Is your organization creating innovative, game-changing mobile learning apps? Want to get paid $20,000 and have your beta-stage technology tested in a live classroom environment—before it goes to market?
If so, the Mobile Learning Partnership Project is looking for you!
A groundbreaking contest connecting app developers with classrooms, the MLP is seeking technologies that will disrupt and transform the learning app field. Our goal? To discover innovative new tools for online learning, foster the development of those tools, and deliver the best learning apps to the students who need it most.
$240,000 in prizes
Apps for Class Winners (12)
The 12 winners each receive $20,000 in funding to work directly with teachers and students to test & refine their mobile learning app.
Submitting to this hackathon could earn you:
Mobile Learning Application: The beta-stage mobile application being submitting for consideration
Development Team: The individuals developing the application
Entrant: The organization submitting the application
Submission: All entrant materials provided to the Mobile Learning Partnership Project
2. Restrictions: Nonprofit Status
To be eligible, an Entrant must be a nonprofit organization based in the continental United States. For-profit Entrants partnered with US-based nonprofits may also be eligible but the Entrant on record must be a non-profit. For-profit app developers are not eligible to submit independently and will be disqualified.
3. Readiness for In-Class Beta Testing
Eligible Mobile Learning Applications must be ready for student testing and classroom use. Classroom testing will occur between January and April, 2015. Entrants who win one of the $20k prizes will be expected to visit their assigned classroom in person (this may mean travel to another city) and spend at least a day helping the students and teachers work with the app.
The Mobile Learning Application must be designed for middle school students and focused on one or more of the following subject areas:
- Social Studies
4. Entrant Organization Size
Non-profit Entrant organization total annual revenue may not exceed $500,000.
5. Entrant Geographic Location
Entrant organizations can be based anywhere in the United States. Winning apps will be paired with schools in the region closest to their location.
- New York City, NY
- Rock Hill, SC/Charlotte, NC
- Louisville, KY
- Las Vegas, NV
All submissions must be received in English.
7. Commercial Release Restrictions
Apps that have 1) been released commercially; 2) are available for purchase; or 3) have been sold to a distributor are not eligible. Apps sold during the contest period will be disqualified.
8. Compatibility With Common Hardware
Apps that run on proprietary or third-party hardware not widely available to the public are not eligible. The app should be a native Android or iOS app.
To enter, complete and submit all fields on the submission form, following the requirements below:
1. Content Areas
Eligible Mobile Learning Applications will be designed for middle school students and focus on one or more of the following content areas:
- Social Studies
2. Text, Image and Video Requirements
(i) Text Description: The text description should explain the features and functionality of the Mobile Learning Application and provide a detailed account of how it will enhance learning in the classroom.
(ii) Images: Please include photographs or screenshots of your working Mobile Learning Application.
(iii) Video: The video portion of the submission:
- should be less than five (5) minutes long;
- must include footage that clearly explains the Mobile Learning Application’s features and functionality through a comprehensive demonstration;
- must be uploaded to YouTube or Vimeo, and a link to the video must be provided on the submission form; and
- must not include third-party trademarks, copyrighted music or other material unless the entrant has permission to use such material.
3. Performance as Documented
The Mobile Learning Application must be capable of being successfully installed and must run consistently on the platform for which is it intended. It must function as depicted in the video and expressed in the submission documentation.
To be considered, the Mobile Learning Application must run on a smartphone or tablet running either an Android or iOS operating system. Mobile-optimized browser-based submissions are acceptable, as are Android and iOS-native applications.
5. Access to Selected Applications
The Development Team and/or Entrant organization must agree to make the beta mobile application available free of charge and free of restrictions for testing, evaluation and use by the Challenge administrator, judges, and educational partners. Selected Mobile Learning Applications must be made available via one of the following methods:
- Provide a link from which the app can be accessed or downloaded, using the website url field in the submission form (note this app link will be publicly visible).
- Provide a download link in the testing instructions to the contest managers. This method produces a link that only the contest managers can see.
- Share the app with the contest managers via Testflight. For Testflight, create an account at http://testflightapp.com, then add firstname.lastname@example.org to the individuals you want to share your app with. Once the app is available via Testflight, please advise the contest managers under "Testing Instructions" that acccess to the app is available for viewing via Testflight. The contest managers will then go to Testflight and retrieve the app.
6. Submission Rights
All intellectual property will remain the rights of the Entrant organization. By submitting to the Mobile Learning Partnership Project, the Entrant agrees to allow its working beta-stage application to be used by students and teachers in selected classrooms.
The following submission components may be displayed to the public on the ChallengePost website and/or the Mobile Learning Partnership Project page at the Innovate+Educate website:
- Name of Entrant organization
- Description of the Mobile Learning Application
- Video URL
- Website URL
- Team members (usernames only)
- Submission category and platform
- Submitter type
Other submission materials may be viewed by the poster, administrator, and judges for screening and evaluation.
7. Mobile Learning Partnership Project Judges are:
- Dr. Brian Ormand, Edtech Expert
- Stephen Yadzinski, Founder and Creative Director, Big Swing
Additional Judges Will be announced soon.
Criteria for judging submitted Mobile Learning Applications are:
- Quality of Mobile Learning Application (includes quality of design and functionality)
- Relevance of learning content
- Quality of user experience (includes design, graphics and general aesthetics)
- Potential impact of the Application (includes potential impact on student engagement, performance and assessment)
- Feasibility of use (includes teacher assessment of feasibility and appeal of using and piloting the Application)
Judges will review the learning content of the application and its applicability to and effectiveness at teaching middle school students key content for the given subject.
How to enter
1. Register to access the submission form.
2. Review all Challenge rules carefully to determine eligibility. Eligible Entrants must be either a nonprofit mobile app developer or be partnered with a nonprofit organization with <$500k annual revenue.
3. Create a demonstration video and take screen shots of your beta-stage Mobile Learning Application. Also write up a short text description and tag line.
4. Decide how judges will access your not-yet-published app and include those instructions in the Testing Instructions box in the submission form.
4. Submit by 5:00pm EST on October 31, 2014.
Founder & Creative Director, Big Swing
Quality of Application
Includes quality of design and functionality.
Relevant Learning Content
Education experts review learning content of app, its applicability and effectiveness at teaching middle school students key content for the given subject.
Quality of User Experience
Includes design, graphics and visual aesthetics.
Includes potential impact on student engagement, performance and assessment.
Feasibility of Use
Includes teacher assessment of feasibility and appeal of using and piloting the app.