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STEM Education Intervention Program for Youth Motivation

Enhancing STEM education through theory-based interventions to motivate learners, with focus on gaming research and implementation models. Analyzing learners, tasks, and environmental factors to drive achievement in STEM fields.

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STEM Education Intervention Program for Youth Motivation

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  1. Hoop Magic Sports Academy Educational Technology Center September 26, 2006

  2. HMSA Vision To improve the health and wellness of youth and their families residing in VA, MD, and D.C. communities. HMSA will serve as a facilitator to deliver quality sports programs, programs, camps, clinics and special events in a healthy and safe environment. Mission To serve as a call to action for corporations, civic organizations, foundations, and individuals to play an active role in the significant challenge to ensure that our most valued asset, our youth, have a promising future to become leaders of tomorrow.

  3. GMU To increase the number of students eligible to participate in STEM related fields. Vision 2006-2007 Mission 2006-2007 To construct a theory based intervention that will engage and equip learners with the tools necessary to increase motivation and achievement in STEM related fields. Fall 2006 Spring 2007 Analysis and Design Design andDevelopment

  4. Instructional Systems Design Process A. D. D. I. E. EVALUATION ANALYSIS DESIGN IMPLEMENTATION DEVELOPMENT

  5. Fall 2006 Analysis: • Performance Analysis • Needs Analysis • Learner Analysis • Task Analysis • Environmental Analysis • Wireframe/Storyboards Design:

  6. Analysis Performance Analysis: A preliminary process to gather data to verify and justify a solution which meets the goals of the project. To do this the Instructional Designers will: • View or visit model programs • Benchmark Existing Educational Software • Consult research journals and periodicals • Conduct online search of relevant literature • Collaborate with client • Meet with Subject Matter Experts (SMEs) • Interview target audience

  7. Analysis Performance Analysis: Drivers: • Motivated client • Organized and involved client • Open communication • Consistency in communication across leadership • Realistic expectations Barriers: • Inability to gain access to target audience • Inability to access Subject Matter Experts (SMEs) • Lack of programming expertise • Inadequately trained target audience (inability to conduct workshops)

  8. Analysis Proposed Solution Gaming Research Implementation Models Resources

  9. Analysis Proposed Solution: Research: • Analysis data • STEM achievement data • Internationally, Nationally, State and County-Wide • Scholarly literature • Educational resources

  10. Analysis Proposed Solution: Gaming: • Determine efficacy of gaming as a solution • Goal of motivating learners • Connection between STEM disciplines, technology and gaming tools

  11. Analysis Proposed Solution: Implementation Models (Informal): • Locating examples of exemplary programs • Internationally, Nationally, State and County-Wide • Identify relevant research and resources

  12. Analysis Proposed Solution: Supportive Resources: • Educational Tools • Online Tools • Tutorial Resources • Evaluation Tools • Parental Involvement

  13. Analysis Proposed Solution Gaming Research Implementation Models Resources

  14. Analysis Needs Analysis: A procedure for setting goals and priorities based on the gap between the present state and the desired state of affairs of the learner To do this the Instructional Designers will: • Identify and describe specific areas of need • Discover contributing factors • Determine criteria for plans to address the needs

  15. Analysis Learner Analysis: A procedure to determine the target audience in order to design instruction that is effective and interesting to learners To do this the Instructional Designers will research: • Basic demographic data (gender distribution, age range, geographic location, etc.) • Socioeconomic data (including cultural considerations) • Cognitive Level • Technological literacy • Motivation and learning goals • Preferred learning styles

  16. Analysis Task Analysis: The process of analyzing and articulating the kind of learning that you expect the learners to know how to perform To do this the Instructional Designers will: • Determine the instructional goals and objectives • Define and describe in detail the tasks and sub-tasks that the student will perform • Prioritize and sequence tasks • Determine instructional activities and strategies that foster learning • Select appropriate media and learning environments • Construct performance assessments and evaluation

  17. Analysis Environmental Analysis: The context of any instructional system, both where the instruction will occur and how the instructional materials will be used To do this the Instructional Designers will determine: • The role of the instructor • Existing curricula, if applicable • Equipment (what hardware technology is available?) • Facilities (how large are the instruction rooms?) • Organizational characteristics (e.g.: vision) • Community beliefs (e.g.: social taboos)

  18. Instructional Systems Design Process A. D. D. I. E. EVALUATION ANALYSIS DESIGN IMPLEMENTATION DEVELOPMENT

  19. Design Instructional Approach: The process of determining the most effective way to deliver instruction To do this the Instructional Designers will determine: • The way it should be presented • What learning activities the learner can experience • The sequence of instruction • The medium or media to support instruction

  20. Fall 2006 Project Goals and Timeline • Performance Analysis (Briefing Report) – Sept. 1 - Oct. 23, 2006 • 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 • Workshops – TBD • Detailed Needs Analysis – Oct. 24 - Dec. 14, 2006 • Learner Analysis • Task Analysis • Environmental Analysis • Toolkit of Technology Resources – Sept. 18 - Dec. 14, 2006 • Preliminary Design Document – Nov. 15 - Dec. 14, 2006

  21. Upcoming Dates and Contact Info. • Fall 2006 Meeting Dates and Times • October 23, 2006, 5pm • Project Web Site: http://immersion.gmu.edu/hoopmagic/fall2006 • E-mail Address: hoopmagic@googlegroups.com • Please Provide Feedback by: October 3, 2006

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