cities better places and understand how technology is affecting children and society. More information is at www.macfound.org.

Mozilla is a global, nonprofit organization dedicated to making the Web better. We emphasize principle over profit, and believe that the Web is a shared public resource to be cared for, not a commodity to be sold. We work with a worldwide community to create open source products like Mozilla Firefox, and to innovate for the benefit of the individual and the betterment of the Web. The result is great products built by passionate people and better choices for everyone.

HASTAC (the Humanities, Arts, Science, and Technology Advanced Collaboratory) is an international network of educators and digital visionaries committed to the creative development and critical understanding of new technologies in life, learning, and society. HASTAC is committed to innovative design, participatory learning, and critical thinking.

Fourth Digital Media & Learning Competition to be announced 9/15!

Digital Media and Learning Competition 4: Badges for Lifelong Learning

The John D. and Catherine T. MacArthur Foundation, in collaboration with Mozilla and HASTAC, invite you to an event on September 15th at the Hirshhorn Museum in Washington, DC and online at hastac.org/DML-competition-launch to explore the potential of Badges for Lifelong Learning. Badges are a new assessment tool that will help identify skills mastered in formal and informal settings, virtually and in physical spaces, and in schools, workplaces and communities.

Today learning happens anytime, anyplace, at any age. How can 21st century learners demonstrate their knowledge and skills? Digital badges can inspire learning, unlock jobs, educational and civic opportunities and open new pipelines for talent. The event will feature the announcement of the 4th Digital Media and Learning competition which will provide up to $2 million in grants for innovations in the use of Badges for Learning.

Watch the live video stream from the Hirshhorn Museum in Washington at hastac.org/DML-competition-launch from 9:00am to 10:30am EDT on September 15th.

Featured speakers include:

  • The Honorable Arne Duncan, Secretary, U.S. Department of Education
  • Charles F. Bolden, Jr., Administrator, NASA
  • Emily Stover DeRocco, President, The Manufacturing Institute and the National Center for the American Workforce
  • Mark Surman, Executive Director, Mozilla Foundation

Launched: HyperCities Los Angeles

Exciting news for HyperCities, a HASTAC/Macarthur Foundation 2008 Digital Media & Learning Competition winner: With the generous support of the John Randolph Haynes and Dora Haynes Foundation, the HyperCities Los Angeles Research Collection has launched.

The “Los Angeles Research Collection” empowers citizens and researchers to use the tools of interactive “time mapping.”  With HyperCities, you can explore social, cultural, and political history in Los Angeles over time.  The site can be accessed from a web-browser in any school, community center, government office, home, and academic setting, allowing citizens to delve into and create their own collections of mappable knowledge and cultural heritage.  Community-generated content exists side-by-side with scholar-produced research data, thereby creating new interactions between traditionally separated domains of knowledge.

[screenshot]

A centerpiece of the Los Angeles Research Collection is the “Pdub” collection of materials from Historic Filipinotown. Built by the Pilipino Worker’s Center (PWC), a community service organization serving LA’s Historic Filipinotown (“Hi Fi”), and Public Matters, a public history design and educational media partnership,  “Pdub Productions” is an innovative project using new media as a way to connect with, explore and promote Hi Fi’s rich history and culture.  The collection brings to life historical maps of the region using the voices, narratives, and videos of generations of people who live in the neighborhood.  In addition to featuring a trove of archival materials relating to the history of the region, it also provides viewers with a cultural map of the present-day neighborhood.

Social Scientists have contributed several important datasets as seed-beds for the planned growth of the Los Angeles Research Collections.  One is the Los Angeles County Union Census Tract Data Series, 1940-2000 (Los Angeles: University of Southern California, 2000-2006), created under the leadership of Philip Ethington and Dowell Myers, and consisting of 438 variables, for the years 1940-2000. With this data, users can track the demographic history of any census track in Los Angeles county over the past sixty years, or examine shifts in ethnic composition, median income, education level, age, occupation, and more.  The Voting and Demographic Data for the 2001 and 2005 Mayoral Elections in the City of Los Angeles, contributed by Mark Drayse and Raphael Sonenshein of CSU Fullerton, was funded by the Russell Sage Foundation; the Annual Immigration Data Aggregated to ZIP Code level data set was assembled by Ali Modarres of CSU Los Angeles.  HyperCities supplies the connective links between these separate collections and allows researchers, scholars, and community groups to access and utilize these data through a common online platform.

The “HiFi” collection is a “Featured Collection” — but users can also create their own collections using the publicly available data or “mix-and-match” historical maps and other collections from the HyperCities site.  To do so, simply close the HiFi collection (click the box in the upper-right corner) and begin exploring the historical maps and collections.  You can always return to HiFi under “featured collections” (click the book icon to see the full narrative view of the collection).  Over the next year, we will be dramatically expanding the LA collections with new featured collections on neighborhoods such as Boyle Heights and more demographic data-sets.

[screenshot]

Collaborators on the HyperCities Los Angeles Research Collection: co-PIs: Jan Reiff, Diane Favro, and Chris Johanson, and Reanne Estrada, Philip Ethington, Dave Shepard, Mike Blockstein, Aquilina Soriano, Yoh Kawano, and Ryan Chen.

Sasha Costanza-Chock of Mobile Voices Moves to MIT’s Comparative Media Studies Program

Good news for MIT’s Comparative Media Studies program: Sasha Costanza-Chock has joined the faculty as Assistant Professor of Civic Media. Sasha was instrumental in VozMob’s (Mobile Voices/ Voces Moviles) project leadership (2009 Digital Media & Learning Competition winner). Together with 12 other Voz Mob members, Sasha made important contributions to participatory research methods that reflect the same collaborative design process and principles used in developing VozMob.

Ethan Zuckerman talked to Sasha about his research on VozMob in an interview for MIT’s Center for Civic Media:

“I believe in thinking beyond web2.0, looking beyond the glossy surface of the latest high-end tools. Many civic media projects are geared around that small slice of the population lucky enough to have always-on broadband connectivity. I’m interested in how civic media reaches beyond that 5-10% of the global public.” That design strategy, as well as a strong practice of rooting both research and design in community participation, led to Costanza-Chock’s work with the Institute of Popular Education of Southern California (IDEPSCA) on VozMob (Mobile Voices / Voces Movíles), which helps day laborers in LA share stories and reports with their community using mobile phones to write stories, record audio and take photos.

It was working with the immigrant rights movement that led Costanza-Chock to develop theory around what he calls transmedia mobilization: “My research suggests that social movements are most effective when the media opportunity structure shifts and opens; when they engage in cross-platform production and distribution; when they develop a praxis of digital media literacy; and when movement organizations shift from top-down structures of communicative practice to horizontal, participatory structures that include their social base.”

[VozMob]

Image credit: VozMob

Black Cloud’s Greg Niemeyer Launches City Sandbox: Q&A Site for Civic Action

After developing BlackCloud.org, a 2008 Digital Media & Learning Competition winner, Greg Niemeyer went on to co-found Social App Lab, a new initiative at UC Berkeley’s Center for Informational Technology Research in the Interest of Society (CITRIS). New this summer from Social App Lab, a team of thinkers, doers, and makers launched  CitySandbox, a Q&A site for civic action.

[city sandbox]

Ever wonder what’s going on with that empty lot? Or when the new city park is supposed to open? Maybe you’ve wondered where the closest community garden is located. CitySandbox is designed to leverage the collective power of the Internet to impact local, physical surroundings, and to answer those questions that don’t tend to show up in Google search results. According to the website:

At CitySandbox, you ask questions about specific places in your city and discuss them with other residents. You identify priorities, form collective opinions, and take action on goals. You can find out who else in interested in your questions and how the community as a group can address them. Through a system of voting and discussion, all community members can use CitySandbox to weigh in, make their voices heard, and build their reputations as active citizens. As groups form around issues, CitySandbox provides an easy way to communicate with other people interested in the same questions and create events which others can join to take action.

In an interview with Alexndra Chang, Greg describes the unique purpose of CitySandbox:

“CitySandbox attempts to fill the gap by making physical location the central way to navigate questions, setting it apart from other question services. And the embedded Google maps let users see what people are saying about, for example, the park down the street.”

CitySandbox is currently in beta, with testing taking place in Berkely — but it’s easy to see how a site like this would be useful to any community that has potholes and citizens who question, and care.

Additional articles:

New Website Promotes Community Building

Digital Ocean’s Bruce Caron to Develop Skolr

Bruce Caron, one of our 2009 Digital Media & Learning Competition winners (DigitalOcean: Sampling the Sea), has an interesting new project of interest to academics, particularly scientists.

In partnership with the Sloan Foundation, the Carsey-Wolf Center, and the New Media Studio, DigitalOcean is building a searchable open-source software program that archives science posters.

In an interview with James Badham, Bruce explains the appeal of sharing and archiving posters:

“What if there were a hundred meetings of various disciplines that all contributed posters to a searchable collection?” Caron posits. “You could start finding the crosscutting research connections between disciplines, even though people aren’t in the same room, at the same meeting, or even in the same area of research. You can imagine an ocean-science researcher who has a project on a marine protected area in Hawaii being able to connect with a poster about the history of colonization on that island. It’s a way to provide a larger purview of the activity of doing science. Or imagine you are a person who has a DigitalOcean profile, where you’ve created a map of your research region of interest, and every time a poster is created somewhere in the world that has content relevant to that, you receive an announcement on your DigitalOcean’s home page.”

DigitalOcean uses collaborative digital media to network and enable interdisplinary communities to work together, both to increase public involvement and learning in classrooms around the globe. For more information on the project, see DigitalOcean’s project page on HASTAC.org, or visit them at http://digocean.net.

[Liapynten Divingboard Panorama]

Image credit: https://secure.flickr.com/photos/neistridlar/4402610606/

Global Challenge Award’s David Gibson on Assessment 2.0

Listen up, class! David Gibson, a 2009 Digital Media & Learning Competition winner (Global Challenge Award), will be featured as one of three speakers talking about 21st century assessment of digital learning during Gaming and Social Networks as Next Generation Learning Experiences, a one-hour webinar in Adobe Connect on  July 28, 2011 at 1pm EST. (The webinar will be archived.)

I’ve heard David talk about digital media assessment before, and know enough about his vision with simSchool to know that this will be a very interesting talk, well worth attending live or listening to later.

(Adobe Connect, I’m pulling for you, especially the audio).

David recently won one of Next Generation Learning Challenges Wave I awards for simSchool, a “flight simulator” that helps educators adapt instruction to individual learner needs. We have had the good fortune to have David bring his vast expertise in digital media assessment to several events, including HASTAC’s Peer-to-Peer Pedagogy workshop held at Duke University in 2010, as well as the 2011 Digital Media Conference — I was glad to see that Jennifer Jesu-Anter captured the highly innovative nature of David’s work (and mind) in her Stealth Assessment blog post from the conference.

To follow the simSchool project’s progress, visit their blog at http://www.simschool.net/.

For information on joining the Gaming and Social Networks as Next Generation Learning Experiences, see instructions below:

Topic: Gaming and Social Networks as Next Generation Learning Experiences
Speakers: David Gibson, SimSchool; Chris Sprague, OpenStudy; and David Gibson, Carnegie Learning
Date: Thursday, July 28, 2011
Time: 1:00 p.m. ET (12:00 p.m. CT, 11:00 a.m. MT, 10:00 a.m. PT)

With the rise of multi-player games and social networks in our popular culture, faculty and instructional designers are increasingly turning to these highly interactive and immersive environments to promote learning in new ways. As the debate continues around their potential for deeper learning and engagement, tune in on July 28 to hear how three recent grantees from are leveraging these environments to promote content mastery, collaboration, and critical thinking. In this one-hour webinar, representatives from Carnegie Learning, and simSchool – three pioneers in the field – will share more about their plans for scale and assessment and invite your questions and feedback for their projects as they move forward.

The web seminar is free and open to all, but virtual seats are limited. Attendance is first come, first served. The session will be recorded and archived for later viewing.

[multiple choice]

Image credit: http://www.flickr.com/photos/albertogp123/5843577306/

Summary of Digital Media and Learning Competition 3

It is not hyperbolic to say that 2010 was a phenomenal year for the DML Competition. We partnered with the White House’s National Lab Network initiative, sent 13-year-old Game Changer winner Jack Hanson to meet President Obama at the White House Science Fair, and were honored to have the nation’s first Chief Technology Officer, Aneesh Chopra, congratulate Game Changer winners at the Games for Change Festival in New York, and the Learning Lab winners at a separate event in Washington, DC.

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Winners of Game Changers Kids Competition Announced

October 18, 2010 (Washington, DC) – Seventeen winners of the Game Changers Kids Competition were announced in Washington, DC today at the White House Science Fair, with President Barack Obama congratulating 13-year-old Jack Hanson of New Mexico, for scoring the highest marks in this competition for young game designers. Hanson created the Live or Die adventure for the popular science learning game SporeTM. He was accompanied to the White House by his mother Lori Hanson and his sister and fellow teammate, 15-year-old Haley Hanson, who will also receive an award for her LittleBigPlanetTM entry.

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Kids Competition final deadline announced!

The Game Changers Kids Competition will be open for applicants throughout the summer vacation. The final deadline for all applications–both new and/or revised re-submissions**–is 5:00pm EDT on August 31st.

As a reminder, this contest is for creative levels in LittleBigPlanet and adventures in Spore made by anyone, anywhere in the world who is under 18 years old. If you are a young gamer we hope you’ll apply. If you know one, perhaps you can let them know about the competition.
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People’s Choice Winners Announced

Here’s the official announcement, just released yesterday!

June 16, 2010 (Los Angeles, CA)– Four People’s Choice winners of the MacArthur Foundation/HASTAC Digital Media and Learning Competition were announced today at the Electronic Entertainment Expo (E3) in Los Angeles, CA. The announcement was made by Aneesh Chopra, the first Chief Technology Officer of the United States, to an audience of innovators in video game development, technology, and learning. The four People’s Choice award winners were selected by the public at large in over twelve hundred votes submitted on the www.dmlcompetition.net in the categories of 21st Century Learning Lab Designers and Game Changers.

People’s Choice winners are:

21st Century Learning Lab Designers

Hole in the Wall: Activity Based E-Learning for Improving Elementary Education in India
Hole-in-the-Wall Education Limited, New Delhi, India
Bridging the digital divide by reaching previously underserved youth in the developing worldurban slums and remote-rural populations, ethnic minorities, juvenile home detainees, and children with special needs Hole-in-the-Wall has installed over 700 internet-enabled public Playground Learning Stations across India, Bhutan, Cambodia and countries in the African continent. Game-activities promote experiential learning that is mapped to prescribed primary grade curricula across various subjects, Hole-in-the-Walls Activity Based E-Learning Solution imparts a playful learning environment by encouraging learning through self and group exploration beyond the classroom.

Nox No More: Connecting Travel Logs with Simulation, Gaming, and Environmental Education
Rosanna Garcia, Northeastern University, Boston, MA
Nox No More is an online game that personalizes environmental education by linking learning to a players personal life to illustrate the positive impact of simple, everyday choices. Players upload real, GPS-gathered personal travel data into a competitive game. During the course of game play, players attempt to save the planet from carbon emissions and are provided with an analysis of potential fuel savings and ways they can reduce pollution by making alternative transportation choices, such as alternative fuel vehicles, public transportation, consolidation of trips, bicycling and walking. Aimed at college students, a beta version of the game will ultimately be available to middle and/or high schools as part of an environmental science curriculum.

Game Changers

Sackboys and The Mysterious Proof
Kan Yang Li, New York City, NY
In Sackboys and The Mysterious Proof, LittleBigPlanet players must escape from the
Proof family’s century-old mansion by solving a series of puzzles using geometric reasoning. With puzzle mechanics driven by geometric theorems, students will convert geometric concepts from the classroom into active knowledge through collaborative play inspired by precision learning.

Mission:Evolution
Jennifer Biedler, Blacksburg High School, Blacksburg, VA
In Mission: Evolution, high school students thoroughly analyze the evolutionary science driving the Spore game engine and investigate the scientific accuracy of the game. Working together to identify principles of evolutionary change that are absent from the off-the-shelf version of Spore, students collaborate to introduce these principles into their own missions in Spore Galactic Adventures.

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Learning Lab Designers announced

Congratulations to the ten 2010 DML Competition winners announced this week! (Game Changers will be announced in two weeks.)

Their videos are below:

Game Changers Kids Competition is now open

Announcing the Digital Media and Learning Game Changers Kids Competition! Please share the web site http://www.dmlcompetition.net/kidscomp and the announcement below with any kids or colleagues who work with young people that may be interested in applying.


Game Changers Kids Competition 2010

Join the 2010 Game Changers Kids Competition for Spore and Little Big Planet players. This is your chance to prove yourself as an innovative video game creator! Winners must be under 18, and will be selected based on “Creativity” and “Playability.”

[wild sack boy]

LittleBigPlanet

Create an inspired LittleBigPlanet™ level with a team of 2 or 3 of your friends, or on your own for a chance to win a PSP® PlayStation Portable device and game!

Learn more at: http://www.dmlcompetition.net/kidscomp/lbp

[Spore creature]

SPORE Galactic Adventures

Create an inspired adventure with a team of 2 or 3 of your friends, or on your own for a chance to win a visit to Electronic Arts, home to Spore!

Learn more at: http://www.dmlcompetition.net/kidscomp/spore

Finalist videos now posted for comment!

Public comment now open on finalist videos for this year’s HASTAC/ MacArthur Foundation Digital Media and Learning Competition at http://www.dmlcompetition.net/pligg

Finalists for this year’s Digital Media and Learning Competition have now all posted their final three-minute video applications online. Through verbal pitches, story narratives, dramatic renderings, and machinima-style demos, the applicants have used videos to show how they are reimagining learning. We invite you to visit http://www.dmlcompetition.net/pligg to see for yourself and to share your opinions and feedback with the applicants.

In May, you will have the opportunity to help determine which finalist will be named the People’s Choice award winner. Stay tuned to http://www.dmlcompetition.net for details!

Share your thoughts on finalists’ applications!

We are pleased to announce the finalists for the 3rd HASTAC/MacArthur Foundation Digital Media and Learning Competition. Our first round judges had the seemingly impossible task of narrowing down an amazing field of ideas and we are proud to present these 67 finalists who are re-imagining learning in new and innovative ways. You can view the full list of finalists at http://www.dmlcompetition.net/finalists.php.

We invite you to visit http://www.dmlcompetition.net/pligg/ to read through the applications that have advanced to the final round and to share any feedback and your ideas as to what the finalists should consider in advance of the second round. On April 19th, these finalists will post a three minute video that further describes their idea (whether through a verbal pitch, a story narrative, a dramatic rendering, or a machinima-style demo), so your comments during this period are welcomed and appreciated. You will also have the opportunity to view and comment on the round two video applications after April 19th.

Many thanks to all the applicants to this year’s Competition and to all of you that have shared your thoughts and invaluable feedback as part of the public commenting process. We hope you will continue to stay tuned and to participate!

2010 Finalists Announced!

The lists of finalists in both the Game Changers and 21st Century Learning Labs competitions has been announced. It’s available on our web site, but I’ll also paste the list below.

Soon their applications will be available online for additional commenting, and the applicants will be asked to add more detail including multimedia content to further explain their ideas.

Thanks again to all of the amazing educators, activists, and community organizers that applied!

Learning Lab Finalists

  • Jodi Asbell-Clarke, Technical Education Research Centers (TERC), Canada
  • Climate Changers: An MMO virtual lab game to save a planet
  • Mark Belinsky, Digital Democracy, United States
  • Roebling – Bridging international cultural and social divides among refugee youth and their classmates
  • Michael Bitz, Center for Educational Pathways, United States
  • Youth Music Exchange
  • Lizann Bolinger, United States
  • Science Goes Social via Collaborative Internet Site
  • Anne Bray, LA Freewaves, United States
  • MetroVoice: About/In/By Los Angeles
  • Glen Bull, University of Virginia, United States
  • Fab@School – A Digital Fabrication Laboratory for the Classroom
  • Matthew Steven Carlos, United States
  • MaasaiLab
  • Michelle Chen, WNET.ORG, United States
  • ‘They Might Be Giants’ INVENTION
  • Jori Clarke, Circle 1 Network, United States
  • Collections of Collaboration: Protecting Oceans Using the Virtual World to Understand the Real World
  • Andrew Crow, Worcestershire County Council (Children’s Services Directorate), United Kingdom
  • Mars Missioneers
  • Ruth Curran, The Evergreen Project, United States
  • Digital Environment Project: Exploring the Natural World Through Interaction
  • Anne (Nancy) Degnan, Center for Environmental Research and Conservation, Earth Institute, Columbia University, United States
  • 21st Century Sustainability Lab (21CSL) using integrated real and digital world technology
  • Joshua Drew, The Field Museum, United States
  • From the West Side to the West Pacific: Fijian reef conservation through collaborative student action
  • Mindy Faber, Columbia College Chicago, United States
  • The Girls, Gaming and Gender Learning Lab (3G Lab)
  • Rebecca Ferraro, Second Avenue Software, United States
  • Martha Madison’s Marvelous Machines, a collaborative multiplayer multiplatform physics game for middle-school girls
  • Ray Ferrer, New York Hall of Science, United States
  • Scaling up the New York Hall of Science’s (NYSCI) Virtual Hall of Science project
  • Nicomedes Flores Martinez, Manuela Gandarillas Rehabilitation Center for the Blind, Bolivia
  • Participatory Learning for Blind Children and Teenagers in Cochabamba, Bolivia
  • Rosanna Garcia, Northeastern University, United States
  • Nox No More: Connecting travel logs with simulation and gaming for more powerful environmental education
  • Douglas Geers, City University of New York, Brooklyn College, United States
  • American iDolls
  • Marcia Grayson, Walworth Barbour American International School (WBAIS), Israel
  • Global Awareness, Investigation and Action (GAIA) in environmental research and social/data networking of secondary students
  • Robert Hanner, Biodiversity Institute of Ontario, Department of Integrative Biology, University of Guelph, Canada
  • Join the race to identify all the species on the planet as a genetic sleuth
  • Peter C. Hart, Dialoggers, Inc., United States
  • Peace Lab, an Interactive Course & Role-Play Simulation for Peacebuilders
  • Leshell Hatley, Uplift, Inc., United States
  • YOUTH LAB: Teens Designing Android Apps (Creative Expression & Mobile Application Development)
  • Steven Higgins, Durham University, United Kingdom
  • Windows Into Our World
  • Hole-in-the-wall Education Limited, India
  • Activity Based E-Learning – A Scalable Solution for Improving Quality of Elementary Education
  • Michael Horn, Northwestern University, United States
  • BugHunt: Experiencing Evolution through Participatory Simulation
  • Tamara Hudgins, Girlstart, United States
  • Girlstart: a STEM-school-life learning resource
  • Julie Keane, Culbreth Middle School, United States
  • The Digital Sandbox Club: Middle school students creating apps to solve real world problems
  • Sarah Kirn, Gulf of Maine Research Institute, United States
  • Young People Take the VITAL SIGNS of Climate Change, Build Scientific Habits of Mind
  • David Klevan, United States Holocaust Memorial Museum, United States
  • Collaborative History Lab: Children of the Lodz Ghetto – A Memorial Research Project
  • David Langendoen, Electric Funstuff, United States
  • The Great Space Race
  • Brenda Mathisen, OpenVES, Inc., United States
  • Math Learning Landscape
  • Narcisse Mbunzama Lokwa, Infogroup International, Zaire
  • World Youth Project
  • Brad Mclain, Space Science Institute, United States
  • Digital Science Theater Creation using SOS and STEPS
  • William Muir, The Solar Cinema, India
  • The Solar Cinema: An international platform for men to investigate their role within society
  • Mitchel Resnick, MIT Media Lab, United States
  • Scratch & Share: Collaborating with Youth to Develop the Next Generation of Creative Software
  • Jason Robinson, PlanetYou, Canada
  • Terra X: An Interactive Learning Lab
  • Ruma Roka, Noida Deaf Society, India
  • Learning Ecosystem for the Deaf
  • Stephen Sayers, Futurelab Education, United Kingdom
  • EcoBugs
  • Richard Scullin, MobileEd.org, United States
  • Open Mobile Learning: Helping Integrate Mobile Phones with Curriculum
  • Candace Hackett Shively, TeachersFirst/The Source for Learning, Inc., United States
  • MySciLife: Bringing Science to Life
  • Elisabeth Soep, Youth Radio-Youth Media International, United States
  • Youth Media International’s App Lab: Programming Collaborative Community Change
  • Jennifer Stancil, Carnegie Science Center, United States
  • Click! The Online Spy School: Engaging girls in STEM activities, peer networking, and gaming
  • Emily Starr, StarrMatica Learning Systems, United States
  • Online Interactive Science Labs
  • Diane Testa, The Revolving Museum, United States
  • Artbotics: Creativity with Art and Technology
  • Laura Tomokiyo, Carnegie Mellon University, United States
  • Global Ecology: Fostering Student-Scientist Field Studies through Gigapixel Images
  • Thomas Vaidhyan, Achieve Educational Systems Inc., United States
  • Carbon FootPrint/Global SIM City – A Global Energy, Science, Mathematics & Socio-Cultural lab
  • Victoria Vesna, Art | Sci center, UCLA, United States
  • NanoLab SAND (Social ArtSci Networked Discourse)
  • Debra Woods, Office of Math, Science and Technology Education, United States
  • DIGIFab (Discovering Ideas and Generating Inventions): Act Locally, Share Globally
  • Eve Wurtele, Iowa State University, United States
  • Meta!Blast: A 3D videogame exploration of bioenergy for high school students

Game Changer Finalists

  • Jennifer Biedler, Blacksburg High School, United States
  • Off-the-Shelf-Games as a Pedagogical Tool to Enhance Critical Thinking in High School Biology
  • Scott Comstock, United States
  • Aeon Quest: Abduction (Episode 1)
  • David Dino, United States
  • Stem Cell Sackboy
  • Martin Grover, Sambiglyon, United Kingdom
  • Stop That Baddie!
  • Lori Hanson, United States
  • GEO-SPORE 3-D: Master Geometry in a series of 3-D Mathematical Galactic Adventures
  • Josh Hughes, Add-A-Tudez Entertainment Company // Team KAIZEN, United States
  • Discovery Pier: a whole new spin on Science and Engineering!
  • Patrick Keller, United States
  • DIASTEM (Digitally Integrating Academics of Science, Technology, Engineering, and Math): Students Learn by Doing
  • Clinton Koch, Indiana University, United States
  • Science Matters: Chemistry Adventures in Little Big Planet
  • Kan Yang Li, United States
  • Sackboys and The Mysterious Proof
  • John Livingston, Tyndale Seminary, Canada
  • Euphoric Physics
  • Mark Matthews, United States
  • Exploring and Promoting Chemistry Through LittleBigPlanet
  • Gemma McLean, Gemixin Limited, United Kingdom
  • A Day in the Life of a Computer
  • Christopher Miller, United States
  • Little Big Science Series
  • Stephen Mills, LBPmedia, United Kingdom
  • Science and engineering based level series – “Powered Down”
  • Mathew Powers, Indiana University, United States
  • Creatures Classified! An exploration of cataloging creatures across the galaxy
  • Susan Stiles, Oak Grove Technologies, United States
  • The Space Race
  • Nicholas Street, Street Family, United Kingdom
  • Finding Sources of Energy

Playing our way to a better world

Not many people think our Big Problem is that we don’t play enough games. But game designer Jane McGonigal says that’s exactly what we need to do. Even she describes this idea as “crazy,” but she’s also got a great point. What if all the time we spend playing games was dedicated instead to making the world a better place? And what if we could do both at the same time?

Check out her TED talk and see what you think.

Game Changers educate and inspire

[Connie]The MacArthur Foundation’s Connie Yowell wrote a great essay at Huffington Post this week highlighting the potential of the Game Changers awards. Here’s an excerpt:

News of the competition has been making its way through the gaming community, and a number of contest proposals have already come in. They contain some provocative creative plots and adventures: finding a missing genius scientist, repelling invaders of human consciousness, and the proper care and feeding of aliens. There are some intriguing new potential heroes, too, including: “Sackboy,” a Geico-like lizard named “Sal,” and an invisible time-traveling professor named “Momo.”

- Connie Yowell: Inspire a New Generation of Game Experiences for Children, HuffingtonPost.com, 2/8/10

Got an inspiring idea?  Digital Media and Learning Competition submissions close on Monday.  Apply now!

LBP and Snow

Last week North Carolina was hit with more snow than we’ve seen in a few years. This, of course, means school was canceled for most of the week. North Carolinians are not so adept at driving on inches of snow, and we don’t have many snow plows! So one afternoon I brought my daughter and two friends to HASTAC, where they spent the entire afternoon playing LBP. They think I have the coolest job around! (They’re right.) Check out the rapt attention and good times:

[players photo 1]

[players photo 2]

[players photo 3]

DML Competition re-opens to NEW applicants

Due to popular demand, the 2010 HASTAC/MacArthur Foundation Digital Media and Learning Competition has been re-opened to new applicants!

The application system is now open.  Submit your application between now and noon EST on February 15th.

  • To be considered, all new applications must be submitted by noon EST on February 15th.
  • We cannot guarantee that new applications will be given the opportunity to benefit from public comment and feedback on their applications. Newly submitted applications will not be available in the public commenting system until after February 15th.
  • For full information about this year’s Competition, please see http://www.dmlcompetition.net

As planned, previous applicants are now also invited to re-submit their applications to include ideas and collaborators that may have arisen from the public comment. All previous applications must be re-submitted by February 15th to be considered.  Click here to learn more about the Competition timeline.

Click here to create or re-submit your application now. Good luck!

Join the Conversation!

Public commenting on the 2010 HASTAC/MacArthur Foundation Digital Media and Learning Competition is now open!  Join the conversation.  Log in to provide feedback and comments on applications.

  • Register to add your comments by creating a user name and password (please note the user name and password you created to submit an application will not work; all users must create new logins).  You will receive an activation e-mail, with a link to confirm your address, and can then log in to the system.
  • Take a look at as many of the brief 50-word project descriptions as you can.  If something looks interesting, you can either read more (a 300-word description) or save it and come back later for a closer look.  
  • Once you’ve taken a look, we encourage you to discuss (post a comment) or tell a friend.
  • Browse around the site.  You can search for projects by tag words that interest you, like robots or climate change, or look at the tag cloud for other clues.  You can see which projects are generating the most comments or see which ones were commented on most recently.  
  • Navigate, explore and share your thoughts.  Do you think the idea is a good one? Do you have any suggestions on how to make it better? Interested in collaborating?  The applicants will have a chance to incorporate your input during the resubmission period.
  • All of the projects have distinct URLs, so you can tweet, blog and share applications and solicit feedback.

Tonight Is the Night! Preliminary applications due by 11:59pm EST on January 22nd

As the deadline for preliminary applications draws ever closer, we wanted to take this opportunity to encourage you to submit your application today. The application system is open and will remain so until 11:59pm EST tonight–Friday, January 22nd.

However, please don’t wait until the last minute and risk any potential snafus that could jeopardize your eligibility!

Here at HASTAC, we will make every effort to address any and all questions and/or technical difficulties even today–the deadline. Unfortunately, given the heavy traffic, we can in no way guarantee that last day queries or technical difficulties can be resolved in time to meet the deadline.

Don’t risk it! If you have your application ready to go, go ahead and submit it here.

Best of luck!

Just over 3 days to go! Preliminary applications due by 11:59pm EST on January 22nd

As the deadline for preliminary applications draws closer, we wanted to take this opportunity to encourage folks to submit their applications as soon as possible. The application system is open and will remain so until 11:59pm EST on January 22nd.

However, please don’t wait until the last minute and risk any potential snafus that could jeopardize your eligibility!

Here at HASTAC, we will make every effort to address any and all questions and/or technical difficulties even on the day of the deadline. Unfortunately, given the heavy traffic, we can in no way guarantee that last day queries or technical difficulties can be resolved in time to meet the deadline.

Don’t risk it! If you have your application ready to go, go ahead and submit it here:
http://dmlcompetition.net/fastapps/login.php

Best of luck!

Women Aloud Videoblogging for Empowerment

How do we create meaning with technology?

Leba Rubinoff of Mobile Movement, one of our 2008 Digital Media & Learning winners, asked that question in a blog post months ago, which struck me as one of the fundamental questions for the 21st century. We have the technology, we know the potential, we are flooded in a sea of information. How, then, can technology be used to create meaning?

Leba wrote, “I am always thinking about how to create intimacy and meaning with technology. It’s hard to do. Really hard. Can we move people through technology? Can we inspire young people in Kenya and the US and make connections between people who have never met? Can we promote global citizenry one-to-one? And can we share those stories so others want to join the movement? I think we can.”

I thought about Leba’s questions during my conversation with Sapna Shahani and Angana Jhaveri of Women Aloud Videoblogging for Empowerment (WAVE), Digital Media & Learning winners from 2009. Both women are in India at the moment, so we used Skype to communicate, losing our connection five times during the one and a half hours we spoke. They were calling from a rural part of India, but despite the technological interruptions, it felt as though we were sitting in the same room. Their passion for the project was so palpable and their stories so vivid that it was easy to experience that familiar tug of participation, wanting to travel to India and see their project in action.

A few months ago, Sapna and Angana gathered 50 women from 28 states (and Delhi) for training, to show them how to use video and social media tools to capture the stories of the people and areas where they live. “Every state in India has a different language, and each region is so culturally different,” Sapna told me. According to India’s Constitution, there are 22 recognized languages, although the Indian Census estimates hundreds more different dialects and roughly 2,000 spoken languages.

When I asked Sapna and Angana what it was like to gather everyone together for the training, they both commented on the moment when each of the 50 women went around the room introducing themselves, saying their names and where they came from. “Some parts of India are completely foreign, so to get everyone together at once, it was the first time all of us met someone from each part of the country. We all felt how amazing it was to be together.”

Each of the 50 women have returned to their homes to begin documenting stories, using their recently acquired video and editing skills. Eventually, the videos will become videoblogs on a new Women Aloud Videoblogging for Empowerment site, something we plan to announce on HASTAC.org when the stories are up and ready to share.

I asked if the women would reconvene for a reunion at some point, perhaps when the site launched. Sapna’s response says much about the women involved and what they can, and will, accomplish. “We did not budget for a second gathering, but the women decided that they will raise funds themselves and find a way to make it happen.” As our world becomes more technological and connected, that kind of intention really stands out.

When we began to wrap up our call, Angana asked a question that others may be able to help answer. What is the best way to prepare for the launch of a website? When we spend so much time preparing for an exciting moment, often one that involves real people in real life, how do we translate a kind of stage moment to a networked, distributed environment? Analytics are fun to track, but what else can be done to make an online event meaningful? If you were working on Sapna and Angana’s project, what would you do?

The application system for the 2010 HASTAC/MacArthur Foundation Digital Media and Learning Competition is now open

The online application system for the 2010 HASTAC/MacArthur Foundation Digital Media and Learning Competition is now open. To apply, visit http://www.dmlcompetition.net/fastapps/login.php. You have until January 22, 2010 to submit your preliminary application.

To make sure that your application process runs smoothly, please keep the following in mind:

Your application will be made visible to the public for commenting on January 22. At that time, the application system will stop accepting new applications and be open for comment.

Prior to submitting your application, you will be given an opportunity to review it. However, once you hit “FINISH” on the application, you will NOT be allowed to revise or edit your application until the resubmission period opens on February 3rd.

The resubmission period of February 3rd-15th is to allow applicants to revise and strengthen their applications by tweaking, editing, broadening, etc., the initial application to incorporate any useful feedback or ideas offered by the public. The structure of the application form will not change.

It is not necessary for you to revise your application based on the feedback you receive, however, all applications MUST be resubmitted (even those that have not been edited or changed in any way) between February 3rd and 15th.

Please remember that you may only be the primary applicant on ONE application, although you may be listed as a collaborator on other applications. Applicants may be disqualified if they are discovered to have submitted multiple applications by using different email addresses or by using other (real or fictitious) identities to apply.

If you have any questions, please don’t hesitate to email dml@hri.uci.edu. While we can’t give you feedback or advice on your application, we are happy to answer any specific questions.

BEST OF LUCK IN YOUR APPLICATION!

www.dmlcompetition.net

www.twitter.com/dmlComp

Do you play Spore or Little Big Planet? Friend me!

My Spore thingThanks to the MacArthur Foundation’s collaboration with EA and Sony for the Digital Media and Learning Competition, I have been learning more about the games Little Big Planet (on PlayStation3) and Spore: Galactic Adventures (on Macintosh/Windows).

I haven’t had as much time as I’d like to play them (of course) but I have been dipping my toe in the water. In Spore I have graduated from the primordial ooze on up to “creature stage,” and in LBP I have been exploring The Savannah and unlocked the tools to make my own “level” in the game.

Ruby GBeing the social network junkie that I am, one of the features I tend to check out first are the profiles and friends. But sadly, I don’t have any friends on either network! If you play one of these games, would you friend me up? I’m using my standard handle rubyji in both My Spore and the the PlayStation network. I’m especially looking for people who are using these games for social or educational benefit.

Also, what are your favorite sources of information about these games and communities of game players? I ask for myself, but also because I am reaching out to LBP and Spore players to let them know they can submit content they make (or plan to make) in these games for awards of up to $50,000 in the Digital Media and Learning Competition! Please pass on the web site DMLcompetition.net to people who might be interested, and/or tell me where to follow up. Thanks!

Better mental health through video gaming

McGill research team sees possibility of training brain to react differently

BY SHANNON PROUDFOOT, CANWEST NEWS SERVICE

JANUARY 6, 2010

**Reblogged from The Ottawa Citizen, http://www.ottawacitizen.com/health/Better+mental+health+through+video+gaming/2409983/story.html**

Video games already provide entertainment and diversion, but they may soon boost self-esteem and improve mental health.

Based on knowledge that many of our reactions to life’s stresses happen in a split-second and often without our awareness, Mark Baldwin’s team at McGill University in Montreal started wondering whether they could program people’s brains to react differently.

“All we did was say, ‘OK, can we train it?’ And once you ask the question, you kind of think, ‘Why not?’ ” the psychology professor says. “You can train anything else. You can train a golf swing, you can train arithmetic skills through practice and drills, so why shouldn’t you be able to train some of these automatic thoughts about social experiences, about self and others, about relationships?”

They thought of how people who play a lot of Tetris start to think and even dream about bricks falling from the sky, he says, and video games seemed an ideal medium to retrain people’s “mental habits” because they’re engaging and motivational.

One could argue that meditation is based on this same notion of retraining thought processes, he says, but efforts backed by psychological science have only appeared in the last five years and the challenge is identifying which thought processes to practise.

He doesn’t think it’s possible to use a video game to convince people of something high-level like the belief they’re a good person, he says, but you can practise basic reactions like paying attention to positive feedback and ignoring criticism.

They’ve already developed some simple games available at MindHabits.com, Baldwin says, including one in which players find the smiling face amid a sea of frowning faces and another where a smiling face appears each time a player clicks on a word related to them, such as their name or year of birth.

“It’s just like Pavlov’s dog. This boosts self-esteem, makes people feel a little less aggressive in response to insults,” Baldwin says. “It’s a long way from being a therapy of any kind; these things are games and little laboratory tasks. But someday I think there’s going to be some use for this as a part of some kind of psychological intervention.”

In the future, the notion of “games” providing entertainment and “applications” doing something useful will converge, he says, pointing out that Nintendo’s Brain Age and Wii Fit have already kicked off that trend.

“In terms of where the future goes, that’s what makes me hopeful that the application idea is growing and the line between them will get blurred and you’ll see more of these positive efforts being integrated with entertainment-type games,” Baldwin says.

- – -

About this series: The World Future Society, a Washington, D.C., think-tank founded in 1967, tracks future trends in technology, politics and society. This week, Canwest News Service highlights five of the organization’s most fascinating forecasts for 2010 and beyond.

© Copyright (c) The Ottawa Citizen

Lessons Learned from 10 former Digital Media and Learning Competition award winners

Today, over at HASTAC.org, former Digital Media and Learning Competition Young Innovator award winner Daniel Poynter (Digital Democracy Contest) posted a selection of interviews that he taped with various 2008 Digital Media and Learning Competition award winners at last year’s winner’s event. Check them out to learn what lessons former Digital Media and Learning Competition winners wish they had known before embarking on their journeys (and some things that you might want to consider when developing your applications).

Reblogged from “Lessons Learned from 10 DML Winners

The Digital Media and Learning Competition is all about learning. How do digital environments change learning? What do “innovators” in this field learn from their experiments?

At the DML ceremony in Chicago April 17, 2009 the Digital Democracy Contest and GNIC team asked 2008 winners, “What do you wish you would have known last year in order to be more effective?” Videos of their responses are below:

Howard Rheingold – create realistic goals and budgets. Find great programmers.
Hugo Berkeley – keep an open mind, react to realities, and hold on to what’s best about your idea.
Jessica Fraser - network with other grantees.
Amira Fouad - let your users guide your project.
Steve Anderson – it’s very important and valuable to connect with other grantees.
Jon Santiago - think about your “theory of change” and think of how to track those changes.
Adriana Pentz – starting a project from scratch within a year is very difficult. Good projects take time. Also, grantees will be more successful by being candid about challenges in their work with other grantees, MacArthur and HASTAC.
Rik Panganiban – remember those two or three success stories (not just statistics) which show your project’s impact. Catching those stories on video is even better!
Michael Blockstein - Spend a lot of time planning. Set up a clear pathway and strategy. Build relationships.
Edwin Bender – interact with your users early. Find out what’s important to them.

Competition timeline extended by a week–application system to open January 15

Happy New Year!

Here at Digital Media and Learning Competition headquarters, we are increasingly excited as the opening of the online application system draws closer. We can’t wait to see the ideas that you have percolating and the many innovative ways you are reimagining learning!

To give you some additional time to shine up those initial applications and get them ready for prime-time, we are happy to announce that we have extended the Competition timeline by one week. This means that  the online application system will now open and begin accepting applications on January 15th.  The due date for preliminary applications has been extended until January 22nd, while resubmitted final first round applications (taking into consideration any public feedback/comments received)  will be due no later than February 15th.

Please check out the revised timeline here: http://www.dmlcompetition.net/timeline.php and feel free to email us dml@hri.uci.edu with any questions.

Playing LBP with my 3rd Grader

One day last week my third grader got out of school early due to winter weather. I brought her into work with me, and down to Ruby’s office where she got to play LittleBigPlanet (LBP) on the HASTAC research PlayStation3. She’d never played on a PlayStation before–her only gaming experience was with the Wii and some American Girl and PopTropica games on the internet. It was interesting for me to watch her learn and play. It was fun for her to play a game she’d heard about from a bunch of her (boy) friends. (In fact, she only has one girl friend who she knows plays on a PS–and she has an older brother.)

We talked together about the experience, below. I’m “M” (me) and she’s “D” (daughter).

M: So, what did you think of LBP?
D: I thought it was really fun and cool. It was a whole new experience.

M: Your Sackgirl was pretty adventurous looking. Did you think of her as a character acting in the game or was she you?
D: I just put together crazy things. I thought of her as me, sort of. But sometimes she was someone else.

M: How about when you got stuck and got frustrated? You killed yourself so you could continue with the game.
D: I thought it got pretty frustrating, but once I got to this thing where you have to grab and that was pretty hard. So I killed myself then and went back to my pod.

[As her mother, this concerned me, I have to say. I think it would be good for there to be an eject button or something like that so that she didn't have to kill her Sackgirl to start over. I don't really like that message. In fact, it made me very uncomfortable. This is exactly the sort of gaming aspect that many parents don't like and won't buy into. It's not super violent, but she's 8 years old. There's no violence that's good violence at that age (at any age?).]

M: What was your favorite part about LBP?
D: I liked where you could get points, and talk to people and do cool things when you got the points. But I also liked when the people talked to you and told you clues so you could put the clues together like a puzzle.

M: Do you think you would’ve been able to figure out the things they told you on your own?
D: Maybe. When I had to dress Charlie, one of the guys told me I had to dress him. So I had some sneakers and a torso, so I put those on Charlie then the bridge fell down. So I sorta had to figure out some stuff on my own. It was like puzzle pieces.

M: What did you think of earning prizes and stickers and stuff?
D: My favorite part was when you earn stickers, cuz you had a long line of bubbles that you bang into.

M: Do you think you learned anything?
D: Not really. It was fun and I sorta learned how to grab things, but that’s not exactly educational.

M: Would you like to play games like this even if there were some educational parts to it?
D: Yeah. It would be still fun. It wouldn’t be as fun, but it would still be pretty fun. So I take that as a yes.

D: I thought LBP was really fun. It was cool how you could stick things almost everywhere and how you had a poppit that could pop out. At first it got really frustrating but then it got really easy. Once it got easy I moved on to the next level but that level was HARD.

M: I’m sure that playing LBP would be even more fun for D if she were playing with her friends. And I can see how that might bring interaction and collaboration into the game in ways that were nonexistent as she played by herself. I hope that we can bring a friend or two in to play with her sometime soon, and if so, we’ll write about that.

I also think it’s telling that when I asked her about whether she thought she’d learned anything, she had already positioned “learning,” “not learning” and “things educational” in a very specific category, and “fun” wasn’t in that category. Meeting challenges doesn’t count as learning in her current paradigm. This is exactly the problem that our competition addresses: How can we make it so that learning is not segregated to specific subjects and situations, but is more integral to everyday life? And maybe even fun.

2010 competition kicks off, featuring The White House, Sony, EA, and YOU

Today HASTAC re-launched the website for the Digital Media and Learning Competition (dmlcompetition.net) with the long-awaited details of the 2010 Competition! This competition builds on two successful years of supporting projects that advance and DO participatory learning.

Each year, the competition addresses different themes. In 2008, 17 projects won Innovation or Knowledge-Networking Awards. In 2009, 19 projects won Innovation or Young Innovators awards. This year’s theme is Reimagining Learning and has brought some exciting new players to the table. We have been given the opportunity to participate in National Lab Day – part of the White House’s Educate to Innovate Initiative – on our Learning Lab Designers awards. And we’re also collaborating with videogame makers Sony and EA on the Game Changers awards.

Another new element of this year’s competition is you, dear reader. We will host public comments on the applications as soon as people begin submitting them in January, and in May we will invite you to vote on your favorites to select the winners of the People’s Choice Awards. (See our timeline for more details about this process.)

We’ll be writing more on this blog about learning labs, game changers, and participatory learning. So keep reading, and visit the re-launched DMLcompetition.net, to learn more about this year’s competition. Put on your thinking caps and start developing ideas now. The initial application period will be open from January 7th to 15th. We can’t wait to see what you will do!

Making as learning

Originally posted on Cathy N. Davidson’s Cat in the Stack blog on HASTAC.org

I’ve been thinking about the ways we learn when we make things and how differerent that experience is from learning in order to answer exam questions (especially multiple choice) about things, subjects, or ideas that other people have made.   What is most different is that, when you make something you learn about failure and from failure.   When you “get the answer wrong,” you fail.   Therein lies all the difference.

Whether you are making a robot, a sweater, a poem, a research paper, a mod of a video game, or a donut,  the first time you do it you draw from and build upon a range of similar experiences, some of them successful, some of them not.  Trial-and-error is part of the process but so is your own, personal toolkit.   Some of those tools might be actual, physical, material tools.  Others are bodily repertoires of gestures or words or sounds or experiences.  And still others are histories of past successes and failures, some of which have direct relevance to what you are making, some of which are important simply because they remind you that you survive and even thrive after failure–and success does not stop the process of learning. In all of these settings, actually doing the process becomes a learning lab, a place of experimentation and process and exploration and (dare I say it?) fun.

I’m especially taken with futurist Alvin Toffler’s idea that the literacy of the 21st century is not just reading, writing, and arithmetic  but the ability to learn, unlearn, and relearn.   Unlearning doesn’t thrill everyone.  Some find it profoundly disorienting to realize that what they know doesn’t serve them in the present and they have to not just learn something new but get rid of a lot of baggage and start again.  But the more you spend your life making things, the more you realize that unlearning is a skill too.  It is the novice who thinks every word that issues from the pen of the expert is perfect and that as they write their first major independent project (right, dissertation students?) they have to get it perfect the first time around.   Part of great writing is being willing to chuck a lot.  Whole chapters.  Whole books.  And to realize that it is the process, the confidence that comes from both learning and unlearning (together) that allows one to relearn and achieve.

In his marvelous book Shop Class as Soulcraft, political philosopher and motorcycle mechanic Matthew B. Crawford argues that in the 1990s shop classes were abandoned all over America in favor of computer classes, training students for the technologies of the future.   Quite frankly, I don’t see that many computer labs–and the idea that you would substitute one for the other is tragic.  I can’t think of anything that more prepares one for the process-oriented aspects of computer programming and remixing and Do-It-Yourself video and music mashups and all of the other exciting participatory aspects of learning online together than building something and shop class is a sanctioned place, within education, for doing just that. 

But here’s where I depart from Crawford’s diagnosis.  It wasn’t just the shop class that ended in the 1990s, it was so many hands’ on classes where students made things.  Excellence more and more was determined by those standardized tests, whether ACT and SAT’s (as if every brilliant student had to go to college and was a failure if she did not) or, later, the “standards based education” of No Child Left Behind.   Not only did we lose shop classes but we also lost computer labs in most schools along with art classes, music classes, band, languages, and even gym.  

I personally believe that losing those classes where kids actually move around, where they don’t have to sit in one place all day, looking forward at a teacher who teaches them how to give answers, may well be the biggest contributor we have not only to the high drop-out rate but to such attention diseases of our decade as ADD and ADHD.  Coupled with no longer walking to school, with the extreme limitations parents and teachers today put on kids’ physical experience of play,  we have created home and school environments for the sedentary.  I mean the intellectually sedentary too.  Lack of movement, lack of process, lack of trial and error, lack of participation and getting your hands dirty, lacking of making things, making ideas, making art and music:   we’ve substituted a very ends-oriented idea of knowledge when digital culture should be all about how we get there, with an understanding that “there” is never finished.  It always needs updating.  Like that project in the basement that never is perfect enough,  life online is a constant, a process.

Where in schools today do we teach kids not only how you draw upon everything you know–and that which your friends know–to make something but, once made, you then use that knowledge to move on to the next thing?  The end product is not the point.  It is the struggle and the joy of getting there.

Tests Hamper Teaching Students to Think Like Einstein

by Cathy N. Davidson, Duke University

Reblogged from the Durham Herald Sun, December 11, 2009

I often lecture or blog about grading, arguing that the way we now assign grades is an antiquated system that may have worked well for the Industrial Age but that undercuts what is valuable, exciting, or potentially useful for interactive thinking in the Digital Age. I’m often critical of so called “standards-based education” such as No Child Left Behind, with its reduction of evaluation and assessment to standardized testing.

But I’m actually criticizing here a much broader way of thinking that reduces the process of thinking to “a result,” even to “the best result chosen from among a select number of choices” (i.e., multiple choice exams).

That concept of grading seems the exact opposite of critical and daring thinking, and inconducive to the kind of integrative, creative, innovative thinking our era demands, in all fields from the arts to the theoretical sciences and engineering.

Whenever I talk about new ways of evaluating, someone in the audience inevitably retorts, “Well, that’s subjective. It may be fine for humanists — but it would never work for science. We need rigorous, standardized testing to produce the highly specialized scientists necessary for our world.”

Maybe.

But within a minute, I can get this same person pontificating in a different direction simply by switching the topic a little, lamenting, “and isn’t it terrible that America today undervalues science and produces so few scientists?” No argument there!

But now let’s put those two arguments together. What if it turned out that our “rigorous” standardized, multiple choice form of testing — in all fields, including science and math — selected out those who do well on standardized tests but who lack precisely the forms of inquisitive, inductive, hypothetical reasoning and willingness to tirelessly test out a hypothesis that is the basis of the experimental method and exactly what science demands?

Our entire practice of testing is based on a theory of knowledge that is out of date. It used to be thought that brains and neural connectors grew in the same way feet do, tiny at birth, growing until maturity.

We now know that infants have an overabundance of neurons and that, if neural development proceeds on course, they will shear off about 40 percent of their neurons on their way to an adult understanding of the world, working on streamlining neural pathways by repetition and experience, using the scaffolding of one experience (and that of their culture) on which to build ever-more reflexive ways of reacting on which to then build more nuanced, interactive, reflective ways of thinking later.

Much of our standardized testing is still based on an outmoded filling-station view of neural development and of knowledge. Heads don’t fill up with knowledge. New kinds of knowledge build upon older knowledge and often replace that knowledge. Everything works in that process of selection, adaptation, revision, selection.

Memorizing correct answers to questions has some function, but it is not at all clear to anyone what that function is or how useful it is in an era of search and browse.

Socrates had it right. If you want to model higher level thinking, you don’t lecture about your insights achieved as the result (“the answers”) of such thinking. You certainly don’t have students take a multiple choice test to ensure that they remember your conclusions. If you want to encourage the love of thinking and the skill of critical thinking, you question them, you hear their ideas, you debate them, you give them feedback, you lead and mislead them, you intellectually thrust and parry, you joust, and you have them reach conclusions by learning which intellectual moves are fruitful and which lead to dead ends.

That Socratic method is used in law schools today, but I’m suggesting should be true for all fields — including the sciences.

It is a profoundly humanistic method and, to make great scientists, it is that profoundly humanistic method that is required, the ability to think through an idea, to revise an idea in light of other ideas, to test and question, to think critically, to analyze data, to respond to the arguments or hypotheses of others, and on and on.

It may not yield the highest test scores on SAT’s, but it may well be what sorts out the kind of process-oriented mental habits of those who are most likely, someday, to think like Einstein.

Einstein, of course, grew up loving to make little mechanical devices. And he had, as a very young man, two favorite books: Euclid’s “Elements” and Kant’s “Critique of Pure Reason.”

He was one of the world’s most famous dyslexics, but he was also someone who, throughout his life, understood the contuities between mechanism, geometry, number theory, a priori concepts and experience.

How do you answer a multiple choice test for pure reason? I fear that some of the standardized assessment aspects of No Child Left Behind may well be constructed to leave behind exactly those non-linear, inductive, intuitive, critical, curious, humanistic, and scientific thinkers who, if nurtured, might well grow up wanting to Be Like Einstein.

HASTAC Network Joins White House Campaign

This piece was reblogged from The Herald Sun, http://heraldsun.com/bookmark/5030564/article-HASTAC

A network of educators and digital innovators is playing a role in the White House campaign to encourage students to pursue science, technology, engineering and math (STEM).

The HASTAC network will administer the third-annual Digital Media and Learning Competition.

The competition will award $2 million in support of participatory learning experiences that incorporate STEM principles.

The competition launches Monday and winners will be announced in spring 2010.

HASTAC (an acronym for Humanities, Arts, Science and Technology Advanced Collaboratory) was founded and is primarily operated at the John Hope Franklin Humanities Institute at Duke and the University of California Humanities Research Institute at the University of California, Irvine.

Duke’s Cathy N. Davidson, who co-founded HASTAC with David Theo Goldberg of the University of California Humanities Research Institute, said, “We are proud that an interdisciplinary humanities-inspired network like HASTAC has a leadership role in administering the Digital Media and Learning Competition. We are honored to be so central to President Obama’s vision for education in the 21st century.”

Awards will be given in two categories:

- 21st Century Learning Lab Designers will receive awards for learning environments and digital media-based experiences that allow young people to grapple with social challenges through STEM-based activities.

- Game Changers awards recognize creative new games or additions to Sony’s LittleBigPlanet(TM). These games and game expansions should offer young people engaging game play experiences that incorporate principles of science, technology, engineering and math.

The HASTAC competition is supported by a grant from the John D. and Catherine T. MacArthur Foundation to the University of California, in collaboration with Duke University.

On the Web: For more information about the competition, visit dmlcompetition.net.

Digital media = engaged, civic minded kids

Just one reason we are so proud of our Digital Media and Learning Competition winners and their participatory learning projects?  Engagement with digital media makes kids productive offline citizens!

We can’t wait to see what the next round of the Competition brings. In the meantime, check out the great Digital Media and Learning Competition projects that are doing their part to encourage engaged, excited and civic-minded students!

Research by education professor Joe Kahne shows online experiences—such as participation on fan sites—can help make kids more active offline citizens.
Joe Kahne, professor of education at Mills College and director of the school’s Civic Engagement Research Group, has studied the connection between students’ participation with digital media and their level of civic engagement. He finds that kids who participate in community activities online are more likely to later get involved with civic actions offline, even if their online activities appear to be only social or for fun.
Kahne notes that young people who use digital media are picking up skills on how to find, assess and share information. New media provides opportunities for young people to be active participants—as opposed to old media, such as newspapers, which provide learning opportunities but no way to immediately share or add input.
More good news: Kahne also found that participation in online communities doesn’t isolate or distract young people from other forms of social life.


http://vimeo.com/moogaloop.swf?clip_id=7688312&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=97bb5c&fullscreen=1

Joe Kahne on Civic Participation Online and Off from Spotlight on Vimeo.

21st Century Literacies by Cathy N. Davidson, reblogged from www.hastac.org

I’ve spent the morning rereading some of Howard Rheingold’s ideas on 21st century literacies, the skills required to navigate the digital age. Attention, participation, collaboration, network awareness, and critical consumption of information are the key skills he discusses. Where do we teach those skills? How do we learn them? For starters, we learn them from reading Rheingold. I highly recommend his blogs for the San Francisco Chronicle Check out Twitter Literacies http://tiny.cc/vvD8s and Attention Literacies http://tiny.cc/MHBfS

Besides being the author of the classic Smart Mobs, Howard was a winner of our 2008 Digital Media and Learning Competition. He’s a master at participatory learning and he built a Social Media Classroom for his project. You can check that out here:
http://socialmediaclassroom.com/

Exploring this new Planet

I spent some of the wee hours of the Thanksgiving break actually playing LittleBigPlanet for the first time.  (I have a son who is too young for TV, so gaming was restricted to after his bedtime.)  I definitely get what all the fuss is about!  The beautiful graphics have a depth my partner described as “the opposite of the Wii.” The personalization was reminiscent of Second Life, without being nearly as flexible of course.  And the game play was not unlike the Atari video games of my youth, with a lot of jumping around, picking up glowing prizes, and avoiding dangerous pits.

The game does a nice job of walking the newbie through the basic skills and concepts, gradually ramping up the challenges to dexterity and problem-solving.  After completing the first three story levels a whole new world of user-created community levels opened up before me, as well as an area of blank canvas for me to create my own levels!

…And that’s as far as I’ve gotten, but I will continue to report back here as I learn this game.  If you are a Playstation gamer, and especially if you are interested in “serious games” or real-world applications of video games, drop me a line.  Rubyji is my Playstation network ID, feel free to friend me there.

[PSN badge]

Press releases

I thought folks might be interested to see the official press releases from the White House and the MacArthur Foundation about last week’s launch of National Lab Day and the Educate to Innovate program, of which the Digital Media and Learning Competition is a part.

They are excerpted below. Click the links in the previous paragraph to read the full document.

Speaking to key leaders of the STEM (Science, Technology, Engineering & Math) community and local students, President Obama announced a series of high-powered partnerships involving leading companies, foundations, non-profits, and science and engineering societies dedicated to motivating and inspiring young people across America to excel in science and math.
[...]

Today at the White House, President Obama launched the “Educate to Innovate” campaign, a nationwide effort to help reach the administration’s goal of moving American students from the middle to the top of the pack in science and math achievement over the next decade. President Obama announced a series of partnerships involving leading companies, universities, foundations, non-profits, and organizations representing millions of scientists, engineers and teachers that will motivate and inspire young people across the country to excel in science, technology, engineering and mathematics (STEM).
[...]

National STEM Game Design Competitions: The MacArthur Foundation, Sony Computer Entertainment America, the Entertainment Software Association (ESA) and its partners (the Information Technology Industry Council, the Information Technology & Innovation Foundation, and Microsoft) are launching a nationwide set of competitions that include the design of the most compelling, freely-available STEM-related videogames for children and youth. The competitions will include the 2010 Digital Media and Learning Competition, a $2 million yearly effort supported by the MacArthur Foundation that advances the most innovative approaches to learning through games, social networks and mobile devices. One of the competitions will be open only to children, to help them develop 21st century knowledge and skills through the challenge of game design.  This year Sony will participate in one segment of the competition and encourage the development of new games that build on the existing popular video game Little Big Planet.

- whitehouse.gov: President Obama Launches “Educate to Innovate” Campaign for Excellence in Science, Technology, Engineering & Math (Stem) Education, 11/23/09

As President Obama called for new efforts to reimagine and improve education in science and math, the John D. and Catherine T. MacArthur Foundation announced a $2 million open competition for ideas to transform learning using digital media. The competition seeks designers, inventors, entrepreneurs, researchers, and others to build digital media experiences – the learning labs of the 21st Century – that help young people interact, share, build, tinker, and explore in new and innovative ways. Supported by a grant to the University of California at Irvine, the competition was planned and announced in partnership with National Lab Day, a movement to revitalize science, technology, engineering and math in schools that was highlighted at a White House event today.

Sony Computer Entertainment America (SCEA), in cooperation with the Entertainment Software Association and the Information Technology & Innovation Foundation, will team with MacArthur to support Game Changers, a new component of the competition. Game Changers will provide awards for the creation of new game experiences using PlayStation’s popular video game, LittleBigPlanet™. [...]

The competition is designed to promote “participatory learning,” the notion that young people often learn best through sharing and involvement. Participatory learning, as defined by the competition, is a form of learning connected to individual interests and passions, inherently social in nature, and occurring during hands-on, creative activities. Successful learning labs and games will exploit all of these elements. Awards will be made in two categories: 21st Century Learning Lab Designers and Game Changers.

The competition includes three rounds of submissions, with public comment at each stage. The public will also be invited to judge the final candidates, including the selection of People’s Choice awards in each category.

“Learning labs are digital media projects that promote hands-on participatory learning,” said Cathy Davidson, Duke University Professor and David Theo Goldberg, Director of the University of California Humanities Research Institute, HASTAC co-founders. “They promote learning together with others, by interactively doing, trying, sometimes failing. When we think of laboratories, the image of beakers and microscopes come to mind, but learning labs help us reimagine and expand our understanding of learning across all domains of knowledge.”

Competition winners will join an existing community of 36 awardees from 2007 and 2008, including a video blogging project for young women in Mumbai, India; a cutting-edge mobile phone application that lets children conduct digital wildlife spotting and share that information with friends; a project that leverages low-cost laptops to help indigenous children in Chiapas, Mexico learn by producing and sharing their own media creations; and an online platform for 200 classrooms around the world that allows young people to monitor, analyze, and share information about the declining global fish population.

- macfound.org: $2 Million Competition Seeks Ideas to Transform Learning, 11/23/09

You have lots of questions and we’ll have lots of answers!

We are thrilled that yesterday’s announcement has generated so much excitement and that word is traveling fast through the blogosphere (you can keep track of our coverage by monitoring our Delicious account).

We know that many of you have questions. Here at headquarters we are putting the final touches on this year’s shiny new (and President Obama endorsed!) Competition.  Details and more information will be forthcoming December 14th, including information about when the Competition will actually open, the application structure, materials, deadlines, FAQs, etc.

Stay tuned to this blog, follow us on Twitter, or join the Competition list-serv for all the latest details!

Elmo and friends enlisted in STEM education

One of the first public hints about this year’s competition theme was this story in yesterday’s New York Times.

To improve science and mathematics education for American children, the White House is recruiting Elmo and Big Bird, video game programmers and thousands of scientists.

[Elmo testifies]President Obama will announce a campaign Monday to enlist companies and nonprofit groups to spend money, time and volunteer effort to encourage students, especially in middle and high school, to pursue science, technology, engineering and math, officials say.

The campaign, called Educate to Innovate, will focus mainly on activities outside the classroom.

Science and engineering societies are promising to provide volunteers to work with students in the classroom, culminating in a National Lab Day in May.

The MacArthur Foundation and technology industry organizations are giving out prizes in a contest to develop video games that teach science and math.

“We’re finding extraordinary engagement with games,” said Connie Yowell, director of education for MacArthur. If the engagement is combined with a science curriculum, she said, “then I think we have a very powerful approach.”

- NYTimes.com: White House Pushes Science and Math Education, Nov 22, 2009

Getting to know LittleBigPlanet

Ruby G
Working for HASTAC has it’s perks. Today’s Presidential announcement about National Lab Day was the culmination of several frantic months of percolating, planning, wondering, worrying, creating, and kvetching. And it was all worthwhile to see the big public launch of this incredible strategic initiative to improve education and address global challenges.
One of the interesting aspects of this year’s Digital Media and Learning Competition is that it includes a partnership with Sony to create “levels” in their PS3 game LittleBigPlanet that incorporate science, technology, engineering and math (STEM) learning. So, dutiful New Media “expert” (ha ha) that I am, I have started to research the game. Not surprisingly, Wikipedia is a definitive resource.  I also found a site where users can create their own avatars (known as “Sackboys”) for the game.  Seen at right is my very own Sackgirl! Cick on it to make your own.
There’s more over on BoingBoing today about National Lab Day and on the unique art of LittleBigPlanet (a sample of which is below).

[LBP artwork]