Title: HMSA
1- HMSA
- Performance Analysis Briefing Report Presentation
Jami Brandt Lenore Butcher Kuch Rhonda
Hopkins Jason Wilhelm
October 23, 2006
2Hoop Magic Sports Academy Chantilly,
Virginia http//www.hoopmagicsa.com/
Education Technology Project
Northrop Grumman Foundation Los Angeles,
California
http//www.northropgrumman.com/com_rel/foundation.
html
3Hoop Magic Project Team
Vision
Improve motivation and academic achievement in
Science, Technology, Engineering, and Math (STEM)
disciplines
Mission
The project vision will be accomplished by
allowing K-12 students to participate in the
analysis, design, and development of
sports-themed educational games focused on STEM
content.
4International and National Data
5National and State Data
6State and Local Data
7Digital Natives
- Digital Age
- Multi-Taskers
- Response to Sensory Input Differs from the
Digital Immigrants - Learning Preferences not met in Traditional
School Settings
8Preliminary Considerations
9Intervention Game Design and Learning
- Provides Motivation
- Teaches Higher Order Thinking Skills
- Personalizes Instruction
- Contextual Bridging
- Prepares Students for Future Jobs
10Implementation Creating Bridges
- After school programs provide a link between
school and community - Can serve as a mediator between two diverse
worlds - School and after school programs can be
partners in a childs learning
11Implementation Creating Bridges
- Factors that influence connection between school
and after school - Location
- Program Philosophy
- Organizational Capacity
- School Climate
12Implementation Creating Bridges
- Degree of bridging can vary
- Self Contained
- Associated
- Coordinated
- Integrated
- Unified
13Sustainability
- After School Programs
- Gaming
- Resources
- Capacity Building
Planning for the future
14Sustainability
Capacity Building activities that improve an
organizations ability to achieve its
missionora persons ability to define and
realize his/her goals or to do his/her job more
effectively.
Tools
Development
Training
Skills
Strategic Planning
15Next Steps Further Analysis
- Learn more about the target audience
- Narrow in on content area specific to audience
- Consider physical characteristics of the
environment and organizational capacity - Continue research of implementation models
- Continue gathering resources to support program
success and sustainability
16Next Steps Preliminary Design
- Begin to determine the way the instruction should
be presented to the learner - Learning activities
- Sequence
- Media or medium utilized
17Drivers and Barriers
- Drivers
- Motivated client
- Organized and involved client
- Open communication
- Consistency in communication across leadership
- Realistic expectations
- Barriers
- Access to target audience
- Access to Subject Matter Experts (SMEs)
- Programming expertise
- Technological capability of target audience
18Fall 2006 Project Goals and Timeline
- Research Presentations Nov. 9, 2006
- Four White Papers Sept. 18 - Dec. 14, 2006
- Science, Technology, Engineering, and Math (STEM)
Achievement - Gaming and Achievement
- Toolkit/Benchmarking
- After-School Program Implementation Models
- Detailed Needs Analysis Oct. 24 - Dec. 14, 2006
- Toolkit of Technology Resources Sept. 18 - Dec.
14, 2006 - Preliminary Design Document Nov. 15 - Dec. 14,
2006