Audience

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.


Links:

Wiki page of the proposal, (edits happened):  http://aforathlete.wikia.com/wiki/DML_Competition/Application#Overview

  1. Overview
  2. Rationale
  3. Audience (scroll up)
  4. Learning outcomes and validation
  5. Playlist Inventory
  6. Implementation and outreach
  7. Budget