Overall, the chat we hosted on Connect Extension was an effective way to share information about our project and crowdsource our project. We used crowdsourcing to identify existing resources while gaining clarity around the types of educational outreach materials our colleagues want and will use in their Extension programming.
RESOURCES SHARED BY CHAT PARTICIPANTS
UConn EFNEP Fat Game
Healthy Lifestyle Resources
Water Calculator
National Geographic Food Education
FDA Whyville Snack Shack Games
H5P Virtual Tour
RESOURCE LINKS
H5P Interactive Content
UConn 4-H Virtual Escape Room
Sarah Eber: Dissecting Food Package Labeling, Module 2 Session 1
Session 2
Session 3
P RO F E S S I ON A L D E V E L O PM E N T AN D E NGAG EM E N T : CONN E C T E X T E N S I ON S U R V E Y
Our team identified the aspirational goal for our project: We wanted our game and resources to be available to audiences nationwide as an educational outreach tool. We understood that to accomplish this, we would need to engage Extension educators nationwide with the resources that we developed and implement a deployment plan and marketing strategy (see Part 5). After the Connect Extension chat, we deployed a survey to the chat participants and others on the Connect Extension platform who were interested in the resources our team is developing. Our goal was to learn how other Extension programs are incorporating gamification. We asked nine questions and had 74 responses total. Respondents represented a variety of Extension program areas, including 4-H (36.5%), Agriculture (31.1%), Family and Consumer Science (40.5%), Natural Resources (14.9%), and Other (18.9%). The first question asked if interactive learning was incorporated into their Extension program, and 86.5% responded that it was. Extension educators use a variety of interactive learning tools (Table 1).
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