SIIA Announces Finalists for 2012 CODiE Awards in Ed Tech

SIIA today announced the finalists for its 27th annual CODiE Awards in education technology categories. The winners will be announced on Monday, May 7, at the CODiE Awards Reception and Dinner held each year in conjunction with the Ed Tech Industry Summit.

This year, for the first time, all nominated products were reviewed solely by educators, who evaluated products through live demonstrations, trial access, and supplementary documentation. Educators selected the 128 product finalists in 23 categories (see the full list).

This year’s highlights include:

-The Best K-12 Instructional Solution category had the highest number of nominations.
-The Best Educational Use of a Mobile Device category had the second highest number of nominations, with nearly double the submissions from the 2011 CODiE Awards.
-Pearson had 11 product finalists, the highest number of any company.

“We’re thrilled to see so many excellent educational technology products making it to this year’s finalist round,” said Karen Billings, vice president of the SIIA Education Division. “We look forward to honoring the winners at our awards dinner in May.”

SIIA members will now select the winners from among the finalists during the SIIA member voting phase of the program from March 26-April 13. SIIA members include software, digital content, and other technology companies that address education needs, as well as the financial and other professional services providers who support the industry. As such, the CODiE Awards are the industry’s only peer-reviewed awards program.

The CODiE Awards, originally called the Excellence in Software Awards, were established in 1986 by the Software Publishers Association (SPA), now SIIA. The original awards program was created so pioneers of the then-nascent software industry could evaluate and honor each other’s work. Today, the CODiE Awards continue to showcase the software and information industry’s finest products and services, and to honor excellence in corporate achievement.


Laura Greenback is Communications Director at SIIA.

SIIA Announces CODiE Award Winners for Digital Content Industry

SIIA announced the winners of the 2012 CODiE Awards in the digital content industry during a special awards reception and dinner yesterday. Fourteen winners were recognized for products and services deployed specifically for the digital content market, in conjunction with SIIA’s 11th annual Information Industry Summit, held Jan 24-25 in New York City.

IIS Jan 2012 NYC-218

View SIIA and John Blossom‘s pictures from the awards reception.

The 89 nominated products and services were first reviewed by third-party judges, whose evaluations determined the 52 finalists. SIIA members then reviewed these finalists and voted to select the winners.

The CODiE Awards, originally called the Excellence in Software Awards, were established in 1986 by the Software Publishers Association (SPA), now SIIA, so pioneers of the then-nascent software industry could evaluate and honor each other’s work. Since being established in 1986, the CODiE Awards program has recognized more than 1,000 companies for achieving greatness in the software and information industries.

Check out tweets, photos and more from the awards reception on the CODiE Awards Storify.

The 2012 CODiE Award Winners, listed by category, product/service and company, include:

Best Consumer Information Resource
Safari Books Online – Safari Books Online

Best Content Aggregation Service
ProQuest – The Vogue Archive

Best Digital Rights Management Solution
SafeNet, Inc. – SRM Group – Sentinel Cloud

Best Financial/Market Data Information Service
PitchBook Data, Inc. – PitchBook

Best Governance, Risk & Compliance Information Solution
Bloomberg Government – Bloomberg Government (BGOV)

Best Lead Generation Service
NetProspex – NetProspex B2B Contact Solutions

Best Legal Solution
LexisNexis Group – LexisNexis Client Center

Best Medical and Health Information Product
Leadership Directories, Inc. – Leadership Health Focus

Best Online Business Information Service
Cision – Cision

Best Online News Service
Thomson Reuters – Thomson Reuters Multimedia Center

Best Online Science or Technology Service
Reprints Desk, Inc. – Bibliogo

Best Political Information Resource
LexisNexis Group – Nexis

Best Sales & Marketing Intelligence
Eloqua Corporation – Eloqua Revenue Suite

Best Solution Integrating Content Into Workflow
NetProspex – NetProspex B2B Contact Solutions


Laura Greenback is Communications Director at SIIA.

Just Do It (Again): How Virtual and Video Game Labs Give Students the Freedom to Fail

With all the discussion about job creation and a difficult economy in Washington, it’s hard to see the positive outliers on the edges. STEM positions, as reported by Mel Schiavelli at the US News and World Report, are being created every day for those lucky enough to have the education necessary to take on the task. Unfortunately STEM, short for science, technology, engineering, and mathematics, is the greatest weakness of the US education system. Ranking 35th in math literacy and 29th in science (according to the Institute of Education Sciences), we as a nation not only risk not filling our open technical positions but have already begun to struggle against international competition. Dean Kamen, inventor of the Segway, claims the US’s worrisome STEM rankings are caused by a fear of failure. As he tells the US News and World Report:

“I think we’ve created a society that is so risk-averse that kids are taught—”Whatever you do, don’t fail.” A consequence of being unwilling to fail is that you’ll never try really big, bold things. Once you define success as loss of failure, we’ve lost innovation, we’ve lost our edge.”

Kamen is right, but there’s a difference between being right and being easy to implement. In an underfunded school what little laboratory equipment they have is expensive, delicate, and difficult to replace. Teachers fear losing their resources in the classroom, which prevents students from having complete and open access to hands-on lessons in the sciences. Innovation, while not outright forbidden, can not adequately flourish in this environment.

So what’s the solution? Have you checked in with a computer game lately?

The educational technology sector has seen potential in utilizing video games since their inception; the interest has only grown stronger and broader over time. The Education Game or Simulation category proved to be one of the most popular for entrants at this year’s CODiE Awards. If you look at the list of finalists, the popularity is no wonder. Game developers have created an unprecedented number of educational games for a bevy of diverse audiences, from small children to high schoolers and beyond the traditional K-12 system. For instance, the 2011 CODiE winner Hospitality and Tourism Interactive uses an interactive and online virtual world to encourage college students to explore career paths in the hospitality industry.

While controversy remains on to what extent educational and serious video games can teach children one thing is certain – in a video game you really learn how to fail. James Paul Gee called this the “Psychosocial Moratorium Principle” in his landmark book What Video Games Have to Teach Us About Learning and Literacy. Put simply, in a video game your consequences for failing are far lower than in a real world environment; thus the player feels more comfortable with taking risks and innovating in a virtual space. While “death” is a common trope in almost all games, most still save your progress with only some token punishment for whatever error caused your loss of life (such as a loss of experience, lowered health, or the loss of a certain amount of progress). Even the most major losses can be rectified by starting again. Pride is the only loss one might endure in the “real” world. If only students felt the same way when playing with a chemistry set or trying to practically apply Newton’s 3 Laws.

With a virtual lab, students could play with all the different disciplines in the STEM spectrum without fearing reprisal for failure. Meanwhile, parents and teachers would not have to fear injury as a result of a lab experiment. While in a real world classroom students would not be allowed to use a Bunsen burner alone, in a virtual environment the same students could mix any number of chemicals and see the results, both the desired and the undesirable. This idea extends far past traditional K-12 schools. Carnegie Mellon and Stanford are working together on EteRNA, a game environment for simulating and experimenting with RNA molecules. Through this powerful application gamers are not only learning about RNA but helping scientists uncover new breakthroughs in how the tiny cells behave. Innovation might be scary in the real world, but in a virtual environment even the impossible can be tested and played with – and made a form of entertainment as well.

See also:
CyGaMEs Selene: A Lunar Construction GaME
Muzzy Lane’s ClearLab Project


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

 

SIIA Announces Finalists for the 2012 CODiE Digital Content Categories

SIIA announced finalists for its Digital Content CODiE Awards categories on December 1. Winners will be announced at a special CODiE Awards dinner on January 24 at the 2012 Information Industry Summit in New York City.

Digital Content award nominees include applications, products, and services that are developed by data and content publishers, as well as platform providers, for use in business, government, academic, or other organizational settings. Digital Content nominees are competing for 14 different awards, including Best Consumer Information Service, Best Lead Generation Service, Best Legal Solution, Best Medical and Health Information Product, Best Online News Service, and Best Online Science or Technology Service. Finalists enter the last phase of judging in which SIIA members review and cast their votes.

SIIA CODiE Awards are the industry’s only peer-reviewed rewards program. All nominated products were first reviewed by volunteer judges who are leaders in their field and represent the content industry ecosystem. Judge scoring, based on category-specific criteria, is the basis for selecting finalists.

2012 Digital Content CODiE Awards Finalists: [Read more...]

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