- Teachers interact with technology only as consumers of black box devices/services
- Education contents are not linked to the students' reality
- There is no descentralized environmental data available
- A game for teachers to learn about the potential and benefits of open source practices for education, in a playful way
- A hackable handbook that contains a methodology to build projects linking open source and local community problems
- A website showing the data from the projects + a physical dashboard next to the device also showing data
- How many users play the game and how far (levels) they get
- Number of downloads and collaborations/hacks of the handbook
- Data views and reutilisation
Resources Required (*= available within project)
- A website to host the game
- The game idea & design
- Expertise: gammification
- A website to host the handbook, collaborative style + forum
- The handbook design & contents
- Expertise: web development*
- Expertise: education*
- People interested in education & community science
- A case as an example: Air quality monitor*
- Expertise: IoT*
- Expertise: Environmental data and how to read it*
- A hackable open source methodology to design low-cost educational community science projects
#OpenMethodology
#SituatedHacking
#BlendedLearning
#CommunityEmpowerment
- School teachers
- Game players: activists, researchers, students
- Interested in data: NGOs, Neighbours, Gov, Universities
- Local meetings and workshops
- Webinars or similar
- Press and institutional communication
- Social Media
- Gammification experts
- Developers
- Makers
- Education experts
- GitHub
- Forum with discussion
- Event participation