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Events/London Learning Jam

416 bytes removed, 09:55, 2 May 2012
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___NTOC___
== What ==
Hack jam: May 24 - 25, 2012 | Ravensbourne College, London
Playtest: May 26, 2012 | local London School , TBD
== Why ==
=== Goals ===
* '''Convey Mozilla vision for Hackasaurus and web literacy and invite feedback.'''
** Test and iterate on Hackasaurus learning mission meta-model (shared ownership).
** Deepen partnerships with groups teaching code and web literacy in UK (e.g. YRS).
** "Learning Mission" = well designed webpage you're encouraged to hack. Template with instructions of where to put/remix content. i.e. two-pane editor
* '''Playtest and iterate on these missions with bigger group of youth.'''
* '''Invite youth to host kitchen table events during the Summer Code Party.'''
** Limit this to lead generation. Invitation to skill up after the hackfest.
** Ties into this into the creation of longer term testing and evaluation.
== How =-
=== Agenda Overview ===
* Hack jam = 2 days (30-40 participants)
* Playtest = 4hr (50 youth, 20 facilitators)
* Debrief = 2hr (core team)
 PARTICIPANTSShip learning missions:  3-4 teams of educators, developers and designers (and youth?)  Mozilla Learning team (Erin, Jess, Chloe, John Bevan ... )  Mozilla Software team (Atul? paired with other devs... ) Playtest learning missions:  Mozilla Learning team  Mozilla Software team  At least one representative from learning mission teams  20 - 30 youth AGENDAOverview:  Mission Jam = 2 days (30-40 participants)  Playtest = 4hr (50-100 youth= May 24, 20 facilitators) Day 1: Workshop — Hacking 101===
10:00: Welcome and Intros
  * Framing Discussion  * Why are we here? 
10:30: Hacking a game
11:30: Pitch Projects
11:45: Playtest
12:00: Debrief
  * What makes up a game?   * What would you change? 
— 12:30: Lunch —
1:30: HTML Bug Game
4:30: Brainstorming session on making their own projects
5:00: Group brainstorm shareout and plan for Day 2
* What are strengthens of these approaches?
* What are weaknesses of these approaches?
6:00: Leave venue. Optional dinner/drinks.
What are strengthens of these approaches?   What are weaknesses of these approaches? 6:00: Leave venue. Optional dinner/drinks.===May 25, Day 2: Workshop — Project Building and Playtest training===
10:00: Welcome. Review of Day1
10:30: Teams building on learning missions
5:30: Closing Circle
6:00: Leave venue. Optional dinner/drinks.
 ===May 26, Day 3: Playtest===
10:00: Participants arrive
10:15: Opening circle
10:30: Pitch session  Each team introduces their project. 
11:00: Playtesting
* Depending on how many missions are made either we can allocate time slots for people to go to sessions at each table, or we can have youth roam freely
1:30: Lunch for team members
2:00: Debrief with the missions makers
  * How did playtest go?  * What would you do differently?  * How did you structure your playtest?  * How would you iterate on your project?
Canmove, confirm, emeritus
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