NSF School of Games Grant Application Group
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THIS IS THE GRANT WE ARE APPLYING FOR
http://www.nsf.gov/pubs/2010/nsf10602/nsf10602.htm
Questions for Programme Officer:
- Confirm that it's ok to focus on a subset of STEM (probably T and E for us)
Notes Feb 8th
Grant REqs
"The cross-cutting proposals will draw from work in the four primary DRL programs: Discovery Research K-12 (DR K-12), Informal Science Education (ISE), Research and Evaluation on Education in Science and Engineering (REESE), and Innovative Technology Experiences for Students and Teachers (ITEST)."
- Philipp: Don't know enough about these programmes yet to see how we would be expanding
- June knows three of the four ;-)
What is the intellectual merit of the proposed activity?
How important is the proposed activity to advancing knowledge and understanding within its own field or across different fields? How well qualified is the proposer (individual or team) to conduct the project? (If appropriate, the reviewer will comment on the quality of the prior work.) To what extent does the proposed activity suggest and explore creative, original, or potentially transformative concepts? How well conceived and organized is the proposed activity? Is there sufficient access to resources?
- Focus -> What is unique about the peer to peer model? p2pu approach is innovative
- The learning experience builds relevant STEM skills and habits:
- Project work
- Collaboration
- We can scale, because challenges provide an effective and efficient allocation of expert resources across large communities of learners
- June to provide the in-depth research component
- Ethnographic work on launching game school
What are the broader impacts of the proposed activity?
How well does the activity advance discovery and understanding while promoting teaching, training, and learning? How well does the proposed activity broaden the participation of underrepresented groups (e.g., gender, ethnicity, disability, geographic, etc.)? To what extent will it enhance the infrastructure for research and education, such as facilities, instrumentation, networks, and partnerships? Will the results be disseminated broadly to enhance scientific and technological understanding? What may be the benefits of the proposed activity to society?
- Work with one partner in LA to demonstrate access to underpresented groupd
- Include data from School of Webcraft to show how P2PU can help scale and broaden access
NEXT STEPS
BUDGET > Philipp
Look at previous proposals > June
Drew & June > need to submit from both ends, some logistics from p2pu
Follow up Email > divide concurr plan > June
Drew & Chloe > think of how the curriculum would look like
June & Chloe > vignette in the beginning
++++++++++++++++++++++++PREVIOUS NOTES++++++++++++++++++++++++++
Notes Dec 8th
Atendees
June
Chloe
There are two NSF grants that we are considering:
1) focused on computational thinking
http://www.nsf.gov/pubs/2010/nsf10619/nsf10619.htm
2)focused on STEM
http://www.nsf.gov/pubs/2010/nsf10602/nsf10602.htm#pgm_desc_txt
We think 1) sounds like a better idea for what we are doing at P2PU, in combination with School of Webcraft
Next steps:
Chloe will write an outline and send to June to revise- June thinks of research questions and general thesis.
Philipp added notes / feedback below-> Set up a call with Programme Officer- 25 Jan 2012 - Prepare 2 pager to share with NSF prior to June's meeting
- Networking/ Community building: when we have a proposal
- Chloe to contact q2l / Nichole Pinkard (think better who is best for this type of collaboration before reaching out)
- ??? to contact Drew/CMU
- Girl Develop it, Iridescent, Tobbie Saulnier (NYU), Mary Flanagan (Dartmouth), Folks at Game Center NYU (but they are not interested that much), Josh Knowles.
- June to speak to PI at NSF meeting in February 2nd/3rd
- June get a sense if "planning" or "Type I" is more appropriate
Draft of a 1 page Project Summary (that is required for the NSF proposal, and we can use to organize our thoughts): https://docs.google.com/document/d/1zrPnZalxQHaA-_gveMxCpuyzDXlIU5XTYL6f8LOzMvo/edit
BIGGER VISION
Create a School of Games at p2pu.org.
Modeled after School of Webcraft, School of games will provide an open learning platform for young adults and college students who want to learn how to design and develop games. During a series of challenges learners will use programming skills to create artifacts such as games, video tutorials etc. Meanwhile there will be opportunities for them to meet offline through School of Games - Jams.
The project will be two fold: on one side we will suggest an online community (with some offline potential as well) that learns how to progam and design games, on the other side we will collect data from this and do evaluation.
Bigger Vision ok (games + programming)
What we need to make clear >
1) CURRICULUM: What course will be in the school of games and what kids of competencies will be in the school of games.
2) FEATURES: What tools will we be using, what programming languages we will promote, logistics of how it would work. They will especially want to know what types of computational skills we want to teach.
Audience > for the NSF grant there are teachers but also broader audiences. For us makes sense to focus on college, young adults > goal to increase their computational thinking.
CE21 Goals
Need to map clearly to the goals of the CE21 program:
- Increase the number and diversity of K-14 students and teachers who develop and practice computational competencies in a variety of contexts; and
- Increase the number and diversity of early postsecondary students who are engaged and have the background in computing necessary to successfully pursue degrees in computing-related and computationally-intensive fields of study.
- CE21 aims to do that by "promoting and enhancing computing K-14 education, the CE21 program seeks to increase interest in computing as a field in its own right, and also to better prepare students for successful careers in other computing-intensive fields."
Problem CE21 is trying to solve:
- "Most of today's high schools do not offer any rigorous computing classes appropriate for college-bound students; few high school computing teachers have a formal background in computing; and little is being done to engage the majority of our students who show no interest in IT careers."
Constraints:
- Focus has to be on K-14 computing education - School of Games might be "too far out"
- "the CE21 program focuses special attention on activities targeted at the middle and high school levels (i.e., secondary education) and in early undergraduate education."
- "The CE21 program especially encourages proposals that align with, and promise to contribute to, the success of the NSF-initiated CS 10K Project. (See http://www.computingportal.org/cs10k) CS 10K aims to increase the effectiveness of computing education in high school through the introduction of an entirely new curriculum (based on a proposed, new Advanced Placement course) concomitant with the preparation of 10,000 high school teachers prepared to teach the new curriculum in 10,000 schools by 2015."
- Question for NSF -> Would they be happy with a mostly online / less formal approach?
- Question for NSF -> Does a series of "courses/challenges" qualify as "curriculum"?
- Question for NSF -> Does CS 10k mean we need to include teacher PD materials? A: No, but could focus on either curriculum or PD
- "Project teams must include faculty members with expertise in the core computing disciplines and researchers in the education and/or learning disciplines; in most cases, it will also be necessary to include individuals with expertise in issues of underrepresentation."
- "The CE21 program also seeks proposals that describe alternative models for delivering middle and high school curricula, such as (but not limited to) senior level high school courses (that meet state-wide math or science requirements), dual credit courses (to be taken simultaneously for secondary school and college credit), or online and distance learning activities."
- Questions -> Is School of Games sufficiently connected into formal education? How can it be affiliated with a more formal institution?
- Added section on partnership further below
- NSF has a requirement for "broader impact" - proposals needs to, in some way, clearly serve under-served populations
- Curriculum and learning opportunities widely available (to anyone), but clear partnerships to specifically target under-served communities. For example "girls/women" in tech - work with existing networks / communities
- Mozilla / Hive NYC - connect with community projects and spaces that work with underserved populations
- Dreamyard (Bronx)
- Ladies learning code
- Queen Mary University London (not US)
- YouMedia spaces (Nichole Pinkard, Chicago)
- May have to include a local "animator" / "trainer" to support
Thoughts:
- We could make an argument that "computer games" are a way to draw people into CS that would otherwise not want to develop computer science competencies. The end-goal would not only be to develop a community of game developers (although that would be nice) but to "increase the number and diversity of students who develop computational competencies"
- Need to clearly explain what *computational* competencies users at School of Games would develop
- Can we tie School of Games clearly to high-schools? It sounds like we'd have to have a link to at least one high school, and relate what we do to existing (or new) high school curriculum.
- q2l is not a high school yet (it will be next year though)
- They also build their own curriculum as they go / may not be interested in collaborating on curriculum development. Maybe willing to be a project partner anyway, for certification? Chloe to follow up
Type of Grant / I think we could consider a planning proposal (>200k) or Type I grant (>1M)
- "Type I proposals, in the aggregate, focus on activities that build the research base on the effective teaching and learning of computing, draw on partnerships of informed and committed stakeholders, and create and study the effectiveness of new instructional materials and interventions and/or strategies to develop K-14 teaching expertise in computing. Type I projects may conduct basic research on learning, or design, develop, test, validate, and refine materials, measurement tools, and methods for teaching and learning in specific contexts, and/or they may implement promising smaller-scale interventions in order to study their efficacy with particular groups. Type I projects will be funded at levels of up to $1 million for up to three years."
- Finally this may cover the vision we have been discussing
- Reviewers will be looking for track records, and indication that we will deliver
- Play up the work we have all done (UoU, P2PU, Q2L, working with Mozilla, teacher PD, etc.)
- Planning proposals seek to build the new partnerships and collaborations needed to design and develop Type I or Type II projects. They will be funded at levels up to $200,000 for up to 18 months. PIs interested in submitting a planning grant should first contact a cognizant program officer.
- Programme Officers and Reviewers will allow more flexibility
- But 200k is not a lot of money, so doubtful to produce real results with a large network of partners
PROJECT SUMMARY
Peer to Peer University and University of Maryland (ok to include UoM, June?) propose to bring together youth and digital game experts in an online community dedicated to learning how to design and develop digital and non digital games.
The community will come together online by joining a "School of Games" in the Peer to Peer University platform as well as offline by participating in local "School of Games Jams". In "School of Games" youth will build mastery in the design and development of digital games, fostering a 21st century space for creativity and expertise exchange.
The School of Games will:
- Give youth a space to practice and gain reputation and “proof of competency” for game design and game programming skills;
- Help youth come together to design and teach games that are inspired by their own interests; help build key twenty-first century competencies like design and systems thinking, collaboration and empathy;
- Create a dynamic and sustainable curriculum effectively used by a community of practice able to share the details of their experience.
- In formal institutions
- In informal spaces that target under-served populations
- Connect with the game industry for sponsoring of courses (E.A.)
- Leverage Peer to Peer University's "Challenges" modeled as a game based online course to build robust assessments.
- Leverage Peer to Peer University's and Mozilla's Open Badge Infrastructure to provide participants with badges that recognize both their technical and 21st century skills and can be exported and displayed on their personal portfolios or social networking sites.
In this way, the Peer to Peer University aims to ...
Two alternatives:
POTENTIAL PARTNERS
Curriculum expertise:
- CMU - Drew
- Girl Develop it
- Georgia Tech,
- Parsons,
- NYU games & learning institute,
- NYU Poly,
- Depaul University - Katie Salen (head of game dep) Nichole Pinkard
- Institute of Play
- Iridescent (games+tech org)
- 1stPlayable - game design company focusing on girls + games in NYC / Toby also teaches in NYU
Pilot site / reach under-served communities, youth:
- YouMedia Chicago - Nichole Pinkard
Pilot site / reach (young) women:
PROJECT DESIGN (GUIDELINES)
Evidence-based hypothesis about how education in computing is best effected and improved through proposed innovation(s):
...
Plan for developing and/or studying the impact of the suggested innovation(s) in learning and teaching:
...
Clear goals and a plan of work that describes research, development, and implementation strategies appropriate for attaining its goals.
...
The Division for Research on Learning in Formal and Informal Settings (DRL) of the Directorate for Education and Human Resources (EHR) has developed a conceptual framework to help guide the design and development of projects focused on enhancing teaching and learning in science, technology, engineering, computing and mathematics. The framework incorporates five stages that together create a cycle for innovation and learning:
- Study and clarify phenomena of interest; frame issues; operationalize goals and constructs; develop and propose theory in teaching and learning; basic research on learning
- Design develop, test, validate, and refine materials, measurement tools, and methods, in specific contexts
- Implement innovations; study why interventions have the impacts they have, with particular groups
- Evaluate effectiveness; study complex phenomena, generalize
- Synthesize lines of work; identify new insights and questions to inform new research and development; set research and development agendas
CE21 efforts should be developed within this framework. For example, Type I projects that produce research findings, methods, and theoretical perspectives regarding the engagement of diverse populations of students in computing education would fall into the study, design, implement and/or evaluate stages.