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Project Reflection
MP
by
M P
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Updated Nov 25, 2021
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Chapters
00:00
Chapter 1
00:26
Chapter 2
00:49
Chapter 3
01:44
Chapter 4
03:10
Chapter 5
03:26
Chapter 6
03:40
Chapter 7
04:03
Chapter 8
04:33
Chapter 9
04:49
Chapter 10
05:21
Chapter 11
05:31
Chapter 12
05:44
Chapter 13
05:45
Chapter 14
05:47
Chapter 15
05:48
Chapter 16
05:49
Chapter 17
05:50
Chapter 18
05:52
Chapter 19
06:20
Chapter 20
07:06
Chapter 21
07:52
Chapter 22
08:20
Chapter 23
09:05
Chapter 24
09:54
Chapter 25
Audio Transcript
Auto-generated
00:01 - 00:03
Hi everyone. My name is misty.
00:03 - 00:08
This presentation is reflection project that I completed for 49 05.
00:08 - 00:12
I'll explain the scenario. My client's needs a proposal for answering those needs.
00:12 - 00:17
Um I'll highlight the tasks associated with the project and their deliverables.
00:17 - 00:20
I'll explain the outcomes and the challenges.
00:20 - 00:24
And I'll also conclude with a reflection of the degree program alignment.
00:24 - 00:26
So with that said, let's begin with the introduction.
00:27 - 00:33
The scenario I used was from a prior course textbook with many helpful case studies.
00:33 - 00:36
I chose this particular scenario because I felt the need for
00:36 - 00:39
more of a challenge rather than selecting from prior experiences.
00:39 - 00:40
Looking back,
00:40 - 00:43
it proved useful in the grand scheme of things and it also seemed to be
00:43 - 00:45
one that was more commonplace since the career
00:45 - 00:47
field can absorb many types of interventions.
00:47 - 00:49
All right, let's look into the problem.
00:50 - 00:53
The scenario described a design programmer who lost his only
00:53 - 00:57
client due to a realignment strategy within the organization.
00:57 - 01:01
My direct client is that design programmer. Mr Bishop.
01:01 - 01:06
But he was funded through his employment organization who is my indirect client.
01:06 - 01:10
And that was a university um funding the program to establish
01:10 - 01:16
a study on developing technologies that engage students in scientific inquiry.
01:16 - 01:22
Mr Billy Bishop developed the gaming software called rigel fish uh
01:22 - 01:25
for a local middle school to implement in science classrooms.
01:26 - 01:27
However,
01:27 - 01:32
the school had to realign their plans with the when they discovered
01:32 - 01:37
that um the annual scores had exposed a decline in learning competencies.
01:37 - 01:42
So Mr Bishop had nowhere to continue his study and so he called me in hopes of,
01:42 - 01:44
you know, deliverance, so to speak.
01:45 - 01:48
So my first task was to conduct a needs analysis
01:48 - 01:51
in order to discover the true nature of the situation.
01:51 - 01:52
Um but
01:53 - 01:56
that helped me produce my proposal for the project.
01:56 - 01:58
But before we get into that,
01:58 - 02:01
I'd like to briefly highlight the results of that analysis.
02:01 - 02:05
So the main lines of effort fell under two specific needs.
02:05 - 02:08
The first was the need to support his effectiveness study
02:08 - 02:10
and the second was to support his consumer base.
02:10 - 02:11
Now,
02:11 - 02:14
the first line of effort focused on researching
02:14 - 02:17
success stories of other technologies in the classroom,
02:17 - 02:20
and this would help amplify the game's power to improve
02:21 - 02:23
middle school learner competencies.
02:24 - 02:27
The second line of effort focused on arguing
02:27 - 02:30
the game's value to to the school districts.
02:30 - 02:35
And this meant developing a marketing plan for Mr uh, Mr Bishop's program.
02:35 - 02:39
Uh so we'd start assisting developers and refining the game,
02:40 - 02:43
and then we'd also have to beef up the selling strategy
02:44 - 02:46
uh since there were already bugs and timing
02:46 - 02:48
issues already noted from the previous clients.
02:50 - 02:53
The third alloy focused on consumer base as well.
02:53 - 02:57
However, it was more in terms of delivering how to kind of tell all for the teachers.
02:57 - 03:00
So the idea was to create a manual or
03:00 - 03:03
guide for teachers before and during their implementation.
03:03 - 03:05
So the game could run smoothly.
03:06 - 03:07
So why is that important?
03:07 - 03:10
Well, the three alloys were the main points of the proposal,
03:10 - 03:11
which is going to be next.
03:11 - 03:14
So after meeting with MR Bishop to discuss the knees,
03:14 - 03:17
I drafted this proposal where a proposal where I could
03:17 - 03:20
be of use and how the plan would commence.
03:20 - 03:24
In terms of the proposal outline, it's the scope, the time, the cost,
03:24 - 03:25
threats and desired outcomes.
03:25 - 03:26
Let's look, let's go.
03:27 - 03:30
The scope was only left to middle school
03:30 - 03:33
science classrooms studying scientific inquiry and genetics.
03:33 - 03:37
And these objectives are pretty common concepts learned in uh,
03:37 - 03:39
middle school classrooms.
03:39 - 03:41
In the first nine weeks,
03:42 - 03:45
there were no defined limitations because the program
03:45 - 03:47
had already run through to experimental years.
03:47 - 03:48
Um, however,
03:48 - 03:54
we had to run an extension request to be able to cover the rest of the studies costs.
03:54 - 03:55
Um,
03:55 - 03:58
some of those things that helped us gain approval
03:58 - 04:03
was using volunteers and very frugal communication methods.
04:04 - 04:09
The situation indicated that my initial involvement would spend 3-4 weeks
04:09 - 04:12
just to establish context and to begin with data collection.
04:12 - 04:15
However, each line of effort also had its own timeline.
04:15 - 04:20
Uh, so the first alloy would be uh, initially one week
04:21 - 04:24
For the review and then it could take up to 30 days.
04:24 - 04:28
Um, the second alloy was approximately 2-3 weeks
04:29 - 04:29
and then
04:30 - 04:33
The last one was up to 15 days.
04:35 - 04:37
The three desired outcomes was to improve
04:37 - 04:40
loader engagement and scientific inquiry refined the
04:40 - 04:46
gameplay time and to re white or debug is necessary and then to implement
04:46 - 04:49
Implement in the 6 - eight Grade Science Classrooms.
04:50 - 04:53
The priority threat was not to lose funding.
04:53 - 04:57
So the project included that extension request that I uh briefly
04:57 - 05:01
discussed and it was actually approved the first week of summer.
05:01 - 05:05
Another threat was the perception of gaming in school
05:05 - 05:08
and that would be evaluated using surveys and teachers,
05:08 - 05:11
uh surveys of teachers and students to clearly
05:11 - 05:15
define the mindset of those intended audiences.
05:15 - 05:19
And then the last threat was timing in terms of keeping
05:19 - 05:22
to standard plan to implement by the next school year,
05:23 - 05:26
the project included multiple tasks which are annotated
05:26 - 05:28
on the slide and each of these tasks
05:28 - 05:30
contributed to the development of the deliver bubbles
05:30 - 05:32
which can be found on the next one.
05:33 - 05:37
This thought this slide consists of materials developed for the project.
05:37 - 05:39
Um the student survey questionnaire,
05:39 - 05:42
the teacher survey questionnaire and then the protocol.
05:42 - 05:47
Um for the second time, I'll just click into these so you can see the links
05:53 - 05:57
All right in terms of outcomes after summer camp.
05:57 - 05:59
And the first nine weeks of the school year,
05:59 - 06:01
the game brought about 68% increase
06:01 - 06:05
in competency scores through scientific inquiry,
06:05 - 06:06
problem solving and genetics.
06:06 - 06:08
After its implementation,
06:08 - 06:11
teachers consistently agreed that engagement
06:11 - 06:13
increased significantly in their classes.
06:13 - 06:15
Therefore it's safe to assume that the
06:15 - 06:17
probability of success will continue to increase.
06:17 - 06:20
So let's look at how these results were collected.
06:22 - 06:24
I included research on three examples.
06:24 - 06:27
Success stories to highlight the need for MR Bishop's project.
06:27 - 06:29
The first evaluation proved that VR
06:29 - 06:32
could enhance engagement through various subjects.
06:32 - 06:35
The second was 3D printing which contributed
06:35 - 06:37
to the engagement of calculus students,
06:37 - 06:39
physics classes,
06:40 - 06:43
biology lessons and artifact replication,
06:43 - 06:45
excuse me, replication projects.
06:46 - 06:52
And then the third evaluation was um virtual field trips proving successful since
06:52 - 06:54
they took students to places that they're
06:54 - 06:57
unable to visit during COVID-19 restrictions.
06:57 - 07:03
Um they were able to help identify tectonic plate boundaries, ports and roadways,
07:03 - 07:06
sea level changes and sediment erosion.
07:07 - 07:11
As stated Earlier surveys were used to gather the audience
07:11 - 07:14
perceptions and to highlight the game's purpose in the classroom.
07:14 - 07:17
The teachers survey revealed that 80% of
07:17 - 07:20
the teachers do not currently use gaming technologies
07:21 - 07:22
In terms of timing,
07:22 - 07:23
36
07:24 - 07:27
claimed that they would prove most functional
07:28 - 07:30
during review exercises.
07:30 - 07:35
The student surveys revealed also nearly 80% of the students identify
07:35 - 07:39
themselves spending at least 123 hours playing video games per day,
07:39 - 07:43
which means basically they have a heightened sense of awareness.
07:43 - 07:47
But these technologies are proving useful in educational situations
07:48 - 07:49
Now,
07:50 - 07:53
also like the idea of actually playing the games in the classroom.
07:55 - 07:56
In addition to surveys,
07:56 - 08:01
a group of game testers as well as MR Bishop's programming group worked
08:01 - 08:05
tirelessly to create a rendition of the game use in the classroom.
08:05 - 08:10
It's a protocol that includes instructions to set the game up for the classroom.
08:10 - 08:13
It includes an alternative guide for more autonomous learners,
08:13 - 08:16
a special keys menu for game use troubleshooting
08:16 - 08:20
tips and contact information for more complex issues.
08:21 - 08:27
My team faced challenges in terms of audience by in curriculum placement and timing
08:27 - 08:32
the most pressing viewpoints involved. The way that the game would be implemented.
08:32 - 08:34
Some schools aimed to try
08:34 - 08:37
try it out in their after school and their ap
08:37 - 08:41
programs while others suggested doing it in summer camps first.
08:41 - 08:47
But mr Bishop wanted to run it in the regular curriculum so someone had to sacrifice
08:47 - 08:54
my client ultimately compromised but we were able to learn how to cut his game time
08:54 - 08:56
down by two days and to refine many
08:56 - 08:58
of the operational errors during the summer group.
08:59 - 09:03
Also the game implementation was a success
09:03 - 09:04
despite all those hurdles,
09:07 - 09:09
the project aligns with the I. D. T.
09:09 - 09:11
Program and that it details specific
09:11 - 09:14
tasks associated in project completion highlighted an
09:14 - 09:19
enemy 3 to 33 as it details how to plan for a project,
09:19 - 09:22
what to highlight in terms of deliverables and
09:22 - 09:24
how to manage the project through completion.
09:25 - 09:26
In addition
09:26 - 09:29
the project alliance with the many portions of
09:29 - 09:33
both HP I and instructional design in terms of
09:33 - 09:36
the analysis of the needs and then selecting
09:36 - 09:39
an intervention and those were also noted in Amy
09:39 - 09:43
3 6 - 4 43 50 and 43 52.
09:44 - 09:50
Um The the project also relied on instructional technology concepts since the
09:50 - 09:53
idea surrounds itself setting up a technology platform in the classroom setting.
09:55 - 09:58
I want to thank you for your time and interest in this project,
09:58 - 10:00
and I welcome suggestions, so please contact me.
10:00 - 10:01
Thanks so much.
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