Project Reflection

MP
by M P19 views·Updated Nov 25, 2021

Chapters

Audio TranscriptAuto-generated

  1. Hi everyone. My name is misty.
  2. This presentation is reflection project that I completed for 49 05.
  3. I'll explain the scenario. My client's needs a proposal for answering those needs.
  4. Um I'll highlight the tasks associated with the project and their deliverables.
  5. I'll explain the outcomes and the challenges.
  6. And I'll also conclude with a reflection of the degree program alignment.
  7. So with that said, let's begin with the introduction.
  8. The scenario I used was from a prior course textbook with many helpful case studies.
  9. I chose this particular scenario because I felt the need for
  10. more of a challenge rather than selecting from prior experiences.
  11. Looking back,
  12. it proved useful in the grand scheme of things and it also seemed to be
  13. one that was more commonplace since the career
  14. field can absorb many types of interventions.
  15. All right, let's look into the problem.
  16. The scenario described a design programmer who lost his only
  17. client due to a realignment strategy within the organization.
  18. My direct client is that design programmer. Mr Bishop.
  19. But he was funded through his employment organization who is my indirect client.
  20. And that was a university um funding the program to establish
  21. a study on developing technologies that engage students in scientific inquiry.
  22. Mr Billy Bishop developed the gaming software called rigel fish uh
  23. for a local middle school to implement in science classrooms.
  24. However,
  25. the school had to realign their plans with the when they discovered
  26. that um the annual scores had exposed a decline in learning competencies.
  27. So Mr Bishop had nowhere to continue his study and so he called me in hopes of,
  28. you know, deliverance, so to speak.
  29. So my first task was to conduct a needs analysis
  30. in order to discover the true nature of the situation.
  31. Um but
  32. that helped me produce my proposal for the project.
  33. But before we get into that,
  34. I'd like to briefly highlight the results of that analysis.
  35. So the main lines of effort fell under two specific needs.
  36. The first was the need to support his effectiveness study
  37. and the second was to support his consumer base.
  38. Now,
  39. the first line of effort focused on researching
  40. success stories of other technologies in the classroom,
  41. and this would help amplify the game's power to improve
  42. middle school learner competencies.
  43. The second line of effort focused on arguing
  44. the game's value to to the school districts.
  45. And this meant developing a marketing plan for Mr uh, Mr Bishop's program.
  46. Uh so we'd start assisting developers and refining the game,
  47. and then we'd also have to beef up the selling strategy
  48. uh since there were already bugs and timing
  49. issues already noted from the previous clients.
  50. The third alloy focused on consumer base as well.
  51. However, it was more in terms of delivering how to kind of tell all for the teachers.
  52. So the idea was to create a manual or
  53. guide for teachers before and during their implementation.
  54. So the game could run smoothly.
  55. So why is that important?
  56. Well, the three alloys were the main points of the proposal,
  57. which is going to be next.
  58. So after meeting with MR Bishop to discuss the knees,
  59. I drafted this proposal where a proposal where I could
  60. be of use and how the plan would commence.
  61. In terms of the proposal outline, it's the scope, the time, the cost,
  62. threats and desired outcomes.
  63. Let's look, let's go.
  64. The scope was only left to middle school
  65. science classrooms studying scientific inquiry and genetics.
  66. And these objectives are pretty common concepts learned in uh,
  67. middle school classrooms.
  68. In the first nine weeks,
  69. there were no defined limitations because the program
  70. had already run through to experimental years.
  71. Um, however,
  72. we had to run an extension request to be able to cover the rest of the studies costs.
  73. Um,
  74. some of those things that helped us gain approval
  75. was using volunteers and very frugal communication methods.
  76. The situation indicated that my initial involvement would spend 3-4 weeks
  77. just to establish context and to begin with data collection.
  78. However, each line of effort also had its own timeline.
  79. Uh, so the first alloy would be uh, initially one week
  80. For the review and then it could take up to 30 days.
  81. Um, the second alloy was approximately 2-3 weeks
  82. and then
  83. The last one was up to 15 days.
  84. The three desired outcomes was to improve
  85. loader engagement and scientific inquiry refined the
  86. gameplay time and to re white or debug is necessary and then to implement
  87. Implement in the 6 - eight Grade Science Classrooms.
  88. The priority threat was not to lose funding.
  89. So the project included that extension request that I uh briefly
  90. discussed and it was actually approved the first week of summer.
  91. Another threat was the perception of gaming in school
  92. and that would be evaluated using surveys and teachers,
  93. uh surveys of teachers and students to clearly
  94. define the mindset of those intended audiences.
  95. And then the last threat was timing in terms of keeping
  96. to standard plan to implement by the next school year,
  97. the project included multiple tasks which are annotated
  98. on the slide and each of these tasks
  99. contributed to the development of the deliver bubbles
  100. which can be found on the next one.
  101. This thought this slide consists of materials developed for the project.
  102. Um the student survey questionnaire,
  103. the teacher survey questionnaire and then the protocol.
  104. Um for the second time, I'll just click into these so you can see the links
  105. All right in terms of outcomes after summer camp.
  106. And the first nine weeks of the school year,
  107. the game brought about 68% increase
  108. in competency scores through scientific inquiry,
  109. problem solving and genetics.
  110. After its implementation,
  111. teachers consistently agreed that engagement
  112. increased significantly in their classes.
  113. Therefore it's safe to assume that the
  114. probability of success will continue to increase.
  115. So let's look at how these results were collected.
  116. I included research on three examples.
  117. Success stories to highlight the need for MR Bishop's project.
  118. The first evaluation proved that VR
  119. could enhance engagement through various subjects.
  120. The second was 3D printing which contributed
  121. to the engagement of calculus students,
  122. physics classes,
  123. biology lessons and artifact replication,
  124. excuse me, replication projects.
  125. And then the third evaluation was um virtual field trips proving successful since
  126. they took students to places that they're
  127. unable to visit during COVID-19 restrictions.
  128. Um they were able to help identify tectonic plate boundaries, ports and roadways,
  129. sea level changes and sediment erosion.
  130. As stated Earlier surveys were used to gather the audience
  131. perceptions and to highlight the game's purpose in the classroom.
  132. The teachers survey revealed that 80% of
  133. the teachers do not currently use gaming technologies
  134. In terms of timing,
  135. 36
  136. claimed that they would prove most functional
  137. during review exercises.
  138. The student surveys revealed also nearly 80% of the students identify
  139. themselves spending at least 123 hours playing video games per day,
  140. which means basically they have a heightened sense of awareness.
  141. But these technologies are proving useful in educational situations
  142. Now,
  143. also like the idea of actually playing the games in the classroom.
  144. In addition to surveys,
  145. a group of game testers as well as MR Bishop's programming group worked
  146. tirelessly to create a rendition of the game use in the classroom.
  147. It's a protocol that includes instructions to set the game up for the classroom.
  148. It includes an alternative guide for more autonomous learners,
  149. a special keys menu for game use troubleshooting
  150. tips and contact information for more complex issues.
  151. My team faced challenges in terms of audience by in curriculum placement and timing
  152. the most pressing viewpoints involved. The way that the game would be implemented.
  153. Some schools aimed to try
  154. try it out in their after school and their ap
  155. programs while others suggested doing it in summer camps first.
  156. But mr Bishop wanted to run it in the regular curriculum so someone had to sacrifice
  157. my client ultimately compromised but we were able to learn how to cut his game time
  158. down by two days and to refine many
  159. of the operational errors during the summer group.
  160. Also the game implementation was a success
  161. despite all those hurdles,
  162. the project aligns with the I. D. T.
  163. Program and that it details specific
  164. tasks associated in project completion highlighted an
  165. enemy 3 to 33 as it details how to plan for a project,
  166. what to highlight in terms of deliverables and
  167. how to manage the project through completion.
  168. In addition
  169. the project alliance with the many portions of
  170. both HP I and instructional design in terms of
  171. the analysis of the needs and then selecting
  172. an intervention and those were also noted in Amy
  173. 3 6 - 4 43 50 and 43 52.
  174. Um The the project also relied on instructional technology concepts since the
  175. idea surrounds itself setting up a technology platform in the classroom setting.
  176. I want to thank you for your time and interest in this project,
  177. and I welcome suggestions, so please contact me.
  178. Thanks so much.