- Winner: Pauline Roberts and Rick Joseph ( United States), "Doing Business in Birmingham." A Sciracy project promoting scientific literacy. Students developed informational brochures to educate business owners on sustainability.
- First Runner-Up: Chen Siyun ( Singapore), "Impactful Online Service Learning." The project led a group of Singapore and Indonesian students through a journey of collaboration to solve the issue of the lack of clean water.
- Second Runner-Up: Holger Frohlich ( Germany), "Creating Fairytale-Radioplays." Using digital media, the students created a fairytale-radioplay building an audio visual experience.
- Winner: David Allan Young ( Northern Ireland), "Infinity Architecture." Students from the local primary school developed an architecture project to serve students with special needs. The project is now in early stages of full-scale modeling.
- First Runner-Up: Zamimah Binti Azaman ( Malaysia), "The Journalist." The students developed a simulator to assess content and skills learned in the classroom.
- Second Runner-Up: Youssr Chediac ( Lebanon), "The Warak Warak Method." This project is a teaching methodology that builds and enhances students' subject knowledge and skills, increases engagement and keeps the momentum going beyond the classroom.
Beyond the Classroom
- Winner: Ghadeer Obiedat and Rania Obiedat ( Jordan), "Glimmer of Hope." These teachers aimed to equip students with the skills needed to innovate and be productive in life, with a project focusing on the early detection and screening of breast cancer.
- First Runner-Up: Devon Caldwell and Leah Obach ( Canada), "Little Hands Big World." This collaborative project links two classrooms of learners to form one community of change agents. These young learners from ages 4 to 7 are identifying, investigating and developing solutions to important issues affecting the planet.
- Second Runner-Up (joint): Margarida Telles da Cruz ( Brazil), "Ecoweb." This project challenges special needs students to develop sustainability activities. Using different technology, students collaborated with neighboring schools to focus on the reuse of different materials and how residents should take care of their local area.
- Second Runner-Up (joint): Katie Boothman ( United Kingdom), "The H.I.T. Squad." Students embraced new technologies to connect and engage communities and learners across generations. Primary schools and local residents have benefited from learning resources created by the Squad in their ongoing mission to share the past with the future.
- Winner: Nicki Maddams ( United Kingdom), "Kodu in The Klassroom." This project takes Kodu Game Lab and uses it to enhance learning. From aiding literacy for primary school children to focusing on programming with game design in secondary schools, the versatile and engaging software has been used to teach, learn and inspire.
- First Runner-Up: Robin Lowell and Sherry Hah ( United States), "'LYNC'ing Distance Learning Math Classes to Blind and Visually Impaired Students." Using the audio/videoconferencing functionality in Microsoft Lync, the team created an unprecedented distance learning mathematics program tailored to the unique needs of blind and visually impaired students.
- Second Runner-Up: Alice Leung ( Australia), "Playing. Designing. Learning. Using Games and Project-Based Learning to Develop Creative, Innovative and Independent Learners." Combining commercial video games and games design with in-depth class projects, students form their own investigations to develop skills in higher order thinking, collaboration, problem solving and self-regulation.
- Winner: Munazza Riaz Butt ( Pakistan), "Aqua Crunch." Teaching students to address water problems through technology.
- First Runner-Up: Ayodele Odeogbola ( Nigeria), "Rescue Mission." This project used a mixture of hardware and software to help tackle the challenges (such as examination malpractice, vandalism, bullying, drug abuse and truancy) currently being faced in Nigeria and other countries of the world.
- Second Runner-Up: Maria Loizou Raouna ( Cyprus), "Online and Community-Based Research on Recycling Practices." Using a wide range of technology, including Windows Internet Explorer and Skype, students collaborated on online research around waste minimization to inform new recycling programs in their own community and the development of shared "green" multimedia.
- Winner: Joao Carlos Ramalheiro ( Portugal), "Oratio Classroom." This software concept for a future educational app was created by students for teachers, responding to the child's creative mind and offering teachers the opportunity to improve music lessons, using a dynamic, content-rich and attractive application.
- First Runner-Up: Darko Taleski and Sofija Grabulovska ( Macedonia), "Fun, Education, Stop-Motion Animation." This project makes stop-motion animations for all school subjects in primary education, proving that stop-motion animation is adaptive to all school subjects, age and levels.
- Second Runner-Up: Todd LaVogue ( United States), "What's Up Egypt." By combining what students like (television and music) with their curriculum, this project created a television news show and music video to help improve understanding of life in ancient Egypt.
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