The Wiikly Club: Grant Proposal for Wii Programming

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The Wiikly Club: Grant Proposal for Wii Programming INFO 520 Diana W. Austin 31 August 2010

Executive Summary The Fictitious Public Library has developed a plan for a new senior program called The Wiikly Club. We will use Nintendo Wii games to introduce an interactive, exciting, and lowimpact activity to our senior patrons. We will hold the program every week for two hours over a period of one year, starting in March of 2011. The total cost for all aspects of the program will be $3610.00. We have found contributors for the consumables (time and supplies) in the program budget, but we request that you make a contribution of $1400.00 to cover the cost of the equipment. Your contribution will be the most important in helping us reach our program goals. We hope that the popularity of this program will be the foundation for many more programs of this nature in the future. Background Community Imaginary City, CT is home to a quiet, family-oriented community. Many families have been living here for generations. The Fictitious Public Library is lucky to reside in a community that gives so much support to its schools, parks, cultural centers, and of course its library. Library The Fictitious Public Library has been serving the residents of Imaginary City since 1845. Since then, we have expanded our original building to house our 75,000 materials. Our top-notch collection and full program schedule serve to attract over 15,000 cardholders. From Toddler Time to Books & Hooks (a reading and crochet club), we have a long history of providing successful programs for every age group. Patrons Patrons of all ages take full advantage of everything their library has to offer. They provide

valued feedback, which the library takes to heart when planning our programs and services. As the FPL's demographics show that a significant 45% of our patrons are aged 55 and up (See Appendix A), we have focused on the needs of older adults. Staff We have recently increased our staff size to maintain our high level of service as our patronage grows. The library currently employs four full-time and eight part-time employees, all of whom are dedicated to providing personalized service. Most of our patrons enjoy a first name relationship with our staff, who work hard to provide a welcoming atmosphere. Statement of Need It is part of our library's mission to, provide educational and innovative programming for all ages (See Appendix B.) We already have well-attended programs for adults and seniors such as Books & Hooks, Dinner and a Movie, and Have Books Will Travel. However, our senior patrons have expressed a need for programs that will have, as one patron put it, something other than the same old same old. While the library does provide services for all ages, we are currently lacking in technology programming as well as new and exciting programming for our senior patrons (See Appendix C.) We want a program where seniors will enjoy low-impact activity and learn new technology. Wii games are already winning the hearts of seniors across the nation because they provide a venue for using motor skills, learning something different, and of course having fun. Henderson (2008) quotes Assistant Professor Schrager as saying, "If it gets older persons up and moving and doing something enjoyable that they can share with their friends and younger family members, then that's definitely beneficial." This is a great opportunity for us to show our patrons that the library is on the cutting edge. The funding for this programming will help us meet our

goals, both for senior programming and educational programming. We expect that the popularity of this program will pave the way for introducing new technologies such as MP3 players and computer classes for seniors. Proposed Program Program Components This is our plan for the new program called The Wiikly Club: Wii games every week for seniors, which will begin with our Spring Programming Season in March 2011. Our Library Assistant will run the two-hour program on a weekly basis over the next year. We project that the frequency of the program will attract repeat attendees. Our dedicated volunteers will facilitate the program by setting up equipment and giving one-on-one training in the use of the technology while the Library Assistant leads the group. We want to provide detailed instruction in the use of the equipment, because of the suggested benefits that come with its use. Preliminary results presented at the meeting by company researchers suggest that a gamelike training program it has developed can improve memory and attention in elderly people. (Miller, 2005). This means that the library should take great care to make sure that the program attendees get as much instruction as possible with the console, in order to reap the benefits of its use. All of the games that we have selected can be played individually, cooperatively, or competitively. We will alternate between games each week, unless the group finds a favorite. As the attendees become more comfortable in the use of the video games, we will hold tournaments, such as Wii bowling tournaments, for small prizes. The Friends of the FPL have already agreed to provide refreshments for each of the 52 events. Our Friends group already has much success making light snacks for our book sales, and we find that snacks encourage patrons to stop by as well as stay longer. Also, while none of the

Wii activities can be called strenuous, they do include a light amount of physical activity. In one of the new studies, researchers asked 44 people in their 60s, 70s and 80s to play the Wii bowling game at a senior center in Pensacola, Fla. The researchers found that the game boosted the heart rate of the participants by about 40 percent, and many reported enjoying the game (Dotinga, 2009). A Wii is the perfect way to provide a fun and interactive environment in a way that is appropriate for seniors. Methods Our most popular current program at the library is Dinner and a Movie. The popularity of this event is due entirely to simple word-of-mouth viral marketing. All of our attendees heard about the program from other attendees, who heard about it from the library's friendly staff. Once the word was passed around, our programming room was filled to max capacity (See Appendix E.) The Wiikly Club program is less traditional than Dinner and a Movie, and so we will cover all of our advertising venues in order to ensure complete exposure. The Wiikly Club will have an equal listing in our quarterly program newsletter. Details of the event will be posted on our sidewalk sign the day of each meeting. Paperclip Printing will be printing a 27 x 41 inch poster to be displayed in our Reading Room. In the past, Imaginary City Community Center and the Fictitious Public Library have posted each other's fliers on bulletin boards, and they have already agreed to post one for this program. Of course, we will continue our successful promoting at the circulation desk. The success of this project will include: increased attendance at this Wii program, increased use of library space by seniors and a corresponding increase in adult materials circulation, and an increased interest in technology programs and services. We will keep track of

attendance by tally and program satisfaction will be tracked through an anonymous exit survey at the end of each program, such as we use at the end of every library program. After each annual quarter, we will consider attendee comments and adjust the program as needed. For example, we may change the day and time of the program to meet our seniors' schedules, or have one fourhour session every other week. It is important to keep track of our progress and alter the program as needed so that we can provide the most effective service possible. Goals and Objectives Our goal is to increase overall senior program attendance by 200% by the end of a oneyear period. We fully expect to meet our goal due to the overwhelming demand for this kind of senior programming. In our 2008-2009 Annual Library Use Survey, 80% of respondents ages 55 and up responded positively for more programming (See Appendix A.) We also know that we will have many attendees due to our effective means of advertising, as mentioned in the section above. We wish to provide fun, interactive, and educational programming for seniors at FPL. Many sources show the value of playing Wii games. Sometimes some of the best cognitive development tools come in some surprising packages...although the interactive system, which uses a motion-sensing handheld remote, is overwhelmingly popular with younger people, Wii is also catching on with seniors because of its ease of use and ability to transform computer activities into a more traditional gaming experience (Williamson, 2007). Once our senior patrons become comfortable with one new technology, we will introduce them to other modern technologies in future programs starting at the end of this program in 2012.

Proposed Budget PROGRAM COSTS Nintendo Wii Console 200 Accessories (e.g. batteries, controllers, adapters, Balance Board, Instruments) 400 Games (e.g. Wii Sports, Wii Fit, Boom Blox, Rock Band, Puzzle Challenge) 300 Projector and Screen 500 Water and Snacks 500 Advertisements 50 Tournament Prizes (gift certificates to local businesses) 100 Program Manager Librarian Assistant ($15/hr x 104 program hrs) 1560 Volunteer Time (104 hrs) 0 Total 3610 Through your contribution to our resources, we will have funding for the entire program. The last five items are already covered by donations, the library budget, and volunteers. Water and snacks are being donated by the Friends of the Fictitious Public Library, who also already provide refreshments for our book sales. The advertisements are covered by a donation by Paperclip Printing, who will print our fliers for free in exchange for putting their logo on the corner of the flier. Local businesses (including restaurants, spas, gift shops, and theaters) have donated small denomination gift certificates as rewards for the mini tournaments we have planned. The Program Manager will be assisted by volunteers, whose dedication saves the library time and money (See Appendix D.) The total cost that we ask of you is the remaining $1,400.00. Conclusion The Wiikly Club will introduce the library as not just a house of books, but a cutting edge resource. We will successfully entertain and educate the community with modern technology.

Your contribution of $1,400.00 is the most important portion because it covers the equipment, which will be the centerpiece of our endeavor. The success of this program will pave the way for the library to also use the equipment for other outreach programming, such as for teens. The excitement generated by this new addition to our programming services will be an opportunity for other innovative programs: computer classes, internet tutorials, senior yoga, and inter-generational possibilities. We will be able to meet the needs of our patrons as well as reach the library goals set by our Mission Statement. Together we will contribute to the well-being of our community and show them the full potential of our library services. References Dotinga, R. (2009). Interactive video games offer exercise benefits. Consumer Health News. Retrieved from http://find.galegroup.com/gps/infomark.do?&contentset=iac- Documents&type=retrieve&tabID=T004&prodId=IPS&docId=A201359346&source=gal e&srcprod=itof&usergroupname=24014&version=1.0 Henderson, K. (2008). Seniors use Nintendo Wii for physical therapy, social interaction. Capper's, 53(1). Retrieved from http://find.galegroup.com/gps/infomark.do? &contentset=iac-documents&type=retrieve&tabid=t003&prodid=ips&docid= A177814537&source=gale&srcprod=ITOF&userGroupName=24025&version=1.0 Miller, G. (2005). Computer game sharpens aging minds. Science, 1261(1). Retrieved from http://find.galegroup.com/gps/infomark.do?&contentset=iac- Documents&type=retrieve&tabID=T002&prodId=IPS&docId=A139911613&source=gal e&usergroupname=24014&version=1.0 Shelton Library System. (2008). Valley neighborhood grant application materials. Shelton, CT. Williamson, J. E. (2007). Getting logged-in: why should teenagers get to have all the fun? Assisted Living, 14(2). Retrieved from http://find.galegroup.com/gps/infomark.do? &contentset=iac-documents&type=retrieve&tabid=t003&prodid=ips&docid= A174972974&source=gale&userGroupName=21117&version=1.0 Appendices A. 2008-2009 Annual Survey: Library Use Statistics B. Library Mission Statement

C. Summer 2010 Library Programs Newsletter D. 2008-2009 Volunteer Dedication Statistics E. Data Compilation for Dinner and a Movie Exit Surveys