Hackathons are time-bound, competitive coding contests that are often judged for prizes. Their name originates from joining hacking, playful exploration of hardware and software issues, with marathons, endurance competitions. The intent is to challenge participants to build working prototypes of hardware or software in a short time period, anywhere from one day to several weeks, though typically between 24-28 hours. While they are a mainstay in computer science fields, they are becoming increasingly popular in other domains, including libraries. Libraries have long championed life-long learning, a democratization of data, and access to information. These are similar mentalities of the maker movement, echoed in hackathons. Rapid iteration, problem solving, and cooperative learning are regularly present at events and within library systems. This paper details a case study of one institution's growth from a hackathon event host to deeper library engagement and partnership with an informal learning program. The authors will highlight benefits that both partners observed and will end with a pitch for why other libraries should consider hosting similar events. Finally, several recommended resources for libraries who are contemplating hosting hackathon events will be presented.
Our world’s complex challenges increase the need for those entering STEAM (Science, Technology, Engineering, Arts, and Math) disciplines to be able to creatively approach and collaboratively address wicked problems – complex problems with no “right” answer that span disciplines. Hackathons are environments that leverage problem-based learning practices so student teams can solve problems creatively and collaboratively by developing a solution to given challenges using engineering and computer science knowledge, skills, and abilities. The purpose of this paper is to offer a framework for interdisciplinary hackathon challenge development, as well as provide resources to aid interdisciplinary teams in better understanding the context and needs of a hackathon to evaluate and refine hackathon challenges. Three cohorts of interdisciplinary STEAM researchers were observed and interviewed as they collaboratively created a hackathon challenge incorporating all cohort-member disciplines for an online high school hackathon. The observation data and interview transcripts were analyzed using thematic analysis to distill the processes cohorts underwent and resources that were necessary for successfully creating a hackathon challenge. Through this research we found that the cohorts worked through four sequential stages as they collaborated to create a hackathon challenge. We detail the stages and offer them as a framework for future teams who seek to develop an interdisciplinary hackathon challenge. Additionally, we found that all cohorts lacked the knowledge and experience with hackathons to make fully informed decisions related to the challenge’s topic, scope, outcomes, etc. In response, this manuscript offers five hackathon quality considerations and three guiding principles for challenge developers to best meet the needs and goals of hackathon sponsors and participants.
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