engaging the youth audience

Click here to load reader

Post on 30-Oct-2014




1 download

Embed Size (px)


n preparing content for a youth audience there are a few considerations to keep in mind. The youth target audience for eXtension is K-12 of which 4-H is a part. Integrating 4-H content with the eXtension public site is relatively straightforward. However, 4-H is not our only audience so content must be presented as a land-grant resource to a broader audience. As a land-grant resource, the knowledge base and learning environment for youth can be delivered under the eXtension banner as well as the traditional 4-H clover. Other considerations include presenting content in appropriate reading levels, accommodations for adult facilitators, safe learning environments, collaborative learning, interfacing with social media, virtual learning environments, and more. Interfacing with third party resources is critical as well in order to provide paths of learning for the individual. As the Youth SET for Life CoP transitions to the For Youth, For Life CoP, an expanded knowledge base provides a rich learning resource for all learners. The land-grant knowledge base as a starting point for youth audiences can be an excellent service to our audience. Learning forums initiated with eXtension content can expand to include other resources including new knowledge generated by the forum itself.


  • 1. An eLearning Environment for YouthAn Auburn University Development Project
    Directed by Dr. Tony Cook
    Extension Specialist, ACES
    Assistant Professor College of Education
    Project Leader for the eXtensionYouth Community of Practice

2. Project Overview:
Develop and test a platform to support eLearning for 4-H and other youth in Alabama and throughout the country through eXtensionand other mechanisms.Objectives:

  • The WebNetwork and cloud computing environment can meet the needs of web-based learning for youth.

3. User and group management tools are developed and tested 4. Security and safety needs are addressed 5. Usability and effectiveness of a cloud computing environment are assessed 6. Collaborative learning environment is developed and tested 7. Content development can be supported in the same environment 8. Collaborative tools of the system are tested for use in content development 9. Content teams are supported to provide content in two or more areas 10. Technical challenges can be addressed in regard to scaling up to accommodate larger audiences in both the youth learning environment and content development 11. Processes are developed for accommodating larger numbers of users and groups of users in the network 12. Multiple users and groups of users are engaged for testing of the system 13. Collaboration tools for learners are deployed and tested