LRNG & DML Competition

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The DML Competition is a highly competitive, national grant for up to $125,000 to craft connected learning solutions. A proposal called, Play.CLOH.org, was completed and submitted on May 13, 2016. This page presents that proposal.


Links:

Proposal on one page

Wiki page of the proposal, (edits happened):  http://aforathlete.wikia.com/wiki/DML_Competition/Application#Overview

  1. Overview (scroll down)
  2. Rationale
  3. Audience
  4. Learning outcomes and validation
  5. Playlist Inventory
  6. Implementation and outreach
  7. Budget

Overview

Please provide a 250-word overview of the proposed playlist(s), including theme, learning objectives, and intended outcomes. This concise description will be publicly displayed. Applicants should add more detail about their proposed project in corresponding categories.
250 words max.


“Playing well with others” is our playlist theme. Buttressing the theme, students acquire life-skill-development opportunities in:

1) Leadership and team-building,

2) Self management (taking personal responsibility for one’s own behavior) through follow-through skills, and

3) Social/emotional skills enhancement through structured inter/intrapersonal skill identification, practice and self-monitoring activities.

To accomplish desired objectives within Read.SwimISCA.org’s XPs and along the self-selected pathways, participants:

set goals,

make reasonable/feasible plans to accomplish their goals,

make the goals happen, and

evaluate the results.

The quest for our featured badges, Tech Captains, is for students who want to grow as leaders and become better people through the application of best practices of both athletics and technology.

All high school students can join and engage in learning activities that combine both sports and technology — regardless of athletic abilities. Coding, app development and animation centers on their teams’ skills, routines, playbooks and goals.

Connected learning happens across playlists and within XPs. Kids make decisions, plan, compromise, ask questions and balance their lives with sports and technology. Read.SwimISCA.org’s orientation introduces a 4-quarter gadget that helps kids focus the holistic challenges of the playlists while combining sports, technology and development.

Individuals grow in sports and tech from enthusiastic children to mature, self-managed, responsible players, junior instructors, captain leaders, certified lifeguards, and accredited, rookie coaches. Enthusiasm is still present, but participants are equipped with carefully structured goal-setting and self-monitoring evaluation procedures. Participants learn how one works to make things happen through fun experiences.


Links:

Wiki page of the proposal, (edits happened):  http://aforathlete.wikia.com/wiki/DML_Competition/Application#Overview

  1. Overview (scroll up)
  2. Rationale
  3. Audience
  4. Learning outcomes and validation
  5. Playlist Inventory
  6. Implementation and outreach
  7. Budget

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