hackathon
Definitionen
Die Wortschöpfung aus "Hack" und "Marathon" kommt ursprünglich aus der IT-Branche und bezeichnet ein Treffen, bei dem gemeinsam an kreativen Lösungen für ein technisches Problem getüftelt wird.
Von Lilith Volkert im Text Schön, dass wir darüber geredet haben (2021) A hackathon is a marathon
computer-programming competition that, among computer programmers,
is only slightly less popular than video games, Ultimate Frisbee, or Game of
Thrones. It lasts twenty-four hours to five days, and usually there’s a lot of
Red Bull and very little sleep.
Von Meredith Broussard im Buch Artificial Unintelligence (2018) auf Seite 165Bemerkungen
People who haven’t participated in hackathons talk about them as hotbeds
of innovation, the kinds of environments in which great thinkers come
together and dream up exciting new ideas. Hackers don’t see it that way.
They share an open secret: nothing useful is ever created at a hackathon.
There’s even a term for the useless software that people make: vaporware.
The idea is that it’s created, and then it evaporates because nobody works
on the project after the hackathon (despite everyone’s best intentions).
Von Meredith Broussard im Buch Artificial Unintelligence (2018) auf Seite 166In reality, a hackathon is a sporting and social event. It’s like a regatta
for nerds. Hackathons also serve as outrageously complex recruiting events.
Venture capitalists and head hunters for top tech firms haunt hackathons
to spot and poach talent. On the surface, however, nobody talks about
hackathon software as ephemeral. People pretend that they’re really starting
businesses, that they’re creating software that will have an impact, that
they’re doing something that has the potential to change lives. The fantasy
of creating the next Google is seductive—so seductive that people sign up
to spend days with strangers, forgoing sleep, in order to play at being tech
entrepreneurs.
Von Meredith Broussard im Buch Artificial Unintelligence (2018) auf Seite 166Verwandte Objeke
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Zeitleiste
55 Erwähnungen
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- Weapons of Math Destruction - How Big Data Increases Inequality and Threatens Democracy (Cathy O’Neil) (2016)
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- Hello World 2 (2017)
- ICER 2017 - Proceedings of the 2017 ACM Conference on International Computing Education Research, ICER 2017, Tacoma, WA, USA, August 18-20, 2017 (Josh Tenenberg, Donald Chinn, Judy Sheard, Lauri Malmi) (2017)
- Hack.edu - Examining How College Hackathons Are Perceived By Student Attendees and Non-Attendees (Jeremy Warner, Philip J. Guo) (2017)
- Hello World 3 (2017)
- Synergie #4 - Markerspace (2017)
- Artificial Unintelligence (Meredith Broussard) (2018)
- SIGCSE 2018 - Proceedings of the 49th ACM Technical Symposium on Computer Science Education, SIGCSE 2018, Baltimore, MD, USA, February 21-24, 2018 (Tiffany Barnes, Daniel D. Garcia, Elizabeth K. Hawthorne, Manuel A. Pérez-Quiñones) (2018)
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- A Computer Science Study Abroad with Service Learning - Design and Reflections (Lori L. Pollock, James Atlas, Tim Bell, Tracy Henderson) (2018)
- 2018 Panel of Computing Students with Disabilities (Richard E. Ladner, Ramin Ayanzadeh, Samsara N. Counts, Kavita Krishnaswami, Kevin Wolfe) (2018)
- Hello World 4 (2018)
- Hello World 5/2018 - The Magazine for Computing & Digital Making Educators (2018)
- ICER 2018 - Proceedings of the 2018 ACM Conference on International Computing Education Research, ICER 2018, Espoo, Finland, August 13-15, 2018 (Lauri Malmi, Ari Korhonen, Robert McCartney, Andrew Petersen) (2018)
- The Collegiate Hackathon Experience (Brittany Ann Kos) (2018)
- Synergie #6 - Shaping the Digital Turn (2018)
- Coding im MINT-Unterricht (2019)
- CHANCE MAKERSPACE - Making trifft auf Schule (Selina Ingold, Björn Maurer, Daniel Trüby) (2019)
- ITiCSE 2019 - Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education, Aberdeen, Scotland, UK, July 15-17, 2019 (Bruce Scharlau, Roger McDermott, Arnold Pears, Mihaela Sabin) (2019)
- AlgoBOWL - A Competition-Based Group Project for Algorithms Courses (Dinesh P. Mehta, Jack Rosenthal) (2019)
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- Facebook - The Inside Story (Steven Levy) (2020)
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- Helix Sonderausgabe zu Ostern 2020 (2020)
- Das neue Land - Wie es jetzt weitergeht! (Verena Pausder) (2020)
- Hello World 14 (2020)
- Digital Education Action Plan 2021 - 2027 - Resetting education and training for the digital age (Europäische Kommission) (2020)
- Plan BD #2 - Leadership (2020)
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- Schön, dass wir darüber geredet haben (Lilith Volkert) (2021)
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- «Ich höre zu oft: ‹Du siehst gar nicht aus wie eine Softwareentwicklerin›» (Lisa Stähli, Beat Metzler) (2022)
- The Coming Wave - Technology, Power, and the Twenty-first Century's Greatest Dilemma (Mustafa Suleyman, Michael Bhaskar) (2023)
- DELFI 2024 (Sandra Schulz, Natalie Kiesler) (2024)
- Hackathon als Pflichtmodul im ersten Semester - Eine Fallstudie (Marc Stelzner, Sarah Scheer, Max Kaussow, Stefan Fischer 0001) (2024)