Hoop Magic Sports Academy Educational Technology Center September 26, 2006
HMSA Vision To improve the health and wellness of youth and their families residing in VA, MD, and D.C. communities. HMSA will serve as a facilitator to deliver quality sports programs, programs, camps, clinics and special events in a healthy and safe environment. Mission To serve as a call to action for corporations, civic organizations, foundations, and individuals to play an active role in the significant challenge to ensure that our most valued asset, our youth, have a promising future to become leaders of tomorrow.
Design and Development GMU To increase the number of students eligible to participate in STEM related fields. Vision 2006-2007 Mission 2006-2007 To construct a theory based intervention that will engage and equip learners with the tools necessary to increase motivation and achievement in STEM related fields. Fall 2006 Spring 2007 Analysis and Design Design and Development
Instructional Systems Design Process EVALUATION ANALYSIS DESIGN IMPLEMENTATION DEVELOPMENT
Fall 2006 Analysis: Design: Performance Analysis Needs Analysis Learner Analysis Task Analysis Environmental Analysis Wireframe/Storyboards Design:
Analysis Performance Analysis: A preliminary process to gather data to verify and justify a solution which meets the goals of the project. To do this the Instructional Designers will: View or visit model programs Benchmark Existing Educational Software Consult research journals and periodicals Conduct online search of relevant literature Collaborate with client Meet with Subject Matter Experts (SMEs) Interview target audience
Analysis Performance Analysis: Drivers: Barriers: Motivated client Organized and involved client Open communication Consistency in communication across leadership Realistic expectations Barriers: Inability to gain access to target audience Inability to access Subject Matter Experts (SMEs) Lack of programming expertise Inadequately trained target audience (inability to conduct workshops)
Implementation Models Analysis Proposed Solution Gaming The approach is a focus on the learner as related to Science, Technology, Engineering, and Mathematics (STEM), and increasing participation in STEM fields and disciplines, by motivating children to become more interested. To do this we will conduct a detailed analysis in four key areas: STEM Achievement, Gaming Intervention, After School Implementation Models, Tool Kit of Resources. STEM achievement results and data, internationally, nationally, regionally, and state and county-wide. This information will be synthesized to determine who the target audience is, what the target audience needs, and the where the target audience will best benefit from STEM information. The research foundation for the solution will provide the data needed to support this three part solution system. The intervention for this solution is a game and activity program to motivate the target audience’s STEM interests. The Implementation Models for after school programs will built upon the research foundation and examples of exemplary after school programs already in use, internationally, nationally, and state and county wide. The question here will be what has been done, what was successful, what are exemplary models of after school programs? The Tool Kit will be a ready resource where the computer lab where information about STEM achievement, a list of recommended STEM software and educational software, a children’s software review, a list of resources for tutorials for mentors and parents, and an evaluation tool for educational software. Research Implementation Models Resources
Analysis Proposed Solution: Research: Analysis data STEM achievement data Internationally, Nationally, State and County-Wide Scholarly literature Educational resources
Analysis Proposed Solution: Gaming: Determine efficacy of gaming as a solution Goal of motivating learners Connection between STEM disciplines, technology and gaming tools The intervention for this solution is a game and activity program to motivate the target audience’s STEM interests.
Analysis Proposed Solution: Implementation Models (Informal): Locating examples of exemplary programs Internationally, Nationally, State and County-Wide Identify relevant research and resources The intervention for this solution is a game and activity program to motivate the target audience’s STEM interests.
Analysis Proposed Solution: Supportive Resources: Educational Tools Online Tools Tutorial Resources Evaluation Tools Parental Involvement The intervention for this solution is a game and activity program to motivate the target audience’s STEM interests.
Implementation Models Analysis Proposed Solution Gaming The approach is a focus on the learner as related to Science, Technology, Engineering, and Mathematics (STEM), and increasing participation in STEM fields and disciplines, by motivating children to become more interested. To do this we will conduct a detailed analysis in four key areas: STEM Achievement, Gaming Intervention, After School Implementation Models, Tool Kit of Resources. STEM achievement results and data, internationally, nationally, regionally, and state and county-wide. This information will be synthesized to determine who the target audience is, what the target audience needs, and the where the target audience will best benefit from STEM information. The research foundation for the solution will provide the data needed to support this three part solution system. The intervention for this solution is a game and activity program to motivate the target audience’s STEM interests. The Implementation Models for after school programs will built upon the research foundation and examples of exemplary after school programs already in use, internationally, nationally, and state and county wide. The question here will be what has been done, what was successful, what are exemplary models of after school programs? The Tool Kit will be a ready resource where the computer lab where information about STEM achievement, a list of recommended STEM software and educational software, a children’s software review, a list of resources for tutorials for mentors and parents, and an evaluation tool for educational software. Research Implementation Models Resources
Analysis Needs Analysis: A procedure for setting goals and priorities based on the gap between the present state and the desired state of affairs of the learner To do this the Instructional Designers will: Identify and describe specific areas of need Discover contributing factors Determine criteria for plans to address the needs
Analysis Learner Analysis: A procedure to determine the target audience in order to design instruction that is effective and interesting to learners To do this the Instructional Designers will research: Basic demographic data (gender distribution, age range, geographic location, etc.) Socioeconomic data (including cultural considerations) Cognitive Level Technological literacy Motivation and learning goals Preferred learning styles
Analysis Task Analysis: The process of analyzing and articulating the kind of learning that you expect the learners to know how to perform To do this the Instructional Designers will: Determine the instructional goals and objectives Define and describe in detail the tasks and sub-tasks that the student will perform Prioritize and sequence tasks Determine instructional activities and strategies that foster learning Select appropriate media and learning environments Construct performance assessments and evaluation
Analysis Environmental Analysis: The context of any instructional system, both where the instruction will occur and how the instructional materials will be used To do this the Instructional Designers will determine: The role of the instructor Existing curricula, if applicable Equipment (what hardware technology is available?) Facilities (how large are the instruction rooms?) Organizational characteristics (e.g.: vision) Community beliefs (e.g.: social taboos)
Instructional Systems Design Process EVALUATION ANALYSIS DESIGN IMPLEMENTATION DEVELOPMENT
Design Instructional Approach: The process of determining the most effective way to deliver instruction To do this the Instructional Designers will determine: The way it should be presented What learning activities the learner can experience The sequence of instruction The medium or media to support instruction
Fall 2006 Project Goals and Timeline Performance Analysis (Briefing Report) – Sept. 1 - Oct. 23, 2006 Research Presentations – Nov. 9, 2006 Four White Papers – Sept. 18 - Dec. 14, 2006 Science, Technology, Engineering, and Math (STEM) Achievement Gaming and Achievement Toolkit/Benchmarking After-School Program Implementation Models Workshops – TBD Detailed Needs Analysis – Oct. 24 - Dec. 14, 2006 Learner Analysis Task Analysis Environmental Analysis Toolkit of Technology Resources – Sept. 18 - Dec. 14, 2006 Preliminary Design Document – Nov. 15 - Dec. 14, 2006
Upcoming Dates and Contact Info. Fall 2006 Meeting Dates and Times October 23, 2006, 5pm Project Web Site: http://immersion.gmu.edu/hoopmagic/fall2006 E-mail Address: hoopmagic@googlegroups.com Please Provide Feedback by: October 3, 2006