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Congratulations to winners of MacArthur Foundation Digital Media and Learning Competition

From: Will C.
Sent on: Monday, March 16, 2009 11:22 PM
[Holla! L.A. is representing! -Will Coley]

Winners of the first Digital Media and Learning Competition will demonstrate and discuss their projects First Annual Winners�� Showcasem Digital Media and Learning Competition, April 16-17, 2009
Chicago, Illinois
Black Cloud Environmental Studies Gaming
Black Cloud is an environmental studies game that mixes the physical with the virtual to engage high school students in Los Angeles and the Clean Air Embassy. Teams role-play as either real estate developers or
environmentalists using actual air quality sensors hidden through the city to monitor neighborhood pollution. Their goal is to select good sites for either additional development or conservation. Combining scientific data
with human experiences, students collaborate, share and analyze their findings, including working cross- culturally.���� Manual Arts High School in Los Angeles has been playing the Black Cloud game, working to
improve air quality in classrooms, and reporting on its environmental findings throughout the year.����

Critical Commons
Critical Commons is a blogging, social networking and tagging platform specially designed to promote the ��fair use�� of copyrighted material in support of learning. The project engages and organizes academic
communities to articulate their needs, models and ethical principles of fair use. The project aims to promote a strong, legally viable and expanding conception of fair use, especially in support of learning.
�� Networking Civic Engagement�� Networking Civic Engagement, a project of the Institute on Money in State Politics, is an online interactive site and users�� guide that supports civics research by young people and promotes their
understanding of���and engagement with���electoral politics and legislative activities. Teacher and student collaborators guide development and testing of this interactive site for networking youth civic engagement.
Fractor: Act on Facts��
Fractor is a web application that matches news stories with opportunities for social activism and community service. ��Facts�� and ��Acts�� are organized on a single, intuitive page where every news story is linked to real-
world actions that users can pursue. Fractor gives news readers the tools to ��act on facts,�� connecting them to a world of dynamic social involvement and activism.

Based on digital models of real cities, ���HyperCities��� is a web-based learning platform that connects geographical locations with stories of the people who live there and those who have lived there in the past.
Through collaboration between universities and community partners in Los Angeles, Lima, Berlin, and Rome, HyperCities develops and offers a participatory, open-ended learning environment grounded in space
and time, place and history, memory and social interaction, oral history and digital media.�� A recent Hypercities partner is the L.A. Phillipino Workers�� Center.�� Hypercities asks, ���what if you could surf a city,
browse its streets, get lost in its buildings, meet friends and strangers in a hyperlinked world, go back in time, and reemerge in another city?���

Let the Games Begin: A 101 Workshop for Social Issue Games
The Let the Games Begin workshop was a soup-to-nuts tutorial on the fundamentals of social issue games. Appealing to those who are new to designing learning games but passionate about social issues, the
workshop featured leading experts on topics including game design, fundraising, evaluation, youth participation, distribution, and press strategies. The workshop was held in conjunction with the 2008 Games
for Change Festival, and will be extended for the rest of 2008 through an online community dedicated to learning about social games.��

MILLEE: Mobile and Immersive Learning for Literacy in Emerging Economies��
Mobile and Immersive Learning for Literacy in Emerging Economies, a project conducted in rural India, promotes literacy through language-learning games on mobile phones���the ���PCs of the developing world.���
MILLEE��s mobile phone games are designed to create rich storytelling environments that enable language learning.

Mobile Movement��
Mobile Movement connects young African social entrepreneurs with young North American professionals. Using mobile phone technology, which is now widespread, this network facilitates both micro-funding and
the exchange of professional advice to projects in Africa that promote public benefit. A website shares the project��s successes, lessons learned, and new ideas for scaling toward future collaborative and transnational
youth partnerships.

Networking Grassroots Knowledge Globally
Networking Grassroots Knowledge Globally, a project of the Global Fund for Children, is a new community and ���information commons��� that includes blogs, video clips, sound slides, podcasts, and photographs to help
share innovative practices for helping marginalized and vulnerable children. The commons allows grassroots practitioners and marginalized young people to harness and share new models for learning, organizing, and
communicating around the world.

Ohmwork: Networking Homebrew Science
Ohmwork is a new social network and podcast site where young people can become inventive and passionate about science by sharing their do-it-yourself (DIY) science projects. They can also contribute to
one another��s projects, customize the site, and collaborate as part of their collective digital learning. Developed by Vision Education, Ohmwork aspires to become an online network for DIY science.��

PLOrk: Princeton Laptop Orchestra
Mobile Musical Networks is an expressive mobile musical laboratory for exploring new ways of making music with laptops and local-area-networks. Students collaborate in designing these technologies. In the
process, they learn about a variety of subjects, including musical acoustics, networking, instrument design, human-computer interfacing, procedural programming, signal processing, and musical aesthetics.��
RezEd: The Hub for Learning and Virtual Worlds
RezEd: The Hub for Learning and Virtual Worlds was developed to serve as an online hub to promote the use of virtual worlds as rich learning environments. The participating community shares best practices,
encourages dialogue, provides access to the leading research, hosts podcast interviews with community leaders, and features the latest news on learning in virtual worlds.

Self-Advocacy Online��
Self-Advocacy Online is an educational and networking website for teens and adults with intellectual and cognitive disabilities, targeted at those who participate in organized self-advocacy groups. In supporting
greater networking, peer exchange, collaboration, and communication to a general public, Self Advocacy Online will extend the reach of and interaction among people with disabilities so that they can more
effectively speak up for themselves and make their own decisions.
Social Media Classroom��
The Social Media Virtual Classroom is an online community for teachers and students to collaborate and contribute ideas for teaching and learning about the psychological, interpersonal, and social issues related to
participatory media. This digital learning space features and analyzes the use of blogs, wikis, chat, instant messaging, microblogging, forums, social bookmarking and instructional screencasts for teachers and

Sustainable South Bronx GreenFab��
The Sustainable South Bronx GreenFab project is a laboratory that allows people to turn digital models into real world constructions of plastic, metal, wood and more. Part of a broader MIT-led initiative, this particular
project�� applies the principles of personal fabrication to learning about urban sustainability. The project examines connections between virtual and physical spaces, collaborative design, and the potential for
impact within the South Bronx.

Virtual Peace��
Virtual Peace is a digital humanitarian assistance game that creates a learning environment for young people studying public policy and international relations. The game was developed by repurposing an
existing military simulation into a tool for humanitarian training. Learning within the game focuses on leadership skills, cultural awareness, problem solving, and adaptive thinking ���all of which are necessary to
coordinate international humanitarian assistance for natural disaster relief.

YouthActionNet Marketplace��
The YouthActionNet Marketplace is a dynamic digital networking platform for young leaders to engage in social entrepreneurship and address critical social problems. Young social entrepreneurs can link to a global
community of innovators to share, collaborate, customize, and evaluate information and ideas, and showcase them to a general public searching for new ways to address old issues.��

About the Digital Media and Learning Competition��
Supported by The John D. and Catherine T. MacArthur Foundation as part of the Foundation��s Digital Media and Learning Initiative, the Digital Media and Learning Competition is an annual competition that provides $2 million in awards to innovators shaping the field of digital media and learning and is administered by HASTAC. Please see for more information.
About the MacArthur Foundation��s Digital Media and Learning Initiative
The Competition is part of the John D. and Catherine T. MacArthur Foundation��s $50 million Digital Media and Learning Initiative which aims to determine how digital media are changing the
way young people learn, play, socialize and participate in civic life. Please see�� for more information.
The Digital Media and Learning Competition is administered by HASTAC (���haystack���: The Humanities, Arts, Science, and Technology Advanced Collaboratory), a virtual organization committed to innovative forms of collaboration for thinking, learning, and research across disciplines and fostered by creative uses of technology. HASTAC���s infrastructure is generously supported by Duke University and the University of California Humanities Research Institute. More information is available at


First Annual Winners�� Showcase��
Digital Media and Learning Competition
April 16-17, 2009
Chicago, Illinois
Presented by the John D. and Catherine T. MacArthur Foundation and
HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory)����
April 16, 2009
5:30pm - 8:00pm
Newberry Library
60 W. Walton Street
Chicago, IL 60610
Opening reception and concert by PLOrk: The Princeton Laptop Orchestra

A celebration honoring all of the Digital Media and Learning Competition winners, including a public announcement of this year��s winners, followed by a performance by PLOrk.
Winner of a 2008 Digital Media and Learning Competition ���Innovation��� award, PLOrk is an expressive mobile musical laboratory for exploring new ways of making music with laptops and
local area networks. PLOrk has performed throughout the country and beyond, including with the American Composers Orchestra at Carnegie Hall.
Event is free and open to the public. Limited seating available.

April 17, 2009
9:30am-12:00pm, 1:30pm-4:00pm
Palmer House Hilton
17 East Monroe Street
Chicago, IL 60603
Panel Discussions and Expo of Digital Media and Learning Projects�� [Exhibitors�� List Below]
All events and exhibits are free and open to the public.
9:30-10:30 a.m.
Third Floor, Wabash Room
���Building an International Network of Innovation in Learning���
Introducing the winners of the Digital Media and Learning Competitions with videos by winning
projects and a question and answer session.
10:30-12:00 p.m.
Third Floor, Crystal Room & Private Dining Rooms 4, 5, and 6
*Expo of winning projects and multimedia demonstrations��

1:30-2:30 p.m.
Third Floor, Wabash Room
���Digital Youth and Participatory Learning���
A conversation between Mizuko Ito, principal author of the Digital Youth Project, and social media
expert Howard Rheingold, author of Smart Mobs: The Next Social Revolution.
2:30-4:00 p.m.
Third Floor, Crystal Room & Private Dining Rooms 4, 5, and 6
*Expo of winning projects and multimedia demonstrations��

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