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
- Overview (scroll down)
- Learning outcomes and validation
- Playlist Inventory
- Implementation and outreach
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.
Learning outcomes and validation
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
Total: 96 XPs (XPs with local and virtual flavors count once.)
Q1:Present XPs (9)
Not Just A Game,
Race, Power & American Sports,
Q2:Play XPs (21)
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,
Q2:Wild Card Play_Dates (15)
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
Q3:Technology XPs (17)
Cmaps Concept Maps,
Open Source Sports,
Q3:More (9) Edit
Apps for Andoid,
Apps for iOS,
LiveCode Big Data,
LiveCode Video Games,
Q4:Development XPs (26)
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.
- $19,350, Design & Art costs are for graphics of the 96 XPs ($150) and 9 badges ($350) plus the handbook and playlist wizard app ($1800) coding in LiveCode for the XP/HQ Orientation. Appealing designs help at first blush and within the LRNG site.
- $21,700.00 for Tech Tools
- Q300 Milestone Pods, digital pedometers
- Q100 Raspberry Pi 3 to 100 opening phase students, gratis, $35 + $10 case + $20 64gb MicroSD. Some cables, monitors, keyboards, cameras and gadgets for mobile lab.
- Presenter tech of $4,200 + $600 for internet + $660 for eCommerce fees.
- $20,000 to coaching for costs of books, clinics, scholarships, plus marketing and support specific to the American Coaching Education Program operated by Human Kinetics. Impacts XP/Sports Reader, XP/HQ Orientation and badges Rookie Coach and Sports First Aid.
- $6,540, infrastructure, insurance includes 230 memberships to American Water Polo and BGC financial oversight: checks, payroll, 501(c)(3) office.
- $23,660, PR & Marketing launches 4.3 campaigns at $4K each with partners with extensive catalogs / marketing presence: eLifeguard, AD Starr (baseball), Pro Bikes, AutoCoach.au.com, TeamUnify.com, Pair.com, LiveCode.com for EDU outreach.
- Streaming and public viewing rights for sports/culture films by Dave Zirin, $350 each to Media Education Foundation. Impacts XP/Not Just a Game, XP/Race Power & American Sports, XP/Sports In Society.
- Print/Postage, $1,800. Press releases, monthly, 12 x $180 = $2160.
- $33,000 covers staff and payroll
- Exec Coach = Mark Rauterkus at 50% FTE = $25,200.
- Goals Coach, Kay Atman, Ph.D., creator of Goal Inventory Index. Impacts six Goals XPs, Level 1 to Masters, $3,000.
- CEO of SpiderLearning.com, Bill Taylor, $4,800 as Interface Coach that bridges network partners to LRNG.org for bestowing badges.
- $750 for Sports equipment, 25 polo balls/SKWIM disks, $30.
Wiki page of the proposal, (edits happened): http://aforathlete.wikia.com/wiki/DML_Competition/Application#Overview