Rationale

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.


Links:

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

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