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[liveblog] Ed tech hackathon

I’m at an education technology hackathon — “Shaping the Future” — put on by MindCET, an ed tech accelerator created by the Center for Educational Technology in Israel. MindCET’s headquarters are in Yeruham in the Negev, a small-ish town that’s been growing as tech companies migrate there.

NOTE: Live-blogging. Getting things wrong. Missing points. Omitting key information. Introducing artificial choppiness. Over-emphasizing small matters. Paraphrasing badly. Not running a spellpchecker. Mangling other people’s ideas and words. You are warned, people.

Our group created — in a demo hackathon-ish way — a tool that helps teachers create workgroups for collaborative learning based on information gleaned from machine learning about learning capabilities. The judges are four young people who are prodigiously talented computer developers. We named it Sort_ed because my team did not appreciate the sheer (shear?) genius of Zissorz. (My team was awesome.)

“Our business plan: Mexico will pay for it.”Our business plan: Mexico will pay for it.

Here are some of the projects presented at the end of the 36 hours of development. Each group has two minutes to present, ruthlessly enforced.

Interest In: A platform for students sharing their interests by learning or teaching. They can create tutorials and list them. They get badges.

Escape the classroom “Classrooms are so boring”Classrooms are so boring. Escape the Classroom uses the power of whatsApp and escape rooms (i.e., the puzzle rooms you try to get out of collaboratively, using educational clues.

Rope. Team-based learning.”Rope Team” is a course format for Moodle that implements a unique workflow for learning a set number of topics.” There are roles and responsibilities, and a workflow with automation. (The creator of Moodle, Martin Dougiamas, is on that team.)

Snippy. Every child has a passion for something. Snippy lets students create content, share it, and share the content of others. A chatbot interviews you and presents relevant materials from what other students have uploaded. You can create a multimedia object to share your passion.

Clash of Brains. No one (hardly) likes tests. This team wants to bring fun and sociality into assessments. Teachers create a quiz and the app sends a code to students. Students can “duel” other students.

Edventure — a tailor-made education adventure. In the example, a friendly monster asks for help with a question. It’s a collaborative RPG for 3-5 players.

Playful — “promoting education through play.” “They introduce RRS: Robot Rewards System.”They introduce RRS: Robot Rewards System. You get real-world rewards from a robot: perhaps art, maybe it does a dance, etc. You can also be challenged to hack the robot.

Disruptive text. “For students who hate to read.” For 7-9th graders who struggle to read long texts. The text becomes a riddle they need to decode. They use several techniques to challenge the reader: Difficult fonts. Blurred text until you click. Mirrored words that reverse when clicked.

The Words and Image Challenge. “Students from a local Bedouin school are wearing a word and a drawing of an object.”Students from a local Bedouin school (unfairly adorable) are wearing a word and a drawing of an object. They throw a ball to the person with the name of the object on her or his shirt. You have to throw the ball as quickly as you can, in “hot potato” style.

ReflectMe. A team from the Israeli army has created an app that enables students to give one another feedback. (They contrast this with top-down military structure.) It has a simple, intuitive UI. In the example, students can leave feedback on a video, tied to the time code.

Peerz. Standardization misses individual passion. The future is individualized passion-based learning. But teachers can’t scale for this. A student asks Peerz a question, with hashtags. Other students can respond. The system suggests resources, better questions, etc. The questions are rated. “Peerz monetizes talent discovery.” “Co-creative learning in your pocket.”

EdMarket. “The Amazon of Education.” It gives teachers the ability to choose the best products. EdMarket is a marketplace of learning resources, sponsored by the govt (or so their business plan says). The students and teachers can reference the market.

Owie. “An AI best friend.” It will help students talk about emotions, especially when the situation is stressful. Owie is a chatbot that lets 8-12 year olds communicate with other friends and play emotionally-supportive games.

Shape on You. A virtual reality experience that teaches geometric figures. It aims at making it easier to grasp abstract concepts. You can manipulate figures, see the dimensions, alter them, and see the results. You can share your figure with other students.

Action Learning. They show a robot (a bit Lego-like) that models a robot for delivering water in the desert. They programmed this with the Creative Learning Lab. They created a space, physical and digital, where you can meet others and learn life lessons. “Solving problems that you couldn’t solve in school.”

Who Am I?. How to encourage creation within children, and how to motivate them to be interactive and really invest in the process. Who Am I? is a mini-quest game where you try to discover who is hidden in the room. It’s a mobile app that you navigate by moving the phone. You find clues. Students can make their own puzzles.

DPlay — “Democracy Playground.” “How do you liberate learning for self-reflection.” They created a platform for debating issues and reflecting on one’s own positions. Students fill out a little survey about the opposing positions, reflecting on why they react against it. These surveys are compiled over time. Is a student changing her vote often? Is she always voting with her friends?

OwnEd. They created an app that takes away the stress from students (12-13yr old) who are unsure what subjects they should be taking. It lets them design their own learning program. How do they want to learn? When do they want to learn? An “intuitive app” visually stimulates them to say that they’re most interested in. The backend uses this to suggest areas. The app suggests a time structure for their program. “Breaking the rules around space and time.”

Imagibate.com “Free learners’ mind from the old structures by engaging them in debate.” They use imaginary worlds to make sure the issues are not personally sensitive. The debates will be put up on line. E.g., “a world of unicorns and coffee beans”a world of unicorns and coffee beans, two tribes that have gotten along until the coffee beans learn to make a scent they find pleasurable, but it makes the unicorns sick. The team models a live debate, complete with a unicorn hat.

The winner was Who Am I?. We came in second, by one vote.

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