Nominations Now Open for the 28th Annual SIIA CODiE Awards

Nominations are now open for the 2013 SIIA CODiE Awards. This year’s CODiE Awards feature 27 new and updated categories, reflecting the dramatic changes in technology and business models impacting the software and information industries.

The CODiE Awards have been the premier award for the software and information industries for 28 years. The awards program has three tracks organized by industry focus: Content, Software and Education.

Highlights of this year’s program:

Content: The Content CODiE Awards showcase the information industry’s finest products, technology and services created by, or for, media, publishers and information services providers.

* Fourteen new and updated categories reflect new technology and business models in the content industry including: Best Crowd Sourced Solution, Best Editorial Outsourcing Solution, Best Semantic Technology Solution and Best Social Media Platform
* The Content CODiE Awards will be presented Jan. 31, 2013 during the Content Division’s annual conference for information industry leaders, the Information Industry Summit

Education: The Education CODiE Awards showcase applications, products and services from developers of educational software, digital content, online learning services, and related technologies across the K-20 sector.

* The new Best Personalized Learning Solution category highlights the major educational shift toward individual, tailored learning plans for students. Three new top-level categories will reward the best of the best of PK-12, postsecondary, and overall education nominees.
* Education winners will be announced in San Francisco on May 6, 2013 during the Ed Tech Industry Summit.

Business: The Software CODiE Awards showcase applications, products and services that are developed by independent software vendors (ISVs) for use in business, government, academic, or other organizational settings.

* Twelve new and updated categories reflect the continued growth and evolution of cloud computing, mobile, big data, and video. Highlights include: Best Cloud Platform as a Service Solution, Best Big Data Solution, Best Mobile Device Application for Consumers, Best Mobile Device Application for Enterprise, and Best Video Tool.
* Software winners will be announced in San Francisco on May 9, 2013 during the software industry’s premier ISV conference, All About the Cloud.

Learn more about the nomination process.


Wendy Tanner Wendy Tanner is CODiE Awards Coordinator. Follow the CODiE Awards on Twitter @CODiEAwards

Education Technology Innovators Sought for Incubation Program

SIIA’s Education Division is now accepting applicants for its Innovation Incubator Program. Selected developers of promising new technologies in the K-12 and postsecondary space will be invited to participate in the program at the 11th annual SIIA Ed Tech Business Forum in New York, Nov. 26-27, 2012. The deadline to apply for the Innovation Incubator program is Sept. 26, 2012.

For those of you that are unfamiliar, SIIA’s Innovation Incubator program identifies and supports entrepreneurs in their development and launch of innovative learning technologies. The program began in 2006 and has helped dozens of companies enrich their efforts to improve education through the use of software, digital content and related technologies. The Innovation Incubator program uniquely employs a peer-review process to identify the most innovative and most likely to succeed products. Successful industry leaders and peers also provide one-on-one mentorship to support the growth and success of identified innovators.

All education technology companies are encouraged to apply – from start-ups to established innovators. A panel of industry professional judges will then select finalists and alternates to present their products during the Ed Tech Business Forum. One winner and one runner-up will be for the “Most Innovative” and “Most Likely to Succeed” categories.

Past Innovation Incubator winners include:

  • Filament Games, developer of education games designed to increase students’ interest in science
  • The Language Express, creator of interactive multimedia products that teach social and life skills

For more information about the Innovation Incubator Program or to apply, visit our website.


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.

An Industry that Never Stands Still: The History and Future of the SIIA CODiE Awards

Now in its 28th year, the 2013 CODiE Awards will be launching Monday. I sat down with SIIA President and CODiE Awards founder, Ken Wasch, to discuss why the program is so meaningful to the industry and what contributes to its success. Since this is my second year as the program coordinator, I wanted to find out why Ken has invested a great deal into the program and why he gets so excited at the start of each CODiE Awards season.

Why did you start the CODiE Awards?

Every industry should have an opportunity to celebrate its own achievements, and the CODiE Awards were the very first peer recognized awards in the personal computer/software industry. Over the years, we modified the categories to reflect the dynamic changes in the industry, but what we never changed was the fact that it was a peer reviewed program.

What’s important about peer review?

Unlike awards that are based on sales, what’s important about peer review is that there’s a leveling of the playing field. Great products from smaller companies have an equal shot at winning a CODiE Award. If you have an awards program that is based on sales, obviously the industry giants will always win them. And so, awards that are based on sales reflect the marketing muscle of the publisher, not necessarily the intrinsic innovation of the product. The CODiE Awards sometimes recognize great products that may not achieve great commercial success.

Why do companies nominate for the CODiE Awards?

The hallmark of our industry is the hundreds of thousands, if not millions, of software developers who are hard at work, innovating in a way that was unimaginable a few years ago. It’s good for the industry, it’s good for the customers, and it’s good for developers themselves to be recognized for that innovation.

What do you love about the CODiE Awards?

This time of year, it’s very exciting to see all the new products. I love the CODiE Awards season. It lasts from early August to mid-October, when all the nominations for the next year come in, and I’m always blown away by some of the new products that are nominated. It’s an industry that never stands still.

How have the CODiE Awards changed over the last 28 years?

There are so many different categories. The CODiE Awards have grown in scope from initially 20 categories, to 79 categories. Originally, the awards were largely focused on entertainment and education, and they expanded to a broad range of business and information categories. You know, the words software and information have become so broad they touch almost every human endeavor, so there are almost an unlimited number of categories we could establish. This year, we have limited the categories to the 79 where we believe there’s a critical mass of companies that we can reach.

The nominees have changed so much. I remember one CODiE Award winner 20 years ago. It was a product called Coupon Clipper, where you would take the coupons that you get from the newspaper and enter them into a database. It would keep a record, so before you went to the supermarket, you would know which coupons are about to expire, and how you might adjust your shopping so you get maximum impact from your coupon collection. The product won a CODiE Award, but I thought anyone who would use this product has too much time on their hands. It was too much work to manage it! But, even though the product didn’t do well in the market, because our program recognizes great products, and not sales, it was recognized for its innovation.

What is the future of the CODiE Awards?

When something has been around as long as this–28 years–it has stood the test of time. We have been smart enough to freshen the program every year or two. The CODiE Awards will thrive if we keep modifying the categories to keep current where the industry is innovating. The categories can’t remain static.

A decade ago, the word cloud meant something totally different. The cloud categories have now become mainstream. The mobility categories cut across all of information and all of software, and the development and distribution of video products has become a mainstream new category. On the ed tech side, the use of technology in education is nothing new. What is new is the multiplication of devices within an educational environment, whether it’s mobile, tablets, laptops, desktops, or electronic whiteboards. The number and diversity of devices is spurring innovation in the software applications that run on them.

Why do you think companies should nominate for the CODiE Awards?

For small and medium-sized companies that want to distinguish themselves from their competitors, the CODiE Awards provide a great opportunity to set themselves apart from other innovators. It’s a great reward for the developers, but it also has significant payoff in terms of bragging rights in a CODiE Award winner’s market.


Wendy Tanner Wendy Tanner is CODiE Awards Coordinator. Follow the CODiE Awards on Twitter @CODiEAwards

SIIA Vision K-20 Survey Finds Technology Progress in U.S. Schools and Universities

The SIIA Education Division today released the full report from the 2012 Vision K-20 Survey, its fifth annual national survey to measure U.S. educational institutions’ self-reported progress toward building a framework that embraces technology and e-learning. SIIA presented the results during the Campus Technology Conference in Boston. The comprehensive report surveyed over 1,600 educators and education administrators, and suggests that K-20 institutions are maintaining current levels of technology growth despite difficult budget conditions. The preliminary findings were presented at the ISTE (International Society for Technology in Education) conference in June.

Overall Results
• More than 75 percent of both K-12 and postsecondary participants rate the importance of technology integration and its ideal level very highly.
• This year the postsecondary response to the survey increased greatly. Twenty nine percent of postsecondary respondents were from two-year institutions and 71 percent were from four-year institutions.
• Overall, 24 percent of all participants reported their institution at high levels of technology integration.

The final 2012 report is available at: www.siia.net/visionk20/

The 2012 Vision K-20 Survey was developed to provide benchmarks against which educators and administrators can measure their institutional progress in using technology to provide 21st century tools, anytime/anywhere access, differentiated learning, assessment tools, and enterprise support.

As the voice of the educational technology industry, SIIA developed a vision for K-20 education that ensures all students have access to a technology-enabled teaching and learning environments capable of preparing them to compete globally and lead the world in innovation. A successful pilot survey was initiated in 2008, with follow-up surveys conducted in 2009, 2010, 2011, and 2012 to support the initiative.

The Vision K-20 Survey request was distributed to educators and administrators with the help of many partner organizations, including: Tech & Learning, Campus Technology, eCampus News, eSchool News, University Business, Education Week, The Big Deal Book, CoSN, Curriki, edWeb, Education Talk Radio, iNACOL, EDUCAUSE, The League for Innovation, Today’s Catholic Teacher Magazine, Educause, SmartBrief Education, Naviance, APU, C. Blohm & Associates, Adobe, Collins Consults and Measured Progress. SIIA also recognizes the lead partner MMS Education, for their work on the Vision K-20 Survey analysis and report.


Karen BillingsKaren Billings is Vice President for the Education Division at SIIA. Follow the SIIA Education Team on Twitter at @SIIAEducation

What to Keep in Mind When Developing Games for the Classroom: Part 3 of 3

I had the pleasure of attending the 9th annual Games for Change festival this June, a celebration of “serious” games with high goals and expectations for the budding medium. In my first report I discussed the importance of transfer when making a video game for education; in the second I talked about open-ended game play. Here is the third and final rule.

3) If all else fails, have them make the game themselves. Using game design as a teaching tool in the classroom was a major theme over the weekend. Whether teachers use game design tools such as GameStar Mechanic or adapt scientific and mathematical concepts to creative puzzles in Portal 2, more and more educators and designers are seeing the power of invoking the students’ own creativity and interests, and thus their engagement. Better still, an interest in game design can open a whole new creative experience for students, one dependent on STEM skills that might otherwise be dismissed as “boring.” The technology showcased at Games for Change revealed a sliding scale of abstraction and technical complexity, from Gamestar Mechanic, a completely GUI-based tool for middle schoolers, to more complex tools like GameSalad and Microsoft’s Kodu. Valve, the company behind puzzle game Portal, has created a level-building tool specifically for teaching physics and scientific concepts by having players create their own puzzles and adventures.

Because the kids learn through doing, they take ownership of their own education; rather than just getting a Game Over when they mess up, students have to account for boring play or unwinnable challenges to their friends and peers, otherwise known as their playtest group. On the other hand, when they succeed they don’t just get to win the game — they have created something to be proud of and return to time and time again.


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.

What to Keep in Mind When Developing Games for the Classroom: Part 2 of 3

I had the pleasure of attending the 9th annual Games for Change festival this June, a celebration of “serious” games with high goals and expectations for the budding medium. In my first report I discussed the importance of transfer when making a video game for education. Here is the second rule.

2) Don’t spoon feed game play. The best educational games are open. There’s a game design rule that has always proven again and again to be true – don’t depend on the instruction book to teach game play; no one reads them. It’s the same with educational videogames. Walls of text and specific linear game play, leading kids on a leash, doesn’t lead children to ask questions or think critically about the material; it’s about as helpful as leading a kid through an instruction book on the concepts you are trying to teach. They’ll tune out.

Jessica Millstone of the Joan Ganz Cooney Center and Allisyn Levy of BrainPOP presented case studies where teachers flocked to games that didn’t explicitly explain rules, instead opening both players and teachers to multiple styles of play and instruction. The Lure of the Labyrinth, for example, releases players into the game world after a short narrative comic, with no explanation for how to play or what mathematical concepts the game will teach. It is up to the player and their instructor to experiment with the point-and-click interface, which allows children to explore and problem-solve and teachers to provide any level of instruction. Another example, the educational version of Minecraft, duplicates the original commercial game’s open-ended sandbox design, while giving instructors extra powers to better harness the world to their own instructional purposes. Attending educators were especially pleased with Minecraft.edu’s versatility and their ability to craft lessons around its simple block-based game play — teaching children things like collaboration alongside traditional mathematical lessons.

In the final part, I’ll talk about one of the most popular topics at this year’s Games for Change – having kids design their own games for learning.


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.

What to Keep in Mind When Developing Games for the Classroom: Part 1 of 3

Last week I had the pleasure of attending the 9th annual Games for Change festival, a celebration of “serious” games with high goals and expectations for the budding medium. In the hands of capable and creative developers video games have been used to promote social change, tackle complex political issues and educate everyone from kindergarten to college and beyond. Attendants at the conference included designers, developers, businessmen, and teachers interested in using video games in their classrooms. Their questions and comments over the course of the three days were highly enlightening and gave me the rare opportunity to see what teachers desire from games for learning. In the next few days I’ll post three lessons I took away from the festival for those in the educational technology industry interested in developing video games.

1) Transfer should be a top priority, not just fun. It’s great if kids can use mathematical or scientific concepts to blow away aliens or save the princess, but when confronted with the same ideas in a standardized test will they remember the connection? Games offer teachers the rare chance to have children directly interact and problem solve with concepts usually taught with a simple formula and memorization. But that doesn’t mean developers can rely on excellent, engaging play to commit a concept to a child’s memory. Designers must account for and plan for in-game content to easily transition to the real world.

Marion Goldstein, Research Associate at EDC’s Center for Children and Technology, explained how she approaches the concept of transfer in her presentation on a game to teach concepts of photosynthesis. RubyRealm does not explicitly teach the terms or the physical process; instead, it uses the building of glucose cells as a model for gameplay and an abstract visual. The game is played at home for a minimum of thirty minutes. The next day in class is where the specifics of photosynthesis are explained by the teacher, using classroom materials linking images from the game and the scientific terms and concepts. The teacher can control how much or how little of the class is devoted to the game, although it’s encouraged by the developers to use materials using same visuals as the game. A “transfer task” reinforces the similarities of game play and real science, insuring the students understand how plants build glucose molecules. The more gradual, multi-level system led to a stronger understanding and familiarity with the standard equation and the use of glucose in plants. Teachers in the audience appreciated the time devoted to transfer and the openness of the courseware.

Next time, I’ll discuss the importance of open-ended game play.


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.