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DigiEduHack

Ashley Rowley

Created on November 14, 2024

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Transcript

start

Topics

What is DigiEduHack?
Event timeline
The team
Prototype
Study Sprout
Reflections

What is DigiEduHack?

DigiEduHack is an EU Commission initiative that aims to foster grassroots innovation, collaboration and creativity and to drive positive change in digital education.

Inclusivity Engagement Innovation Collaboration

Challenge and goals By the end of the hackathon, each team will present a fully developed prototype of their gamified learning experience. The goal is to create solutions that are not only exciting and engaging but also inclusive, ensuring that the final product is accessible to a broad spectrum of learners. Winning teams will have the opportunity to further develop their projects and potentially see them implemented in real-world educational settings.

Event timeline

Day 3

Day 2

Day 1

Co-creation
Judging
Introduction

The team

Hilary Wray
Ambrose Cole

PhD Student & Product Design/UX Specialist

SLD (Platform and Tech Specialist)

Michael Swift
Ashley Rowley

DMP (Accessibility Specialist)

LD (Maintenance Specialist)

Sophie Rowson
Barry Hall

CC (Technology Specialist)

DMP (Audio Specialist)

Celine Llewellyn-Jones

LD (Chair of Disabled Staff Network)

Study Sprout

Target Group

Accessibility

The app centres on a customisable virtual character that students can earn points by performing tasks. These points can then be used to develop the character. As well as being a visual experience, users can also develop a soundscape that is a representation of the character that also develops after performing tasks.

App that encourages students to engage by rewarding day-to-day actions

Inclusivity

Challenges

Phoenix+

Future Developments

Demo

Prototype

1 layer

4 layers

Reflections

  • WE WON
  • Co-creation process
  • Experiment with new tools
  • Team was great
  • Hope to continue developing the project
  • Learning experience
  • What if's
  • Harsh marking!

76%

Based on Quality, Relevance, Originality, Feasibility, Sustainability & Transferability

Future Developments

  • Micro-credits → Presented in LinkedIn and portfolios
  • Real credits could earn more tangible rewards like coffees or retail discounts
  • AR element → Visit the library for credits
  • Develop into other contexts → At home, work etc.
  • Work on developing personas to address needs/challenges/motivations

Target Group

  • HE, 1st yr UG students – short attention spans, pulled in many directions, new to university life, lacking time management and planning skills, motivation.
  • Module leaders – short on time and tech skills, but enthusiastic to engage learners better, get learners into their live sessions, and connect them additional support and developmental training.

Phoenix+

We wanted to base the reward structure on Phoenix+ and the Graduate Attributes:

  • Act with Integrity
  • Adapt my Approach
  • Think Creatively
  • Communicate Effectively
  • Get Things Done
This gives students a familiar framework that would help to support engagement with the app.

Accessibility

  • Customisable interface and display options
    • Font size adjustments
    • colour-blind friendly palettes
    • dark/light mode
    • ability to disable/enable motion/audio
  • Audio notifications
  • Text descriptions
  • Text-to-speech functionality
  • Plus many more!

Day 1

  • Welcome and introductions
  • Designing Inclusive Learning Spaces
    • Simon Cheung (Education Technologist)
  • Challenge briefing
  • Concept development
  • Pitch and summary submission

Challenges

  • Time
  • Scope
  • Connecting with university systems
  • Engaging with non-gamers
  • Ensuring it's a fully inclusive and accessible experience
  • Balance between providing choice and not spending too much time developing character
  • Technical support and ongoing maintenance

Inclusivity

  • Having different ways to earn rewards
  • Earn badges/stickers that celebrate a range of engagement types → Reflective Thinker
  • Personalised reward choices
  • Ability to provide positive constructive feedback
  • Celebrate group achievements
  • Inclusive representation in character accessories
  • Have consistent feedback loop from students

Day 2

  • Co-creation time
  • Mentor and drop in sessions
    • Leon Campbell (Digital Literacy & Skills Librarian) → Genially intro)
  • Peer feedback

Day 3

  • Final touches
  • Presentation
  • Judging deliberation
  • Awards