The Verizon Foundation, in partnership with NYC Media Lab, has announced the 10 winners of the Verizon 5G EdTech Challenge that will receive a total of $1 million in funding for their projects.
From augmented reality (AR) and virtual reality (VR) experiences, to machine learning, artificial intelligence (AI) and mixed reality (MR), projects were chosen for their ability to solve for student engagement, teacher preparedness and special needs support.
The 10 winning organisations will receive a total of $1 million, with their teams getting access to Verizon’s 5G Labs and support from the telecommunications company’s engineers and mentors to enhance their solutions.
The Verizon Foundation plans to bring select projects to life in schools in the fall of 2019. In addition, the foundation has committed to being the first to bring 5G connectivity and curriculum to up to 10 Verizon Innovative Learning Schools across the US at the start of the next school year.
“5G technology will provide extraordinary opportunities in education,” said Rose Kirk, chief corporate social responsibility officer at Verizon. “The students and teachers in our Verizon Innovative Learning Schools will be at the forefront of this innovation and among the first to explore these transformative 5G learning solutions.”
The Verizon Foundation’s 5G EdTech Challenge called on innovators, academics and non-profit business leaders nationwide to submit ideas for powerful, transformative education solutions.
The winning projects:
5G COVET (5G COSMOS Verizon Education Toolkit), New York University: A set of virtual educational labs, each forming a virtual room that students will visit—moving from room to room—similar to the popular ‘escape rooms’ experience
5G K-12 Robotics Classroom, Tufts University: A set of AR and VR tools for robotics in K-12 classroom that gives students clear understanding of the complex workflows of a robot
Geolocation AR Monuments, Movers and Shakers NYC: An interactive and animated AR experience featuring a series of new urban monuments of women and people of colour. The content brings stories to life, enabling students to learn history in an immersive way
Lumovia, Georgia Institute of Technology: An interactive, mobile, AR application that prompts students to complete real-world science, technology, engineering and maths learning ‘quests’ in their everyday environments
Making Projects with Purpose in Immersive Media, The New School: Middle school students and the Parsons School of Design harness the power of Verizon 5G to co-create projects to strengthen social and educational engagement by using various immersive AR and VR technologies, including Doghead Simulation’s rumii, a social-VR space that enables students to collaborate and communicate in one room from anywhere in the world
Mapper’s Delight, Rap Research Lab: A multi-person MR environment that allows students, through hip hop, to conduct sophisticated analyses using data science and visualisation
MR to Improve Social Skills, Columbia University: A MR game that helps students with autism improve their social skills. Students will be able to read emotions and initiate conversations with multiple virtual characters in a room
Playgrounds Physics, New York Hall of Science: An app that makes physics fun and interactive, in the classroom and beyond. Students document their own bodies in motion, track the paths of their physical activities, and use onscreen data tools to analyse the variables of force, energy and motion
The 5G Enabled Collaborative MR Classroom, New York University: Students work together in teams to construct and manipulate virtual models, form hypotheses, and test those hypotheses in real time
Visceral Science—Grasping the Universe through VR, Columbia University: An immersive VR experience exposing students to inaccessible realms such as atoms and particles, planets and stars, black holes and galaxies