Washington, D.C. -- Oct 6th, 2011 -- Education leader Houghton Mifflin Harcourt (HMH) today announced the winners of its Global Education Challenge, which was launched earlier this year to identify innovative, game-changing ideas for improving K-12 student outcomes around the world. Challenge entrants were encouraged to submit ideas to foster positive change in the areas of student learning, family engagement, or teacher effectiveness. HMH is awarding a total of $250,000 in cash and prizes as part of the Challenge.
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Houghton Mifflin Harcourt Unveils Winners of Global Education Challenge
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$250,000 in total cash and prizes awarded to education innovators with ideas for new reading technologies and mobile education hotspots
The goal of the Global Education Challenge was to rally innovative thinkers worldwide to share creative ideas for tools that address the issues inhibiting student achievement, and identify solutions that foster positive student outcomes. These winning ideas illustrate the power that communities can have in generating tangible education solutions.”
“The goal of the Global Education Challenge was to rally innovative thinkers worldwide to share creative ideas for tools that address the issues inhibiting student achievement, and identify solutions that foster positive student outcomes,” said Michael Muldowney, Chief Financial Officer of HMH. “These winning ideas illustrate the power that communities can have in generating tangible education solutions.”
Three winners were chosen from the ideas submitted through the Global Education Challenge’s online platform. The first prize winner will receive $100,000, as well as $25,000 worth of fiction, non-fiction and reference titles to the K-12 school of their choice. The second prize winner will receive $25,000 plus $20,000 worth of titles for a K-12 school, and the third prize winner will receive $15,000 and $15,000 worth of titles to a K-12 institution.
FIRST PRIZE
- Pocket Tales, an online social reading game, seeks to inspire a lifelong love of reading in kids through adding a motivational game layer to books. Pocket Tales, submitted by Yaw Aning of Indianapolis, Ind., uses a variety of well-researched methods to encourage kids to read, including game mechanics, goal setting, social interaction, and feedback.
- Education Hotspots proposes programs to provide mobile hotspots and free educational courseware to underdeveloped regions with no internet infrastructure. The idea was developed by Neil Dsouza, who is currently living in Mongolia and working to establish education hotspots in remote towns. With new educational content constantly becoming available digitally, a solution for internet infrastructure is vital to global education.
- The third finalist, Reading Glue, is a digital reading program that provides parents the tools they need to teach effective reading strategies at home. The program, created by James Stubblefield of DeKalb, Ill., includes ways parents can implement guided and leveled reading practice, and digital solutions that allow them to keep reading practice on track while on the go.
