project summary

NOxNoMore is a web-based game that uses GPS data to teach kids about the environmental impact of their family’s transportation choices. The goal is to educate students of all ages about the simple, everyday actions they can take now to impact the environment tomorrow. After all, today’s kids will soon be making their own transportation choices and those choices will include tomorrow’s alternative fuel vehicles.

Posted in process | Comments closed


This year’s MacArthur HASTAC Digital Media & Learning application process included an opportunity for public comment, which allowed applicants to collaborate with others and improve their submissions prior to final review. Of the more than 800 applications, 67 finalists were asked to submit videos of their projects for a final round of judging. Winners were selected from this pool by a panel of expert judges that included scholars, educators, entrepreneurs, journalists, and other digital media specialists.
DML video pitch
DML proposal details

Posted in process | Comments closed
  • project collaborators

    Rosanna Garcia
    Associate Professor of Marketing
    Northeastern University

    Ann McDonald
    Assistant Professor, Art + Design
    Northeastern University

    Song Gao
    Assistant Professor
    Civil and Environmental Engineering
    University of Massachusetts Amherst

    Kwong Chan
    Assistant Professor
    Department of Marketing
    Isenberg School of Management
    University of Massachusetts Amherst

    HEAT, Husky Energy Action Team
    Northeastern University

  • news

    NOxNoMore is a HASTAC MacArthur Foundation Digital Media Learning Lab People’s Choice Award Winner
    view DML MacArthur announcement
    view HASTAC post

    NOxNoMore is a MacArthur HASTAC DML 2010 Learning Lab Designer winner.
    view winners

    The Digital Media and Learning Competition, now in its third year, is an annual effort designed to find — and to inspire — the most novel uses of new media in support of learning. In May 2010, the Competition recognized 10 projects that employ games, mobile phone applications, virtual worlds, and social networks to create learning labs for the 21st Century — environments that help young people learn through exploration, interaction and sharing.

    This year’s DML Competition was launched in collaboration with President Obama’s Educate to Innovate initiative, challenging applicants to create digital learning labs via games, mobile phone applications, virtual worlds and social networks that promote building and tinkering in new and innovative ways.

    The winning entries are the start of how we can coordinate the reality that kids can learn anywhere, anytime today. Learning today doesn’t stop, if it ever did, at the classroom door, and digital tools and games can help us reimagine learning in an always-on world.