Using Logic Models for Action Planning: A Tool for Thinking about Scale Chris Dede Harvard University August, 2010.

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Using Logic Models for Action Planning: A Tool for Thinking about Scale Chris Dede Harvard University August, 2010

Program Logic Models: Kellogg The program logic model is defined as a picture of how your organization does its work – the theory and assumptions underlying the program. A program logic model links outcomes (short- and long-term) with program activities/processes and the theoretical assumptions/principles of the program. center/resources/2010/Logic-Model- Development-Guide.aspx

Flow of Logic Model Resources/Inputs  Activities  Outputs  Outcomes  Impact  If/Then

Simple Logic Model: Fishman ResourcesActivitiesOutputsOutcomesImpact To accomplish our activities, we need the following: To address our problem, we will conduct the following activities: These activities will produce the following evidence of service delivery: These activities will lead to the following changes in 1–3, then 4–6 years: These activities will lead to the following changes in 7–10 years: Funding Collaborators Champions Expertise Incentives Curriculum Development Professional Development Visioning Policy Alignment Implementation of Curriculum Greater Use of Learning Technologies Coordinated Policies More Effective Teacher Practices Better Student Outcomes More Effective Policies Overall Shifts in Instructional Practice Wider Use of Learning Technologies Broader Range of Students Successful

What staff, resource or budgetary shortcomings prevented growth? How were activities limited by inputs? What new activities were envisioned? What additional gains were anticipated? …more than the sum of the prior outcomes? Strategic plan to scale up What made this an outstanding program to start with? A Inputs how many people? how much money? what other resources? Activities doing what? how often/many? for how many people? Outcomes what ∆ took place? …in people? …in organizations B More Inputs More/Better New/Modified Activities Better Outcomes Successful Scaling!

Goal of Mid-Tier PiL Projects Microsoft is interested in learning more about what it takes to successfully scale outstanding education programs throughout the nation and potentially throughout the world. The goal of the Mid-Tier Program is to find pockets of innovation, to scale those innovations on multiple dimensions by leveraging relationships and resources, and to learn about the scaling up process through studying the mid-tier projects’ evolution and outcomes.

Case Study: Global Kids’ “Playing for Keeps” Project (P4K) Project Summary P4K is a year-long after-school program, enabling the 20 high school students involved to publish one professional-level web-based game each year. In its initial model, P4K built its first online game in conjunction with gameLab, a major game developer. The gameLab staff, many of whom had experience teaching game design at the secondary and university levels, were to assist in the curriculum development and to co-facilitate the weekly program. The game was to be heavily informed by Global Kids’ educational pedagogy, as it would be developed by youth, mainly from marginalized NYC neighborhoods, and for youth, to appeal to teens and adults not likely to become directly engaged in such educational material. The finished game was planned as a means of bringing educational content into an entertainment context. Leveraging gameLab's relationship with existing gaming portals, P4K planned to disseminate the collaboratively created game to a large public audience.

Global Kids’ “Playing for Keeps” Project Tasks, Goals, Funding Main Tasks 1.Refine the game development process to make it scalable to many sites 2.Widely disseminate the games produced and generate a sustainable revenue stream Goals 1.Training at-risk youth with the skills necessary to utilize the Internet for positive purposes. 2.Engaging these youth in addressing critical civic issues through media they currently use 3.Distributing the games developed to a wide group of people who would learn about international relations and complex social, economic, and political issues by playing. 4.Creating sustainable financing through people paying for full-featured downloads of games.

Ayiti: The Game of Life

What are the Major Threats to Scaling Up the Initial P4K Model? What factors make scaling up the after-school model challenging? What factors make scaling up the game-dissemination model difficult? What factors make scaling up the funding-stream model problematic?

Sources of Leverage for Scaling Depth: evaluation and research to understand and enhance causes of effectiveness Sustainability: robust-design to enable adapting to negative shifts in context Spread: modifying to retain effectiveness while reducing resources and expertise required Shift: moving beyond “brand” to support users as co-evaluators, co-designers, and co-scalers Evolution: learning from users’ adaptations about how to rethink the innovation’s model

P4K Baseline Logic Model

P4K Year One Enacted Logic Model

P4K Year Two Logic Model

Scale Activity What are your goals in scaling up? To whom do you hope to scale? Describe what “scale success” would look like. What actions might you take to DEEPEN the power of this model? What actions might you take to make this model SUSTAINABLE? What actions might you take to SPREAD this model? What actions might you take to facilitate SHIFT and EVOLUTION of this model? Summarize the role of technology in your scale process