Mini-Grant Application for School Year 2018-19

Submitted by: David Lockett Email: David.Lockett@lwcharterschools.com Grade Level: 6,7,8 Subject: Science, Technology, Engineeri
Co-Applicant:Margaret Thomas Email: Margaret.Thomas@lwcharterschooGrade level: 6,7,8 Subject: Science, Technology, Engineeri

School: Bok Academy Type: Charter Grade Levels:6,7,8 County:Polk

Approx. Enrollment: 750 Number of teachers:40

School Address:

13901 HWY 27
Lake Wales, Florida 33859

Phone: 8636381010 Principal:Damien Moses Email: Damien.Moses@lwcharterschools.com


Project Title: Change the Game: Culture, Community, and Computation
Project Dates: Dec. 2018-May 2019 Grade Levels:

Focus Area(s) :Technology - Art - IT - Engineering

Abstract:
“Change the Game: Culture, Community, and Computation” is an innovative project that will last year round. One goal of this project is to put new and cutting-edge PITOP computational devices in the hands of students. These reusable tools will allow the students to build tangible and ubiquitous computing applications that will find genuine utility in the communities that surround the school. Another project goal is to teach creative IT fundamentals, industry-relevant game design, IT skills, foster community development, and service through the lens of coding, augmented and virtual reality. Students will also explore, and interact with diverse guest speakers, engineers, operators, technicians, and more from each of the related industries to help connect them to career potentials in the IT, AR, and VR. In turn increasing student learning and the number of targeted underrepresented students who pursue careers in IT/STEM fields.

Proposal:

How is your project innovative?   (25 points)
This project will support all students and teachers with supplies needed to enhance planned PI Top educational computing activities. Students who complete the Code/IT program in middle school will go to high school having a better understanding for higher level Code/IT courses. It is an attempt to introduce students to STEM career pathways early in life to encourage them to continue their interest through high school and into college. This project is a proposal to use the STEM/IT platform and process for solving real-world problems. Pi Top technology has a major STEM emphasis (the interrelated study of Science Technology Engineering and Math). At Bok Academy, the Exploratory Wheel STEM/IT classes are used to investigate our world. Bridging the technology divide will give students an experiential learning experience through integrated curriculum activities that incorporate various interrelated subject areas. They can make connections to real-world events which creates a unique learning experience. Our projects are challenge-based and have students solving complex problems.

How will it fit into your curriculum (include standards)? (10 points)
The project will support the IT/STEM class curriculum to support units on code, stimulate ongoing interest in augmented and virtual technology, and provide practical learning for educational computing. Using technology to expand STEM concepts and experiences will further bridge the digital divide. This creative computing will lead to an increased interest in STEM-related careers. The standards that these lessons align to are: 06.0 Demonstrate an understanding of the relationships among technologies and the connection between technology and other fields of study. 10.0 Demonstrate an understanding of the influence of technology on history. 13.0 Demonstrate an understanding of the role of troubleshooting, research and development, invention and innovation, and experimentation in problem-solving. 15.0 Demonstrate the abilities to use and maintain technological products and systems. 16.0 Demonstrate the abilities to assess the impact of products and systems.

How will it encourage long-lasting change in your classroom, school or community? (20 points)
This project aims for long-lasting change by the creation of smart PITop computing that will provide a solution for a real-world problem (one that is actual and problematic in contemporary life). Bok Academy North and South STEM/IT students will form teams and research a particular problem that perhaps could be solved with the use of a “smart” computer application. While pursuing the proposed solution, these students will be applying STEM methods of integrating multiple disciplines (Science, Technology, Engineering, Art and Math) toward that goal. Integrating the engineering design model, students will brainstorm possibilities, design & build PI Top kits from a prototype design, build a prototype, test, re­design and rebuild that prototype toward a solution. Each team will record plans, progress, successes and failures using Google Docs. These digital notebooks will be used (along with the individual pre/post survey) as an evaluating tool for the ongoing projects.In a challenge-based learning environment “Change the Game: Culture, Community, and Computation” will enable students At Bok Academy North and South to take part in unique hands-on CODE and IT-based projects.The onset of 21st-century challenges and workforce development serves as a frame and inspiration for “Change the Game: Culture, Community, and Computation”. At a time of heightened national attention to improving education in the fields of science, technology, engineering, art, and mathematics, workforce development is gaining momentum as a strategy to boost knowledge and interest in the subjects. The project will include diverse guest speakers, engineers, operators, technicians, and more from each of the related industries to help students connect to career potentials. Students will also participate in augmented and virtual project demos, coding challenges, a variety of computer science foundational projects, and be introduced to the high-tech world of IT and CODE. Students will explore, investigate and answer key questions about all aspects of IT and Code. With questions including: What is gamification? How can I design a video game? How do we use IT and CODE safely and what would our life be without it?--are just a few of the challenges addressed. Students will also demonstrate valuable IT knowledge, skills, and best practices relating to coding. The projects includes both virtual and augmented reality as well. The highlight of the project, game design includes working games where the challenges addressed. In the field demonstrated IT knowledge, skills, and best practices relating to coding will be reinforced with hands-on projects. The projects includes both virtual and augmented reality as well. coding as well. The highlight of the project, game design includes working games where students can design alongside real university designers. The projects will also be used to demonstrate block and chain coding, drag and drop projects, and more. Students can create Arduino projects and more using their new knowledge. An IT and CODE based demo in March will include student projects and games for display. All items are nonconsumable ensuring continued use for the following year.

How will technology be utilized?  (20 points)
We are not searching for the next technology revolution because it is already here. We are searching for the next student entrepreneurs to lead it. Taking a scholarly approach is when it comes to programming or hands-on skills is the project goal. Learning to code is not an end in itself, just a mean to solve problems. Students will name coding projects, and master coding processes, and give examples of each. ​From playing with animations to designing computer games, teaching coding in lends itself to plenty of fun learning activities. Exercising your digital logic just might inspire the next great programmers. The application of IT and the use of the S.T.EA.M. process is a great educational pursuit. In it, students apply various disciplines toward a common goal. While “education for the purpose of enlightenment and eventual application in life is admirable, education for application now, to everyday life and its problems, can move the student to a different level and hopefully to a deepened perspective which can be applied to all educational pursuits. Students will explore, investigate and answer key questions about all aspects of IT and Code. Answering questions including: What is gamification? How can I design a video game? How do we use IT and CODE and what would our life be without it?--are just a few of these questions and challenges addressed. In the field educational partner Full Sail will demonstrate how to use IT knowledge, skills, and best practices relating to coding. The projects includes both virtual and augmented reality. The highlight of the project, game design includes working games where students can design alongside real university designers. The projects will also be used to demonstrate block and chain coding, drag and drop. PI Top and VR technology will be integrated into weekly activities.

What evidence will you collect to show student gain?   (10 points)
We will assess the achievements of the program through the use of two evaluative tools. The basic tool for assessment will consist of a Google DOC pre/post individual student survey covering materials and methods used in the project. A self-evaluation section will use the Know, Want to know, and Learned format as part of this evaluation. Second, we will use Developers Notebooks and the Apple Clips app to document and evaluate the progress throughout the project.

How will participants share your project results with the community?  (15 points)
We will build capacity and sustainability by designing a program that can be repeated and improved each year with a new set of students. As the IT and CODE projects conclude and the students dismantle their STEM-related, the project kits and parts will be stored for use again next year. This will, in turn, spark renewed interest in Coding, IT, and STEAM projects and reinforce the importance of 21st-century learning. We will build capacity and sustainability by designing a program that can be repeated and improved each year with a new set of students. A focus on engagement and participation of girls and students from underrepresented students, and rural communities is the project focus. The project aims to increase knowledge of how to prepare for a career in S.T.EA.M., IT and/or understanding of the career possibilities within S.T.E.A.M. Building S.T.E.A.M. and IT identity in girls with an innate sense of belonging and connection to S.T.E.M. is crucial. The targeted group is underrepresented in STEM-related studies and professions, with only one in four IT graduates and fewer than one in 10 engineering graduates are women. From a community standpoint, we will share project assembly with students, teachers, schools, and the local community on school websites, social media outlets, and within various media, print, and news outlets. We will also share photo(s), media, with system side media blurbs provided by Brian Ackley, PR/Writer for Lake Wales Charter Schools.


Budget:

Service/ Item Description Cost
pi-top CEED Qty 25 2875.00
Total Cost of Project 2875.00
If matching funds identified list source:
Donated Goods/Services:

I, David Lockett, certify that the application is complete and final, AND I verify that I have received permission to apply for these funds from Damien Moses,the Principal of Bok Academy and any other individuals required by my school district.

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