Solutions

#howjob

Foggia - Hacking University for social innovation

MOST CONSCIOUS CHOICES LEAD TO MORE CONCRETE RESULTS.

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30 MINUTES TO!

Foggia - Hacking University for social innovation

The project wants to realize a digital culture that reconsiders the technology as a catalyst for a sociality founded on the enhancement of the resources present in the territory.

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A Novel Approach for Student Performance Prediction

Colombo - Making Learning Efficient

Researches claim student performance is dependent on many factors. In contrast only a small portion of it is used in existing predictors. We exploit a novel technique - 'Federated Learning' to eliminate privacy and legal dependencies associated with the complete feature set.

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A world in my PLE

Winner

Eskişehir DigiEduHack 2019

We offer learners a practical solution that will make it easier for them to design their own  personal learning environments within the scope of online learning.

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A. I. Know

Milan - DIGIEDUHACK UNIMIB MILAN

Free tutoring application that monitors data flows, notifies the transfer to third parties and explains their potential use, if requested.

Applicazione di tutoring gratuita che monitora i flussi di dati, ne notifica il trasferimento a terzi e ne spiega il potenziale utilizzo, se richiesto. 

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ABLE: Application for Beating Limitations in Education

Eskişehir DigiEduHack 2019

ABLE (Application for Beating Limitations in Education) is a software system aiming to enable individuals with disabilities to experience the most effective interaction with their mobile devices (even PCs, laptops, etc.).

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Advanced Safety Solutions for forklifts

Oulu - Digital learning solutions promoting Zero-harm

Safety solutions for forklifts

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All

Santiago de Querétaro - TEC DE MONTERREY DIGIEDUHACK QRO

A learning experience that makes educational system inclusive for people with visual impairments and deaf by translating in real-time classes into languages they can comprehend.  

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Alvard: an AI personal study advisor

Aalto Main Event - New tech, models and applications for future learning

We designed and implemented from scratch a draft of a virtual coach to empower each individuals along their eduction journey. Our chatbot aims at personalizing the learning experience to unleash students' capabilities (soft-skills/hard-skills) and increase retention rate.

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another tic

Foggia - Hacking University for social innovation

REALIZING AN INNOVATIVE DIDACTIC METHODOLOGY TO ENCOURAGE THE COGNITIVE-RELATIONAL DEVELOPMENT OF THE THRESHOLDS WITH AUTISTIC SPECTRUM DISORDERS AT THE END OF THE TRAINING OF THE SUBJECTS INVOLVED IN THE EDUCATIONAL PROCESS

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Answer Way

Winner

Saint Petersburg - ITMO DigiEduHack

A service for the analysis of questions from user forums on most challenging aspects of online courses and for the visualization of the analytical data. It is based on the use of semantic text analysis and clustering algorithms.

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AR application

Colombo - Making Learning Efficient

As stated in the aforementioned opinion, considering the limitations of textbook-based learning, we have proposed a mobile learning application for smartphones which enriches a student's experience of learning by providing more capvitating and engaging means of pedagogy.

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Avoin: OpenAPI for students

Helsinki - Lifelong learning in Finnish food sector

OpenAPI contains scientific data that is popularised to the public. What is the carbon footprint of your diet or shopping. Example by Finnish Envirpnment Institute: https://ilmastodieetti.ymparisto.fi/ilmastodieetti/swagger/ui/index

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BIN-GO

Torino DigiEduHack 4 Urban Food Circularity

BIN-GO represents a smart bin solution to diversify organic food into recyclable and not items. The company offers to citizens, restaurants and so on a smart bin, equipped with artificial intelligence software, which distingues bio-degradable products to trasport them to manufacturing firms.

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Body Buddy

Winner

Belfast - How do we use digital education to engage the next generation of food consumers?

Children lack an understanding of nutrients and how they affect the body which may lead to unhealthier choices and poor habits being developed leading to malnutrition. This app will teach children the different nutrients needed in different body parts, where to find them, and general anatomy.

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Booklistics - Your reading mentor

Winner

Aalto Main Event - How make kids read again

Booklistics turns distracted reading into fun, creative and collaborative games. During the game, the reading tracker measures key metrics and presents them to teachers for evaluation. Furthermore, the app measures emotions, so teachers can be certain which parts of the book the children enjoyed.

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C a m a l

Tel Aviv District - Learning 4.0.

Camal starts with an idea that the teacher brings into class and like a stone that is thrown to the ocean and hits waves, the idea the teacher brought to the classroom makes waves of content (of many contexts) students bring up and collaborate using context thinking

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Canary AI

Dublin - TCD DigitalEduHack

Helping to reduce accidents on mining sites by:

  • using computer vision to capture incidents & hazards
  • a chatbot to guide miners through reporting & dealing with it
  • real-time data analytics to drive focused training & supervision 
  • incentivising/rewarding staff at 'team' level 

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ChooseFovea

Foggia - Hacking University for social innovation

We intend to create a platform with an app to bring people to join The University  of Foggia for their Degree course and stop the emigration of the residential population.

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Civil...MENTE

Foggia - Hacking University for social innovation

Civic education was reintroduced as a subject for 1 hour a week.  it was decided to add an app to the subject that involves children from nursery schools, primary schools and lower secondary schools.

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ClimActHub

Winner

Copenhagen - Reinvent learning experiences to engage and empower climate changers in the digital age

A collaborative online lifelong learning environment that accelerates climate action, and innovation for entrepreneurs, through connecting Climate Change agents and promoting behavioural change.

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Closing The Digital Gap

Eskişehir DigiEduHack 2019

To build an app for personalized learning, using the users’ information.  The app will gather necessary data for artificial intelligence such as face recognition, voice recognition and finger print for digital natives.

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Collaborasmus

Aalto Main Event - New tech, models and applications for future learning

The innovative platform providing you with all the information you need to know in order to ensure a safe and happy Erasmus experience

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CollaboRate

Aalto Main Event - The Future of Work

A collaboration match-making platform between academic institute using rating criteria and AI based algorithm.

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Collaborative learning

Nairobi Education Hackathon @ Riara University

Learning has practiced interaction between teachers and students for a long perio. This collaboration has really shown need for improvement to accomplish even further outcomes. ICOREHUB is trying to take this collaboration nature of learning to higher level of international participation.

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Computer Science Literature for Dummis

Aalto Main Event - How make kids read again

A low-threshold, easy-to-use online course provided by FITech. A course that teaches about CS (i.e. not how to code, but what is coding). The course can be accessed anywhere, and if successful it could become an educational export by FITech. 

 

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CriticalHits

Singapore - SUTD

CriticalHits provides users with alternatives sources of news by detecting what they are reading, Using natural langugage processing, it can identify keywords in the article and their sentiment. It fosters critical thinking skills in students.

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Digiland

Milan - DIGIEDUHACK UNIMIB MILAN

A digital ecosistem to improove children's learning  

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Digilit: educational mobile game

Winner

Saint Petersburg - ITMO DigiEduHack

Our game helps middle-school students to improve their digital literacy skills via interesting narrative and responsive interaction. With the help of game elements and an atmosphere of an exciting quest, school students can acquire the basic digital competencies. 

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Digital Warriors - Solution

Copenhagen - Reinvent learning experiences to engage and empower climate changers in the digital age

Our solution is an Online Challenge Tool– a digital simulation of a DigiEduHackathon type challenge/competition event, that can be taken online by individual learners or groups of learners anytime and doesn’t require a coordinated event. Includes AI coaches and AI virtual competitors.

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Digitization and sustainability - Digitalizzazione e sostenibilità

Milan - DIGIEDUHACK UNIMIB MILAN

Sustainability education to improve daily life.

 

L'educazione alla sostenibilità per migliorare la vita quotidiana.

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Dimenish Cyberbullying

Winner

Tallinn - Redesigning the learning experience

Mental well-being is becoming very important issue in schools. Every 5th child is being bullyid and every 6th child is a bully. Every 5th 15 year old student thinks about suicide. This creates negative atmosphere in the school and to studies. 

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DPI Evaluation System Solution

Santiago de Querétaro - TEC DE MONTERREY DIGIEDUHACK QRO

Customized evaluation system for competences based on AI, that guarantees adaptive learning through national and international standards.

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DreaMap

Tel Aviv District - Learning 4.0.

DreaMap provides dream driven learning.
We believe that dream is the engine that motivates kids to learn and choose their own course of learning.
Our platform draws the learning path in which the learner navigates towards acquiring knowledge and skills till achieving the dream.

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Drive for the future

Vienna - Hackathon for Good AI

The main questions about the transport in relation to the climate change answered and the counter arguments refuted. 

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ECO-BOT

Vienna - Hackathon for Good AI

ECO-BOT

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Edu-Wallet

Winner

Milan - DIGIEDUHACK UNIMIB MILAN

Edu-Wallet: the most engaging learning platform to build your cross-functional skills path.

 

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Educater

Ghent - Hack4Edu @ArteveldehsGent

Engage students during lectures/classes to participate actively. Teachers recieve feedback about their students attention during the lecture.

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Educatio

Aalto Main Event - Making ICT education accessible for all

Integrated solution for FiTech. Improving online learning program by offering help for  beginners. 

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Education RPG

Saint Petersburg - ITMO DigiEduHack

Adaptive game service that can be built into any educational program. Owners of educational resources through the use of the service will be able to increase the demand for their educational resources. And students will be motivated to learn by game progress..

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Educational Immersive VR-platform “SaveMe” for First Aid Training

Winner

Saint Petersburg - ITMO DigiEduHack

"SaveMe" is an educational VR-platform for teaching first aid skills and helping to manage one`s stress in emergency
situations. Contains game elements to make the experience more memorable and enjoyable.

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EDUGENIC

Colombo - Making Learning Efficient

We are coming up with a mbile application called EDUGENIC where provide a community platform to the biginners in the IT field. and also we are planing to develo this further more in to the other industries too. This is a user friendly and this help to earn after you learn all at the end.

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EduMe AR Application

Colombo - Making Learning Efficient

'EduMe' Mobile app mainly focusing on school students and higher education students, their textbooks have many time type of diagrams and pictures. but in this competitive educational system, they can not get a clear idea about those images for the first time. therefore we introduce 'EduMe'.

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EduQuizz

Colombo - Making Learning Efficient

EduQuizz is a digital platform for children all around the world to enhance their knowledge together with asking questions and ending up with discussions leading the correct answers which provides effective and efficient intermediary feasible website.

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Evo-data

Edinburgh DigiEduHack

Historic datasets offer a wealth of information that can help us understand how data changes and evolves over time, and we offer an easier way of making initial explorations of those often messy datasets.

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EXAMHUB

Colombo - Making Learning Efficient

We Develop platform to do online examination using their web or mobile app. so we are adding new features to this platform such as describing incorrect questions. So any web site havent that function. so we are unique in that field.

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FAQUS - from us to all

Winner

Helsinki - Lifelong learning in Finnish food sector

During courses students create content on a website to promote science and lifelong learning.

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FarmLab

Winner

Trento - Trento EduHack

FarmLab spreads and contaminates ideas: join us to be part of a network made of students passionate in environmental issues

and their solutions, to grow up yourself and your visions.

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fit

Foggia - Hacking University for social innovation

social inclusion with adapted physical activity

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Fit in well

Foggia - Hacking University for social innovation

Social inclusion adapted physical activity 

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Food Saviours

Belfast - How do we use digital education to engage the next generation of food consumers?

An app that can be used by young adults to reduce their food waste by: calculating the amount of food they need to buy, helping preserve the shelf life of certain products, encourage donations to food banks where appropriate.

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GadgetHub : Build tomorrow today

Colombo - Making Learning Efficient

GadgetHub is a platform that lets a student enter the gadgets and equipment they have on hand, and see what is possible to be created with those equipment. The website allows users to create articles about their projects, so that the other students can follow them.

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gamEmoton

Winner

Bucharest - Education 4.0

gamEmotion: a mobile app aiming to boost #SEL in students and teachers. Once you enter the story a new world will challenge you to observe, face and solve real life problems in a dynamic learning environment. A place where you don’t have to play the hero. Be yourself! So be it!

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Gamified team building for intercultural experiences

Aalto Main Event - Students' online collaboration in Europe

Tiim is a platform to facilitate the team building in distributed education settings through a serious game which allows to create diverse and efficient groups.

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Gaming to overcome the smart working paradox

Milan - DIGIEDUHACK UNIMIB MILAN

The solution is to propose a team game aimed at stimulating both collaboration and cooperation, as well as healthy competition and motivation among colleagues who work remotely.

 

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Go To Class -- ask your questions, share your answers

Singapore - SUTD

Go To Class allows students to post questions to professors during class time which can be shared with the class. After the professor's clarification, students will share their answers which would be saved into a repository for future reference during revision. 

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Gornesti helping learning in rural areas

Winner

Gornești - Beyond books and notebooks

How can we help young children and their teachers to learn in rural areas.

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GreenLight - The greener chatbot

Winner

Vienna - Hackathon for Good AI

GreenLight is a new and innovative chatbot that tries to give you the most environmentally friendly suggestions for your transport to work or school or even your holiday trip.

 

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Hack in Town

Foggia - Hacking University for social innovation

Our project aims to solve problems, inefficiencies and criticalities of a community of people with the help of a digital application

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Hackathon 2019 - CarbonchatBot

Vienna - Hackathon for Good AI

Chat with Carbonbot. He helps you to improve your carbon footprint.

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HelpSquirrel

Aalto Main Event - New tech, models and applications for future learning

A virtual assistant that takes in the teacher's preferred resources and materials to provide a digital and communicative way for students to retrieve information without giving them the answers, but rather hints and pointers to the referenced materials.

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HERECOMESTHEFOOD

Foggia - Hacking University for social innovation

Our project takes the name of“ herecomesthefood”, just to draw attention to the fact that the food is brought into the department, by a group of students selected by tender, who will be responsible for transporting food from the nearest canteen and bringing it by bike,to avoid CO2 consumption.

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HtlHack

Vienna - Hackathon for Good AI

This chatbot can help basic users in daily life with questions they have about the carbon footprint as a habit-changing concept. The Chatbot looks for signal words in a sentence and then he answers with a defined answer.

 

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Iki

Santiago de Querétaro - TEC DE MONTERREY DIGIEDUHACK QRO

60% of professionals in Mexico work on something that is not related to their university education(SEP).

 

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Inter Portal

Winner

Edinburgh DigiEduHack

An opt-in web portal that will help Early Career Researchers make connections around research interests through different disciplines around the University of Edinburgh, using existing internal and external profile data sets.

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Invest Tycoon

Saint Petersburg - ITMO DigiEduHack

InvestTycoon is an economical simulator which teaches you basic practice and principles of investment.

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itis.poll

Saint Petersburg - ITMO DigiEduHack

We have created a service which allows to conduct surveys and analyze information in a short period of time.

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J4rv1s

Barcelona - UPC Energy

J4rv1s is a recommender system that provides you with the best options it can find to achieve your goals

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Jomob

Foggia - Hacking University for social innovation

Jomob is a dynamic carpooling service aimed at reducing the number of cars on the road and CO2 emissions

 

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Kevin the helpful recycle bot

Vienna - Hackathon for Good AI

Kevin is a chatbot that helps you with any question about the recycling of everyday waste.

 

 

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Kidget: way to develop the digital literacy

Saint Petersburg - ITMO DigiEduHack

KIDGET is a gamificated learning system for a pupil. In the storytelling format, the user is suggested to complete interesting tasks with the hero and learn the basics of digital literacy.

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Kreadit

Aalto Main Event - How make kids read again

Do you remember how hard it was to read books at school?

The development of tech drastically reduced the time spent on reading.

Our solution is KreadIt, as kid and read it. KreadIt is a platform meant to be used at school to create engagement in reading through gamification.

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Language App for Preschool Refugee Kids

Eskişehir DigiEduHack 2019

As long as wars and disasters continue in the world there will always be refugee children struggling to adapt their host communities because of their language barriers. This ongoing problem requires immediate cost-effective solution for all countries around the world. 

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LearnerSpaces

Aalto Main Event - Making ICT education accessible for all

LearnerSpaces is a web-based platform that facilitates the creation of diverse, local learning communities.

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LearnStars

Bucharest - Education 4.0

The framework that we are proposing facilitates individual growth and the ability to work in a team towards a common goal. In doing so, each individual improves their critical thinking, creativity, communication, collaboration, curiosity, initiative and leadership through gamification.

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Let’s L&T (Let’s Learn&Teach)

Valenzano, Apulia - Valenzano DigiEduHack

The solution consists of a  AR Web App based on cooperative learning, peer to peer and learning by doing. It allows a student at home and his classmates to build together useful resources, so that everyone can participate actively

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LevelUp: An interactive courseware platform for students

Winner

Espoo - How to support learners’ intrinsic motivation, well-being and enthusiasm in school?

The platform hosts a variety of projects that students can choose from individually. It is made to encourage them to endeavor in technical fields with projects connected to topics that inspire and motivate them, providing them with hands-on tools to create something they are passionate about.

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Life and Our Experience

Winner

Lviv - How do we learn?

The 21st century learning is one that is centered on how what we know or the information we get relates to our lives and environment and how this knowledge can be applied to be meaning.

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LMF

Nairobi Education Hackathon @ Riara University

How Can Learning Be Made More  Engaging & Empowering For Modern-day Youth At The University?

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Lock-hero

Winner

Torino DigiEduHack 4 Urban Food Circularity

Be part of our valuable food exchangers community and take the economic and environmental advantages of reducing your food waste. The process of selling and buying exceeding food has never been as flexible as our virtual APP and our physical locker for the food storage.

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LOST IN TECH

Foggia - Hacking University for social innovation

Project of digital education about responsible use and conscious use of web and new technology

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Lure Project

Saint Petersburg - ITMO DigiEduHack

Increases engagement and interest in surveys, allows you to create a more complete and realistic picture creates a feedback loop.

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MakerBuzz – a mobile makerspace for Luxembourg (and beyond)

Winner

Luxembourg - DigiEduHack Luxembourg

The MakerBuzz is the first mobile makerspace for Luxembourg. The projected workshops shall motivate children and young people to favor STEAM branches when deciding for further studies, or, if they choose other studies, at least equip them with a basic understanding of scientific methodologies.

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Mena - Covering Distances

Foggia - Hacking University for social innovation

The act of "menare", that is, of leading. In particular, the leading of the sheeps, an expression still used today in the dialects of Abruzzo, Lazio and Puglia, and used officially, from the Aragonese era until the Napoleonic age, to indicate transhumance.

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Micro-coaching

Winner

Aalto Main Event - The Future of Work

Learning programs and university courses are ineffective: only 12-20% of people apply the learning to their work, according to research. We provide personalized scalable coaching for every student to drive learning transfer, reflection, and self-directedness while collecting anonymized feedback

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Mobile app CIAOCIBO

Torino DigiEduHack 4 Urban Food Circularity

Ciaocibo app would empower children to pick their preferred school canteen menu from their parent’s device by exploring interactive animations that explain the provenience of ingredients and production processes.

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My PD

Winner

Tel Aviv District - Learning 4.0.

Two powerful forces are driving the world today: personality and community.

This app- MY_ PD - was created to connect these 2 forces and gives the teachers their learning compass

so that they can become an effective learners who does not stop developing professionally. 

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myFailures Wall

Aalto Main Event - The Future of Work

How might could we design ˝The Apprenticeship SandBOX˝ for empowering/leverage youth skills & competencies for the FUTURE of JOBs 2030?

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NetBus

Foggia - Hacking University for social innovation

A platform and app to find all the information about public transport and we could see the success of the project with visits and downloads.

Our application can help tourists and commuters to find a method of travel.

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New Digital Generation

Milan - DIGIEDUHACK UNIMIB MILAN

Platform for the children where they can play, enjoy, culture exchanging, learn new things and become the "citizens of the world".

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niceToeat

Torino DigiEduHack 4 Urban Food Circularity

niceTOeat is an app that organizes social dinners between "amateur chefs" and "good forks" with the aim to reduce household food waste.

Thanks to a gamification and a cashback system, we want to promote local food consumption.

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onSTEAM

Barcelona - UPC Energy

With a provocative and also rich marketing, we introduce to you our Social Network devised to open your eyes to another IT reallity increasing your curiosity.

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Opet-Us

Aalto Main Event - New tech, models and applications for future learning

In order to retain most information you learned (online), we provide an extension to the existing e-learning platform Moodle which enables 'learning by teaching' on top of regular teaching methods like lectures and assignments.

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Pelapotha+

Colombo - Making Learning Efficient

As stated in the aforementioned opinion, considering the limitations of textbook-based learning, we have proposed a mobile learning application for smartphones which enriches a student's experience of learning by providing more capvitating and engaging means of pedagogy.

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Perfetto Artisan

Foggia - Hacking University for social innovation

This project consists of creating a market place, which allows people to find hidden local artisans. It gives the possibility to buy online directy from them. 

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PerfIBot

Colombo - Making Learning Efficient

How can the communication skills of a student be improved in collaboration with the academics in a open and distance learning environment ?

Via the implementation of a neural network powered software approach to identify and correct the deficiencies in a student's communication skills.

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platform for educational institutions,teachers,students and make the process more advanced

Colombo - Making Learning Efficient

Throught this app the student can veiw the missed lessons if he/she is absent due to an unavoidable circumstance.

There is an group discussion section to clarify student's doubts with the help of other members.

publish advertisments through the app.

 

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ProfiMap Team

Saint Petersburg - ITMO DigiEduHack

We created a service, which leads a student from his personal abilities and goals to suitable profession by an interactive career map.

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Project O.P.

Foggia - Hacking University for social innovation

Our service allows anyone, through the daily surveys required by partner companies interested in studying the market, to reach a sufficient amount of money to aggregate to a group of 4 people, who will share a subscription reducing expenses.

 

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RainbowIDE

Aalto Main Event - Making ICT education accessible for all

Helping dyslexics and visual learners see code structure and not get lost in the details by thematically coloring code, minimizing common elements and bringing out what makes this particular piece of code unique.

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Rasanaya_V1

Colombo - Making Learning Efficient

Eventhough the Sri Lankan Government include the chemistry practialcs in the syllabus, the students who got familiarize with the practicals is very low. Due to this, youngsters face so many difficulties during their day to day activities in the near future. 

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Re-fresh

Torino DigiEduHack 4 Urban Food Circularity

Nowadays waste of fresh food is a huge problem which depends a lot on our capability to be organised and planning well our groceries. Re-fresh, a easy-to-use application for smart devices, allows you to reduce food waste and promote healthy diet, food sharing and awareness.

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ReadCreate

Aalto Main Event - How make kids read again

Activate students' curiosity into the world of Literature by: 

a. designing scavenger hunt like games and missions 

b. combine ebooks from digital literacy platforms like EPIC with interactive gamification platforms 

c. kids create 3D/cartoon videos/handcrafts to extend the plotline

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Relive the Past

Saint Petersburg - ITMO DigiEduHack

VR application for experiencing  historical events of different epochs with the ability to download additional materials

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Reture - When the future meets the past

Bucharest - Education 4.0

"When the future meets the past."

Connecting people from different generation and will help everybody to learn about the important interest of the other generations and to communicat better with them.

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RIMBOCCHIAMOCI LE MANICHE

Foggia - Hacking University for social innovation

ECONOMIC AND SOCIAL APP

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Riseapp

Bucharest - Education 4.0

RiseApp is a personal development game-like platform that aims at improving the parts of one’s temperament that are not naturally developed.

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Robocode: Gamified Service for Learning How to Code

Saint Petersburg - ITMO DigiEduHack

A web app for anyone who’s trying to learn how to code, from beginning to advanced, while building a robot by successfully completing respective tasks.

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Robots to guide you

Barcelona - UPC Energy

We want to create an educational videogame about a female engineer that works at a company building robots. It will be aimed at teenagers, specially girls, to give a positive view of a job in the IT industry.

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S.A.S

Foggia - Hacking University for social innovation

S.A.S.

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Science Escape Room

Winner

Valenzano, Apulia - Valenzano DigiEduHack

A scientific excape room is our solution. It is a virtual tool to enhance digital education in science literacy.

 

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Secure Web Navigator

Colombo - Making Learning Efficient

Secure Web Navigator is a plug and play networking device that covers three modules as Dynamic Intrusion detection, Dynamic URL backlisting and white listing and dynamic quota management using Machine Learning. This device is user friendly and its cheaper.

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SEEKOP

Colombo - Making Learning Efficient

We are preparing a web based online platform which will obtain educational qualifications and other interests of a particular individual and analyze those data and provide the most suitable educational or job opportunity.

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Shoot!

Winner

Ghent - Hack4Edu @ArteveldehsGent

Students helping their fellow students, at the same time, informing lecturers of potential issues concerning the course content..
We have built a platform where students can ask for support concerning any problems they might have throughout their curriculum. Students, lecturers provide answers.

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SiteAdvisor - a site review plugin

Singapore - SUTD

Searching for help in the web is akin to finding a needle in a haystack. We need to streamline the search process, helping users find relevant search results fast. Introducing SiteAdvisor, a plugin that improves search experience in search engines via human reviews of links. 

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Skilio

Singapore - SUTD

Skilio - a personal development network to help students and schools measure and track soft skill development

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Skill work

Foggia - Hacking University for social innovation

Skill work

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Smart Aventure

Santiago de Querétaro - TEC DE MONTERREY DIGIEDUHACK QRO

In a team of 3 to 5 people they will go into a smart room with televisions on the walls that will set the room like a movie. They must communicate and work in team to solve a series of puzzles i n a certain period of time, with the possibility of requesting help.

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SOCIE

Winner

Aalto Main Event - Students' online collaboration in Europe

SOCIE is a European program to improve international collaboration between students from different European universities by giving them the opportunity to work on various online courses and multicultural group projects. In addition, the solution provided is feasible, scalable and also carbon-free.

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SPACE LEARN

Valenzano, Apulia - Valenzano DigiEduHack

The tool developed can be implemented since the first year of Primary school, giving both the pupils and teachers a step-by-step introduction to the virtual world 

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Speech recognition system for the Learning Management System

Eskişehir DigiEduHack 2019

Solution is to develop a system with speech recognition technology which generates simultaneous subtitles during a live online course

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Stice

Ghent - Hack4Edu @ArteveldehsGent

A learning space where we simplify usability and encourage collabaration between students and teachers.

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Stitch

Ghent - Hack4Edu @ArteveldehsGent

With STITCH, we’re bridging the gap between formal and informal recognition by not making the distinction in the first place.
We treat your learning journey, your current and future skills as a collection of events that provide context to the endorsements already out there.

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Student Support System Services for Mass Education

Eskişehir DigiEduHack 2019

The main problems with student support services are: Problems related to feedback, limited interaction, feeling isolated and problems related to course registration. 

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Student4Students

Winner

Barcelona - UPC Energy

It is a mobile platform where high school students can learn more about informatics among all fields based on their interests and get the opportunity to see application of it through informatic university students nearby who can explain their degree projects in their classrooms.

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Teacher assistant telegram bot

Saint Petersburg - ITMO DigiEduHack

Our project is a telegram bot – a teacher's assistant, which is intended for the checking various kinds of quizes, homeworks etc. and solving routine tasks.

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Teaming 4.0

Winner

Santiago de Querétaro - TEC DE MONTERREY DIGIEDUHACK QRO

Team work. A concept that is vital for human interactions, but that has become a conflict in the classrooms. We want to solve this using artificial intelligence to create the better teams. With main criterias including co-evaluations, overall performance, satisfaction and teacher's evaluation.

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The Ancient One

Foggia - Hacking University for social innovation

The goal is to connect those who already live in the countryside and are willing to host and those who move from the city with the desire to spend time outdoors, with their hands in the ground and in direct contact with people and animals, to take it care.

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The AR Based Textbook Educational App

Colombo - Making Learning Efficient

As stated in the aforementioned opinion, considering the limitations of textbook-based learning, we have proposed a mobile learning application for smartphones which enriches a student's experience of learning by providing more capvitating and engaging means of pedagogy.

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The Long Way

Aalto Main Event - Making ICT education accessible for all

Thousands of immigrants, women, and people looking to change careers in Finland crave meaningful worklives that align with their values. The Long Way is a learning community where the unfilled promise of technology meets the untapped potential of those marginalised from tech. 

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The Teacher's Toolbox

Winner

Delft - Teaching Lab

An online platform for teachers to create and share serious games for education

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Think Playfully through 3D learning

Winner

Aalto Main Event - New tech, models and applications for future learning

"PLAY" is at the core of our concepts. People learn the most when we play, thus we identified the opportunity where we can make learning more playful with 3D learning. 3D learning will change education, students can interact with phenomenon more directly and explore new worlds.

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TOTROVO.

Foggia - Hacking University for social innovation

CREATION OF A PLATFORM THAT PROVIDES A QUICK AND SAFE SOLUTION FOR A DIRECT CONTACT BETWEEN THE PROFESSIONAL AND THE CUSTOMER.

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Transmitter Safety Solution

Winner

Oulu - Digital learning solutions promoting Zero-harm

The Transmitter Safety Solution prevents daily work accidents and small injuries that are caused by not wearing the right personal protection equipment (ppe) while starting and working on machines especially in the industrial fields. 

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Tutohub.lk

Colombo - Making Learning Efficient

Tutohub.lk is the srilankn first sinhala content management system. student can add presentations, Videos,Animations to this site. So they can earn money using this. 

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Two Engers Team

Saint Petersburg - ITMO DigiEduHack

MEAR game combines an educational concept and exciting quests in augmented reality. The user walks around the city and visits the playing spots related to the different topics. Our quests aims at obtaining useful skills awaiting for users in every spot. 

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UnicArt

Foggia - Hacking University for social innovation

UnicArt is a project to enhance the artistic and cultural heritage aimed at hearing-impaired users, through the use of an app divided into three sections.

Art-e-learning, a videolessons, Scan-Art, Art-booking

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Urban Fermentation

Torino DigiEduHack 4 Urban Food Circularity

Urban Fermentation is a startup that produces and sells fermented foods and drinks using edible food waste.

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Uteach

Tel Aviv District - Learning 4.0.

 The role of the teacher must be changed accordingly, as well as the general perception of the education system. We propose a new concept here that seeks thought flexibility that will allow students to lead the learning process.

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ValueR

Winner

Dublin - TCD DigitalEduHack

Using the unique potentiel of Virtual Reality to create emotional engagement and leverage it to build a ’zero harm’ culture.

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Virtual Education Platform

Colombo - Making Learning Efficient

An Software Platform for childrens to learn everything with customized technology 

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VIRTUAL TEACHING ASSISTANT (VTA)

Winner

Nairobi Education Hackathon @ Riara University

How can learning be made more  engaging & empowering for modern day youth at the University

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VirTuS - Virtual Tutoring and Simulation

Winner

Bologna - Designing future in an uncertain world

User don't usually understand well enough their risks. So there comes VirTuS: you personal assistant that helps you navigate through the complexity of the insurance world in an alternative way.

Use your avatar to simulate your situation and test your risks. Ask the assistant for tips or insight.

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Visionary

Singapore - SUTD

A website application that allows students and educators to interact and learn effectively through powerpoint presentations.

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VR ++

Valenzano, Apulia - Valenzano DigiEduHack

The VR ++ solution refers to a flexible multisensory system for the improvement of learning, based on the implementation of commercial wearable microactuators that stimulate at least vision, hearing, smell and touch of the students attending the lessons.

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VR Experiential Training

St. Catharines - Niagara Innovation Hackathon

Unrecognition of international credentials resulted in underemployment of immigrating professionals with billions of dollars loss in potential earnings. The lack of experiential training for international graduates makes them unable to get their licensure in destination countries

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VRchi

Saint Petersburg - ITMO DigiEduHack

Our VR simulator can help children with communication and sociability problems using simulating of conflict simulations

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WESHARE

Torino DigiEduHack 4 Urban Food Circularity

WeShare is an App to share food close to expiring and to educate people on the issue of food waste. We do it through dinners where people bring their ingredients and cook together to avoid throwing them. Entertainment is granted by our App with quiz and videos to learn new facts on food waste

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Will Well

Bologna - Designing future in an uncertain world

Am I eating healthy? Exercising enough? Epidemiology is the proper ways to answer to these question provided that people can digest some basic statistical concept. We envision a portal that will guide the user to the answers he is looking for while increasing is awareness of risk management.

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WondAR

Tel Aviv District - Learning 4.0.

A teacher addressing her class without knowing her students’ private names creates a poor experience, whether online or offline.

We provide an on-premises at class solution that serves the teacher to be familiarized with her students.

Additional layers of information empower teachers further. 

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[R]assicurati

Bologna - Designing future in an uncertain world

In the [R]assicurati project we developed a stragety to connect insurance to people. 

The key point is the use of a virtual enviroment that lead the user through diffrent kind of risky situations arised   from the choices made during the journey.

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