Any contemporary education system should teach young people how to actively organize their lives in a digitized world. Progressive digitization itself constantly creates new opportunities to create, test, and implement suitable ways to achieve this aim. Precisely this versatile education system is promoted by Austria’s Agency for Education and Internationalization (OeAD), the Austrian Federal Ministry of Education, Science and Research (BMBWF) and Ars Electronica and is the reason they joined forces to launch the education award “Klasse! Lernen. Wir sind digital.” in September 2021.
More than 140 best practice-projects from all over Austria were submitted between November 2022 and April 2023. A jury selected ten projects and awarded seven Honorary Mentions, two Awards of Distinction worth € 5,000 each and the main prize worth € 10,000.
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4CD–Fablab Ursulinen Innsbruck
Ursulinen High School Innsbruck
The 14 students of the 4CD handicrafts group were given one semester to learn about the different technologies (3D printing, cutting plotter, laser cutter, and microcontroller) in our school’s own Fablab and subsequently apply them as diversely as possible in freely chosen projects.
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Digital Scavenger Hunt — Path of Sustainability
Elementary school Stattegg
The students created a “path of sustainability” together with the cultural partner “atempo,” whose content focus is the 17 sustainability goals. For the project Digital Scavenger Hunt — Path of Sustainability(, the children created ceramic objects and a digital quiz.
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Elective Subject Game Design
High School BG/BRG Pichelmayergasse, Vienna
In this elective subject, students deal with complex challenges in a creative, reflective and self-motivated way using digital games as examples, thus strengthening their 21st century skills.
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Film project: Reading Night
Bischöfliches Gymnasium Paulinum, Schwaz
From its genesis of many small, amateurish short films created during the COVID-19 pandemic, the idea for a larger film project developed as early as the 2021/2022 school year. Within the framework of various subjects and our unique school model, a film from the horror genre titled Reading Night was created.
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Gamification – Motivation to Learn
Middle School Kematen
The aim of the project is to create a learning app that will accompany regular lessons throughout the year and introduce playful elements—keyword “gamification”.
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He[a]rophone
Musikmittelschule (Music Middle School) Eggenburg
With the He[a]rophone project a mobile listening station is installed, that gives the students of the Eggenburg Music Middle School insights into the new technology of three-dimensional printing and shows how production changes as a result. The listening station will be placed in the library as well as in other rooms of the school, enabling…
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PODix–Phönixschule ON AIR
Phönixschule–digiTN-Mittelschule Attnang-Puchheim
The aim of the project was to develop and create regular podcasts designed by students consisting of a topical part and a multilingual information part on various school topics. The students at Phoenix School demonstrate their competence in using digital media and demonstrate that multilingualism is a bonus. The podcast is an example of ways…
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Soap Workshop 4.0
GRG13 Wenzgasse, Wien
The starting point for our project Soap Workshop 4.0 was taking a closer look at the topic of sustainability. One of the objectives was to consider packaging material not as waste, but as a raw material that is recyclable.
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We are under pressure
Elementary school August Thielmann, Telfs
Tackling the topic of electricity, the children built their own power plant made of LEGO, which was programmed and brought to life with the help of SmartHubs and tablets. The result was a reservoir, a run-of-river hydroelectric power plant and several wind turbines.
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With water for the environment
Lower Austrian Middle School Lunz am See
The project With Water for the Environment builds on the guiding principle “The wise delight in water” (Confucius, 551-479). The thematic focus is on the basic element of water. In the project, this precious commodity was examined from different angles, with the goal of creating sustainable awareness and values.