Sustainability Hackathon: Integrating Academia …
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direct email and posters all over the university campus. The website displayed all
the necessary information as follows:
Regulation
(1) Each participant should spend at least 10 h in the event, and each team should
sum up 50 h in the event. Doors will be shut by 11 pm each day and will
be opened by 7:30 am next day. Therefore, the participants who do not stay
overnight should sign the attendance list every time they leave and get back to
the hackathon place, to allow for hours computation.
(ii) Participants should bring their working tools (such as notebook, smartphone,
tablet, etc.) and equipment for bathing and resting (pillow, blanket, bed sheets,
etc.).
(iii) Participants will get all necessary infrastructure: internet connection, info lab
and technical support, stationary, desks, tables, chairs, working room, bathroom, shower, place to sleep, as well as three meals/day: breakfast, lunch and
dinner, coffee, energy drinks.
(iv) It is permitted to use external information, obtained from the internet or social
network, as long as the information is legal and do not violate any rights.
Participants may also obtain any needed information from people outside the
hackathon.
(v) It is not permitted to use any solutions, media, audio or arts, which were not
developed by the teams, or have no formal authorization for use. It will not be
accepted projects initiated before the opening of the hackathon.
(vi) Participants should sign a media consent form because the hackathon will be
recorded for presentations, a documentary, etc.
Objectives
Each team has to create innovative solutions for residual materials focusing on the
reduction of environmental impact, and the increase of social (generation of jobs,
improvement of health, well-being and citizenship) and economic benefits.
Participants can select one or more residuals brought by nine companies/organizations (Table 1). Residuals will be displayed in one of the rooms of the
hackathon area, and participants can talk, in person or by phone, to the companies’
representatives in order to get all necessary information about the residuals.
3.2 Gamification
Considering that competition, rules, challenges, and social interaction are gamification elements (Deterding et al 2011) that contribute to learning (e.g. Sailer
and Homner 2019), the Sustainability Hackathon was gamified: the teams had five
missions that involve challenges (Table 2) to be accomplished in order to move on
to a next mission, i.e., to the next step of the project. They could hand in the results
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