Tips: From one day and one dad to another.
Tips: From one day and one dad to another.
Tips: From one day and one dad to another.
This article reflects upon the LRNG.org’s Partner Handbook, a guide for creating XPs, playlists and badges.
Being active, fit, and an athlete is a lifestyle. Many of the “lifestyle sports” are included within the Play.CLOH.org grant proposals of 2016. Swimming, water polo, golf, kayaking, running and ultimate are certainly lifestyle sports. These activities have a lot going on, plenty of “mojo,” much to emulate.
As we work together to make learning a lifestyle, let’s work within the lifestyle sports and insure that learning is included there, in obvious ways, so that plenty of others can join, follow-along, and embrace this lifestyle of learning. To create lifelong learning, use recreation.
Giving young people better tools in their preparation for life gets top billing at Play.CLOH.org. A robust suite of additional enrichment activities and experiences for better preparing youngsters is needed and welcomed.
Sadly, many of the opportunities provided for inter-city kids are frail. Often, the institutional hurdles are high and frequent. Our swim team can’t have practices on Saturdays and Sundays. Go figure. The older kids can’t be fooled. Perpetual defeat is a buzz kill.
Let’s support the drive and desire for being dedicated, determined and disciplined. Athletes have those passions, especially when they’re improving, having fun and a sense of fairness comes within their competitive landscapes. Our kids should feel the support – then, they rise to meet challenges. Here, we can compete with anyone, anywhere. Kids, you can receive the help to become the best you can be, and that means that some are sure to become the best in the world. For everyone on the team in the community, that makes life exciting. That’s the fun lifestyle that trains minds and bodies.
High school kids who come to understand and trust the vision of Creating Literate Olympians Here can make it so. The mind leads and the body follows. They go together. The mind never leaves the body. The learning never stops. Play.CLOH.org aims to better align-and-unify mind-and-body. Play.CLOH.org prevents the divorce between the two.
Learning, teaching and playing is for the young and not-so-young. The target market for LRNG.org is 13 to 24. Why stop at 24? The system of digital badges at Play.CLOH.org champions lifelong learning for those who want to live a long life. Play unifies the young and not-so-young and prevents the divorce among the age groups. It is important to engage the kids, and everyone else.
Plenty of opportunities are within these plans that speak directly to the circle of life. In Pittsburgh, our co-ed masters’ water polo team generally beats the region’s best high school boys’ team. It was an epic moral victory, and lots of fun, when the North Allegheny high school boys squad tied the Pittsburgh Masters squad at a game in the 2016 CMU tournament.
Play.CLOH.org efforts make spaces and interesting challenges so that the seasoned 50-year-olds get to buck up with the youngsters in their prime in underwater hockey, speed golf, aquatic SKWIM, ultimate, pull-ups, goal-setting, sport-first-aid, computer animation and app development. Learning lifetime-and-lifestyle lessons goes beyond age 24. Health and wellness is not a guarantee for many in communities where violence, drug use and poverty are pervasive.
Some XPs, playlists, pathways and badges within Play.CLOH.org are tagged #Lifelong_LRNG_Lifestyle when suited for inter-generational settings.
Baseball has a different concept of being “home.” In baseball, one must summon sizable amounts of courage to step-up-to-the-plate at home. Getting to home as a base runner signals a long-trip around the diamond’s three other bases. Regardless of the illustration and baseball’s vocabulary, Play.CLOH.org makes loud calls for great teams of people to step out of their comfort zones, to be present elsewhere, to be prepared by thinking ahead and to reflect, log and digitize their insights along their ways.
Both LRNG and Play.CLOH.org aim to connect communities around shared goals. The design pillars of LRNG match well among the goals and quarters of Play.CLOH.org. The over-arching goal is playing well with others. LRNG and Play.CLOH.org play well together.
LRNG’s four design pillars: Craft Experiences, Gather Communities, Build the World, and Unlock Opportunities
Play.CLOH.org features four design pillars too within its playlist for the Tech Captains badge. Plenty of overlap and common ground exists. The Play.CLOH.org “pillars” are called “quarters.” Quarter One is Present. Quarter Two is Play. Quarter Three is Technology. Quarter Four is Development. Plenty of common ground exists.
The alignment of the LRNG.org pillars and Play.CLOH.org quarters are slightly different, but the sequence of the pillars as well as quarters are not paramount.
Play.CLOH.org efforts consider “Why” first. “How” should be informed by “Why.” In other words, the method and activities should be informed by the purpose.
The why behind the digital badges called Tech Captains becomes clear as dozens of high school students are hired to serve as coaches, instructors, lifeguards and camp leaders for Swim & Water Polo Camp. All workers are not equal.
In 2015, 40+ employees coached more than 200 students at 10 different pools. The best employees have been high school swimmers on the Obama varsity swim team. Other athletes, but not full-time swimmers, have been great workers too. Of course the varsity swimmers know the routines, expectations and drills of the head coach. Having played the games and understanding the rules matters. They know the communication style of the boss, can read emails and be responsible to their duties. The more valuable employees have been the ones with a prior relationships with the program leader, their fellow workers and the activities. The greatness days at camp come when varsity swimmers perform and lead the younger students in grades 3 to 7.
Pittsburgh has a proven demand and available facilities to train more than 2,000 youngsters in a Swim & Water Polo Camp in the summers. Throughout the winter, Pittsburgh has the available facilities to train more than 6,000 swimmers.
Sticking points for growing the programs to reach thousands of kids are a shortage of coaches for staff positions and a lacking political will by certain individuals in high positions. The awarding of educational grants would help to sway the opinions among certain administration in the school district.
Throughout the school year, about 40 kids are involved in the varsity swim teams, boys and girls at Obama. In the district of 30,000 students, Pittsburgh has about 250 swimmers among all the schools and grades.
However, a staff of more than 100 would be needed to lead campers by the thousands. The pathway to to the Tech Captains badges can help to develop the individuals who can join the staff for future camps.
An All-City Sports Camp has been proposed. However, other posts are already being filled in the community. Citiparks, the YMCA, Sarah Heinz House, Hosanna House, Pittsburgh Ultimate, Venture Outdoors, Big Leagues, First Tee of Pittsburgh and our Swim & Water Polo Camp hire camp instructors. The Bloomfield-Garfield Corporation and the Eastside Neighborhood Employment Center hire about 150 kids, ages 14 to 21, for the city’s summer youth employment program.
In 2017 and beyond, it would be great if the individuals who have LRNG digital badges could take a merit-based bypass of the job lottery. Not all the kids get hired with the city’s youth job program called Learn & Earn. Those with digital badges should get hired first. That way, digital badges would unlock opportunities.
Every youngster in Pittsburgh could learn to swim and be a part of the sportsmanship and teamwork experiences of an All City Sports Camp after 400 participants have been trained in the process of playing well with others in the quest for Play.CLOH.org Tech Captain digital badges. But there is more. Existing camp experiences are already offered in the community by many of the supporting agencies and institutions within the Play.CLOH.org network. Those camps hire high school students. Every camp can benefit with more enhanced staff preparations with year-round XPs.
The Tech Captains digital badges help to tighten the circle of life. Consider the growth of a youngster who is a camper at age 10 and then becomes a motivated learner at age 13 and grows into a valued junior instructor in a camp at age 15 to then hooks up in a camp-coaching role at age 17.
For the high school students, fitting in the time for training, playing, competing, studying, resting, planning, socializing, learning, and instructing other youngsters is demanding work that can be made somewhat less burdensome with the hope of a pathway charted to meaningful badges from Play.CLOH.org.
Many of the young adults at age 19 are doing college internships.
The connected learning approach prioritizes experience over knowledge transfer, formation over facts. It centralizes the importance of community connections, real-world relevancy and digital technologies. The approach bridges connections between communities, content, and practitioners. When successful, it brings together learner’s passions, people, and paths.
Pittsburgh’s shared passions: Sports, Technology, Our Children. Pittsburgh is a sports town. Pittsburgh is also a technology town. Our kids are a passion for many too. Play.CLOH.org connects these common passions of sports, fitness and wellness to technology for our kids. With this approach, the entire community can be responsible. Schools, nonprofits, companies, gamers, governments, caregivers, mentors, and peers are all involved in Play.CLOH.org.
The DML Competition is a highly competitive, national grant for up to $125,000 to craft connected learning solutions. A proposal called, Play.CLOH.org, was completed and submitted on May 13, 2016. This page presents that proposal.
Wiki page of the proposal, (edits happened): http://aforathlete.wikia.com/wiki/DML_Competition/Application#Overview
Please provide a 250-word overview of the proposed playlist(s), including theme, learning objectives, and intended outcomes. This concise description will be publicly displayed. Applicants should add more detail about their proposed project in corresponding categories.
250 words max.
“Playing well with others” is our playlist theme. Buttressing the theme, students acquire life-skill-development opportunities in:
1) Leadership and team-building,
2) Self management (taking personal responsibility for one’s own behavior) through follow-through skills, and
3) Social/emotional skills enhancement through structured inter/intrapersonal skill identification, practice and self-monitoring activities.
To accomplish desired objectives within Play.CLOH.org’s XPs and along the self-selected pathways, participants:
make reasonable/feasible plans to accomplish their goals,
make the goals happen, and
evaluate the results.
The quest for our featured badges, Tech Captains, is for students who want to grow as leaders and become better people through the application of best practices of both athletics and technology.
All high school students can join and engage in learning activities that combine both sports and technology — regardless of athletic abilities. Coding, app development and animation centers on their teams’ skills, routines, playbooks and goals.
Connected learning happens across playlists and within XPs. Kids make decisions, plan, compromise, ask questions and balance their lives with sports and technology. Play.CLOH.org’s orientation introduces a 4-quarter gadget that helps kids focus the holistic challenges of the playlists while combining sports, technology and development.
Individuals grow in sports and tech from enthusiastic children to mature, self-managed, responsible players, junior instructors, captain leaders, certified lifeguards, and accredited, rookie coaches. Enthusiasm is still present, but participants are equipped with carefully structured goal-setting and self-monitoring evaluation procedures. Participants learn how one works to make things happen through fun experiences.
Provide a rationale for the importance of the proposed playlist(s) that takes into consideration the Playlists for Learning criteria, including how your playlist(s) will design engaging connected learning experiences for youth learners, build supportive learning communities, and unlock meaningful opportunities. Explain clearly how the playlist will scale and enhance existing connected learning opportunities. See the detailed criteria for additional information.
500 words max.
Love of sports gives motivation to opportunities in technology about sports. Appreciation for computer science soars when digital activities relate to sports passions and interests.
Skills used in striving for sports achievement support technology learning achievement. Examples are goal setting, measurement details, positive coaching, mentoring.
Aerobic activities support cognitive performance. Physical activities support tech learning.
Mindfulness used for peak athletic performance applies equally to peak academic and/or tech performance.
Sports teamwork and camaraderie supports technology learning.
Our playlists educate. More knowledge reduces frustrations and builds motivation. Motivated, smart participants are better equipped goal setters. Success breeds individual and team growth. More teams leads to better leagues (pleasing PPS, Pgh Ultimate, SKWIM, CWPA) with more customers (pleasing TeamUnify, eLifeguard, AD Starr, Pro Bike + Run, Milestone Sports, Pair.com) and, increased services (pleasing LiveCode). Open-source operations thrive with greater numbers of users. Additional sponsors willingly promoting this cause/movement fuels additional sharing. Solutions evolve. Future generations benefit when open-source and LiveCode expands in sports to penetrate the mind share and market share in school districts.
Similar amounts of energy and hard work that gets devoted to playing sports, improving fitness, sharpening techniques and challenging opponents can be applied to academic pursuits and learning to master technology. Tackling complicated computer science projects can occur with the same intensity as displayed in sports.
Athletes already connecting with scholastic sports hosted by their schools (7.8M in US) can opt into leadership roles with our meaningful playlists.
Secondary outcomes of sportsmanship and teamwork are reinforced at deliberate team talks at our Swim & Water Polo activities. In 2015, participants huddled, discussed and bestowed Teamwork and Sportsmanship digital badges to deserving people. Playing well with others is a valued theme in discussions. LRNG’s 2016 badges do not align well with spur-of-moment recognition. A different digital honor and positive acknowledgement is desired. Patches from USA Swimming’s DeckPass app (35M delivered) is a suitable alternative, especially if bridged among TeamUnify and wikipage user profiles with links to LRNG.
Open source software’s sharing philosophy teaches many lessons regarding how to play with others and sustainability of projects.
Convergence of Raspberry Pi 3 and LiveCode presents a disruptive innovation worthy of investments.
Diverse activities fuel sports’ popularity. Diversity of Play.CLOH.org’s network of 35 partners and XP/Wildcard_Play_Dates insures variety and scale.
Repeating the process of doing Tech Captain badges matches how athletes generally earn multiple varsity letters in the same sport. Some students do different sports in fall, winter and spring seasons. Different sports illuminate fresh challenges for tech animation, concept maps, etc.
Provide a description of the local and/or global audiences that your existing connected learning programming and/or content currently serves. Explain clearly how a playlist will broaden that reach. Indicate what new audiences will be engaged, and, if applicable, what opportunities will be unlocked for youth learners.
300 words max.
Leagues, coaches, students, customers, members, developers and patrons (200K+) are served currently with Play.CLOH.org’s network (35 orgs). Pittsburgh Public Schools has 40,000 (students, staff). TeamUnify.com has 40,000 users with records (4,000 teams x 100 per team). PA Athletic Directors Association is training 40,000 coaches in two years. LiveCode gets 40,000 downloads per month. Everyone seeks to grow market share and mind share.
Students, 13-to-24, who want to grow as leaders and become better people through the application of best practices of both athletics and technology can engage. World-wide groups can engage in our learning activities that combine sports and technology.
Locally, 100 recruits coalesce into a regional Varsity Club. Expansion comes with Athletic Directors Association(s) and coaching-education mandates being implemented in 30 other states. The playlist provides teachers/coaches effective tools and knowledge for enhancing sportsmanship, teamwork and goal-setting. More meaningful and safer learning experiences unfold.
This audience is challenged to grow as leaders and individuals along a pathway in tech and play to become responsible players, junior instructors, captain leaders, certified lifeguards, and accredited coaches – all unlocked opportunities.
Through other initiatives, Tech Captains position themselves to unlock jobs. Mastering technology unlocks interviews, mentoring relationships, tours and services from high-tech businesses.
Tech Captains unlock over-night camps/clinics where additional badges with accreditation are taught. Student reach extends collegiate aspirations with wider academic plans and NCAA recruiting.
Perks come from completing XPs: Races, internships, trips.
New audiences are predicted in every direction. Most exciting: Putting LiveCode in US schools, open-source into sports, SKWIM games into community aquatics, concept mapping into sports justice issues, and deliberate goal setting skills with accountability into the hearts and minds of 9th and 10th grade youngsters.
Discuss playlist learning outcomes. Define the knowledge, skills, or attributes that are to be gained through completion of proposed playlist(s). Address how learning will be validated and assessed, including how digital badges will be used.
300 words max.
* 1. Goal Setting.
* 2. Technology Mastering.
* 3. Foundation building to a career pathways of coaching.
Coaches influence students with hopes that players will want to coach their children in the future. Let’s begin to establish skills, knowledge and dispositions along a career pathway that may lead to successful coaching.
Tech Captains unlock courses at overnight camps taught by instructor-trainers. Certifications within badges (Rookie Coach, Sports First Aid, Jedi-like Lifeguards) are mandatory and thousands of jobs exist for young people. Validated by numbers certified.
Students gain top summer jobs because of badges. Positive employees, camp leaders, lifeguards, swim instructors, mentors, coaches, college club players, and NCAA recruited athletes are in high demand.
Students gain new layers of support as they engage in their schools’ sports squads as a result of these connected learning pathways. Records of attendance, a function of TeamUnify.com’s OnDeck app, validate devotion and the need to show up. Many goals hinge upon being present. Attend every meet. Never miss a practice.
We count improvements. The number of competitions, badge earners, and user profiles on various sites are scored. Many of XPs have online tests.
Students able to make open-source-software contributors can control their piece in the world.
The number, size and collaboration of concept maps is scored.
Students progress in technology within levels – competent, literate, fluent, brilliant (2018) genius (2019). LiveCode’s easy nature helps speed the process.
Records are created as URLs with uploaded photos within wiki pages. Wiki edit count automatically with every username.
Milestone Pod’s leader board shows running distances, statistics.
Students learn that great support comes within. Deal with devices, analytics, motivation, guidance, distant perspectives, and planning.
Sportsmanship and teamwork are secondary outcomes with fitness, school spirit improvements, and service to others.
* Provide a detailed description of all proposed playlist content and experiences. Include an indication of whether content and experiences are existing or to be developed with grant funds. Please note that limited funds will be awarded for new content creation. New content will only be funded in those instances where it is proposed in conjunction with a pre-existing connected learning program and is intended to augment existing learning resources or experiences. * 300 words max. Students get a badge system for best-in-class participation sports, technology and human development. Play.CLOH.org proposes 9 badges and 96 XPs. Educational assets exist and are 90% complete.
Sports First Aid,
Digital Sports Communicators, and
Not Just A Game,
Race, Power & American Sports,
Pull Your Own Weight Lifestyle,
West Penn PYOW Lift-off,
SKWIM/Level 1, 2, 3, 4,
High Ropes Course,
Corporate Deck Hockey,
HH Deck Hockey Confab,
Speed Golf Tournament,
XP/* Play_Dates are branded for network’s entities.
XP/Varsity Competitions, (support scholastic sports teams)
Example of two others:
XP/Underwater Hockey Play_Dates
Cmaps Concept Maps,
Open Source Sports,
Q3:More (9) Edit
Apps for Andoid,
Apps for iOS,
LiveCode Big Data,
LiveCode Video Games,
Coaching Boys Into Men Huddle,
Coaching Boys Into Men Training
First Tee Nine Core Values/1-to-9,
Goals Levels 1-to-6,
JCC Special Olympics,
Routines/Level 2, Scorers,
Service Leadership in School Yard Baseball,
Sport In Society,
Mindfulness/Savoring & more.
Provide a preliminary implementation and communication strategy, including a plan for engaging organizational stakeholders and audiences who will use the proposed playlist(s).
300 words max.
Schools, districts and coaches announce to potential Tech Captains.
Student craft playlists with our four-quarter playlist-wizard that streamlines and simplifies logic within our efforts. Students are presented XPs and optionally: skip, reading more, flag for later and choose to begin. The LiveCode, open-source wizard is shared at XP/HQ_Orientation. It prompts student choices and minds sequences.
Tech Captains earn 20 XPs among 96. The depth and range of XPs has years of quality challenges. Students are encouraged to begin again every scholastic season, 3x per year.
Tech Captains unlock eligibility for attending overnight camps, certification opportunities and badges Rookie Coach; Sports First Aid; and Jedi-like Lifeguards.
Internal communication among students and leaders with our open-source community trumpets tech-rich, wiki-driven, github-enriched communication. Alerts arrive with TeamUnify’s powerful tools and multiple email lists. Personal interactions and teleconferences within XPs, especially XP/Sport In Society, address house-keeping matters.
Contacting people in sports is easier than most other interests. External outreach occurs at competitions, coaches clinics, sports-page coverage, media interviews, podcasts, and to schools, teams and leagues.
Play.CLOH.org’s 35 partners do extensive outreach. Our success within LRNG get promoted and amplified to the national offices (YMCA, JCC, Boys & Girls Clubs, Faith-based Organizations).
* Budgeted and in-kind PR occurs in catalogs and clinics. (A.D.Starr, Human Kinetics, TeamUnify and eLifeguard.com. Pittsburgh hosts 2017’s National Drowning Prevention Alliance convention.)
* PA High School Athletic Directors, collaborator, reaches scholastic athletes.
* TeamUnify.com has one of the largest web sites in youth sports.
* Media partners include Urban Media Today (local), Dave Zirin (national).
* Pair.com, IHMC.us, LiveCode.org, have extensive presence and communication capacity in global tech sectors.
* Water Polo Association, SKWIM connect to aquatics. AutoCoach.au.com has customers around the world.
Play.CLOH.org Budget Spreadsheetdml6-budget
Accepted File Types: xls, xlsx, csv
Provide a 300 word budget narrative explaining each budget item proposed.
300 words max.
Wiki page of the proposal, (edits happened): http://aforathlete.wikia.com/wiki/DML_Competition/Application#Overview
ASU water polo player Lena Mihailovic uses science to elevate herself out of the water to get a better shot on goal. Watch to see how her movements underwater set her up for success.
This open-source, LiveCode-built, four-quarter playlist wizard app is slated for release in the fall 2016. The cross-platform program is delivered on the Raspberry Pi 3 for participants. Download versions available too.
An ebook application is being prepared to display a playlist of the various XPs within the four quarters in the quest to getting Tech Captain digital badges.
The connected learning happens within each experience and also across the playlists among the quarters. Students get to do activities in quarter one, present; quarter two, play; quarter three, technology and quarter four, development.
Plenty of flexibility exists so that students can pick from a large suite of XPs, charting their own playlists. This four-window gadget, created in LiveCode, helps to organize the students efforts.