trace effects logic model
TRANSCRIPT
Program: Trace Effects Logic Model
Situation: Train non-English speaking teenagers English skills and American culture via a video game worldwide.
Inputs Outputs Outcomes -- Impact
Activities Participation Short Medium Long
What they invest
Material writers from the Office of English Language
Script writer consultants who specialize in linguistics, computer-assisted language learning, & second language acquisition
Professional game developers
Technical support, upgrades, apps & platform (website) for video game
Regional English Language Officers & Centers (RELOs)
US English Teaching Fellows
American English Website
What they do
Promote awareness about video game
Conduct teacher training online & face-to-face
Develop video game on DVD
Develop game & host on Website
Develop Mobile app of vocabulary game
Develop graphic novels to accompany game
Develop teacher resources
Provide differentiated learning within resources & game
Provide teachers’ forum on Ning
Partner with binational centers, and teacher-training sites & other educational institutions
Who they reach
English Access Micro-scholarship Program participants & teachers
Teenagers who frequent Internet cafés where program has been download
English as a foreign language (EFL) teachers-in-training
EFL teachers and classrooms at binational centers
Anyone who downloads the free game from their website or free app from the Apple Store
Proximal Outcomes
Students learn basic English skills in first half of game
Students become aware of American cultural diversity in various U.S. regions
Students learn about American rules for politeness
Students become aware of State Department’s pillars*
Students & teachers learn gaming system (movement, advancement, points); e-literacy
Teachers become aware of the use of gaming as an instructional strategy (CALL)
Midterm Results
Students use newly learned English skills in second half of game
Students learn intermediate level English skills
Students apply new English skills in classroom activities
Teachers review students’ self-reported game scores to determine usage, ability & need
Learn problem-solving skills to achieve game mission in order to unlock higher points & advanced levels
Become competent in gaming
Distal Outcomes
Apply intermediate English level skills to real world
Attend post-secondary school to further English language studies or attend university in English-speaking country
Gain better employment due to English skills
Apply problem-solving skills learned in game to real world
Students incorporate some of the State Department’s pillars* into their own thinking
Master gaming as an educational tool
Assumptions External Factors Use of the following theories, strategies, and approaches to teach English and
American culture: cognitivism, constructivism, communicative approach, TESOL’s
computer-assisted language learning (CALL) Standards, and gaming as an
instructional strategy.
*Include the pillars of the State Department’s vision to advance U.S. foreign policy
interest: entrepreneurship, community activism, empowering women, science and
innovation, environmental conservation, and conflict resolution.
Sandra Rogers (2013) adapted this framework from the University of
Wisconsin-Extension Program Development (2003).
Appendix A