LSTA 2025 General Grant Application.docx

City of Buckeye — Regular Council Meeting (2025-05-06)

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LSTA 2025 General Grant Application
Organization Information

Library Name: Buckeye Public Library

Street Address: 21699 W Yuma Rd #116

City: Buckeye

State: Arizona

ZIP Code: 85326

Website Address: https://www.buckeyeaz.gov/community/residents/library

Unique Entity Identifier (UEI): WYJHKKNHLA38
Project Contacts

Project Administrator
o
First Name: Sean
o
Last Name: Doyle
o
Email: sdoyle@buckeyeaz.gov
o
Phone: 623-349-6354

Financial and grant compliance contact
o
First Name: Rob
o
Last Name: Roach
o
Email: rroach@buckeyeaz.gov
o
Phone: 623-349-6165

Legal Administrator (if different from Project Administrator)
o
First Name: Rob
o
Last Name: Roach
o
Email: rroach@buckeyeaz.gov
o
Phone: 623-349-6165

Project Information

For your library, is this project New or Continuing?
o
New

Choose One Category:
o
Informal Education

Project Title:
o
Buckeye Virtual Reality Learning & Exploration Program

Select a Primary Project Intent:
o
Lifelong Learning: Improve users' general knowledge and skills

The amount of grant funds you are requesting:
o
$8,000
Project Summary

Briefly summarize the project:
o
This project is to introduce immersive educational experiences to Buckeye 
citizens and guests through Virtual Reality (VR) education at Buckeye 
Public Libraries. The purchase of VR headsets, accessories, and software 
will facilitate creative and divergent learning in Science, Technology, 
Engineering, Arts, and Mathematics (STEAM), workforce development, 
cultural exploration, and interactive entertainment. Community members 
will benefit by gaining hands-on access to emerging technology, enhanced
digital literacy, and engaging in unique learning experiences. VR uses 
computer-generated surroundings that immerse the user into an 
environment that replicates real-life scenarios that convince the user that 
they are in an actual real-life situation. VR technology also aids those who 
may face difficulties learning through traditional methods, and by 
immersing the user into a VR learning environment, the activities become 
more interactive leading to a potential increase in information retention.
Needs Assessment

What audiences are you targeting with this project and why?
o
Buckeye is a community of approximately 119,000 citizens. Buckeye’s 
original library services operated out of homes in 1925 and provided 
library books for check out. Library services moved into an official library in 
1952 and then into the current Downtown Library which has been serving 
the downtown since 1971. The downtown area is designated by the 
federal government as a historically disadvantaged community. Today, 
Buckeye maintains two public libraries, the downtown location and the 
Coyote location, which is located along Yuma Road, near Dean Road. The 
target audience for this VR program and the entire Buckeye library system
is widespread, including children, teens, adults, and seniors. With the

establishment of a VR program, each age group will benefit from age-
appropriate VR experiences and content that supports STEAM education, 
workforce training, memory care, cultural exploration, and recreational 
experiences.  According to Neilsberg Research, in Buckeye, 
approximately 30% of the population is between the ages of 0 and 19, 
46% between the ages of 20 and 54, and 24% ages 55 and older 
(Buckeye, AZ Population by Age - 2025 Update | Neilsberg). Based on the 
aforementioned data, the Buckeye Public Library will ensure VR programs 
for all age groups. Additionally, the Buckeye Public Library believes that 
learning is not confined to one's age, and this VR program will support that 
belief.
o
The Buckeye Public Library accommodates patrons with limited English 
proficiency through bilingual staff, translation software, and language-
learning resources. If awarded, some of the VR applications that will be 
installed offer immersive language-learning experiences, which can further 
support English language learners in the community.

What community needs or opportunities does your project address?
Buckeye contacted various Maricopa County and Arizona libraries by 
direct outreach and discussions, including Mesa, Phoenix, Tempe, Apache 
Junction, Glendale, and Maricopa County Public Libraries. Buckeye found 
that these libraries determined that there was a need for VR programming 
and had similar interest in VR programs but have been unable to establish 
VR programs due to lack of funding and staffing.
The selection of VR as a focus is supported by research on digital literacy 
trends and the increasing role of technology in education, job training, and 
accessibility. According to the U.S. Bureau of Labor Statistics, STEAM 
occupations in the U.S. are anticipated to grow approximately 11% 
between 2021 and 2031, increasing the importance of VR technology with 
STEAM applications (Employment in STEM occupations : U.S. Bureau of 
Labor Statistics). Maricopa County has limited VR programs in libraries. 
Currently, only the Mesa Public Library offers a similar initiative. The 
proposed Buckeye program will position Buckeye Public Library as a 
leader in digital inclusion and emerging technology access. As of 2022, 
over 5 million reside within the Phoenix Metropolitan area (Phoenix metro 
area tops 5 million population, Census Bureau reports). Mesa is currently 
the only known library in the Phoenix Metropolitan area to have VR 
programming available. Buckeye, if awarded, has the potential to impact 
individuals from several neighboring cities. Currently, Buckeye libraries 
annually accommodate approximately 150,000 visitors and expects to 
increase that count with the proposed VR program.
o
In an article by learning.com, it mentions that greater emphasis on digital 
learning and literacy is in our future. Additionally, the emphasis is on not 
only technical skills, but critical thinking, problem solving, and creativity.

The VR program will aid users in becoming more comfortable with digital 
productivity software and tools, researching and evaluating online 
information, communicating and collaborating in digital spaces, practicing 
digital ethics and citizenship, exploring computational thinking and basic 
coding, and analyzing and understanding data. Buckeye intends to 
provide the resources to accommodate these present and future needs
(Examples of Technology Literacy | Learning.com).

How do you know this is a need?
A recent release by Maricopa County Community College District (MCCCD) 
states that MCCCD is using VR to develop entry-level manufacturing workforce 
career paths. Through hands-on three-dimensional (3D) experience, students 
gain insight into what it takes to work in modern manufacturing facilities (MCCCD 
uses VR to recruit and develop Arizona’s manufacturing workforce). Also, a 
Phoenix elementary school promotes that it uses VR technology to offer 
coursework learning (Phoenix K-6 School Taps Power of VR and Storytelling to 
Bring Subjects to Life for Students). 
Community interest in hands-on technology experiences has grown, and 
outreach to other libraries confirmed the lack of widespread VR programming. 
Additionally, demand for STEAM learning and workforce training opportunities in 
libraries supports this initiative. According to the U.S. Bureau of Labor Statistics, 
STEAM occupations in the U.S. are anticipated to grow approximately 11% 
between 2021 and 2031, increasing the importance and need for VR technology 
with STEAM applications (Employment in STEM occupations : U.S. Bureau of 
Labor Statistics).
In addition to the learning.com article referenced earlier, there are other 
references of note regarding the need for VR.
According to a 2023 article by Built In, virtual reality technology is becoming a 
popular learning tool with 67% of U.S. high school teachers expressing their 
interest in having VR technologies used in schools on a regular basis (Virtual 
Reality in Education: Benefits, Uses & Examples | Built In). Additionally, in a 2024 
article,  ScienceDirect explains that VR is an effective and increasingly popular 
teaching aid
(https://www.sciencedirect.com/science/article/pii/S2949678024000175).

How does this project relate to your library’s mission or other plans?
The Buckeye Public Library’s mission emphasizes providing equitable access to 
learning opportunities, fostering digital inclusion, and supporting community 
engagement. The City of Buckeye prioritizes innovation, education, and 
workforce development, all of which this project directly supports. VR aligns with

Buckeye’s mission by expanding access to educational tools, providing training 
opportunities, and engaging the community in emerging technology.
Buckeye currently provides the following services:

Free Wi-Fi, public access computers and thousands of books and DVDs covering 
a myriad of topics. Access can be obtained at the library and remotely from any 
computer, tablet or smartphone with internet connection. 

Streaming

Genealogy

Learning

Academic Resources

Test Preparation & Jobs and Resources to discover educational and recreational 
content for Kids & Adults with external links.
o
Buckeye Public Library's mission includes expanding digital literacy, 
fostering innovation, and providing equitable access to educational 
resources. This VR program aligns with these goals by offering immersive 
learning experiences. 
The Buckeye Public Library is Children's Internet Protection Act (CIPA) 
compliant by utilizing filtering measures on public computers and the Wi-Fi 
network to prevent access to inappropriate content. VR usage will be 
monitored by the Buckeye Public Library staff, and all applications 
selected for the program will be vetted for appropriate content.
Project Outcomes
What specific change(s) do you intend to achieve with this project?
o
Increase digital literacy among all age groups.
o
Provide hands-on STEAM learning opportunities.
o
Support workforce development through VR job training.
o
Enhance community engagement and social learning.
Buckeye will track digital literacy growth through pre- and post-program surveys 
assessing patron confidence in using technology. The surveys will appear at the 
beginning and end of VR usage. 
Participation numbers and engagement levels (time spent using VR, repeat                          
users) will also be measured and serve as indicators.
Library staff will collect qualitative direct feedback from participants about their 
experiences and perceived skill improvements.


Briefly explain why you have selected this outcome, tying it to the Needs 
Assessment provided.
o
In a 2024 article by learning.com, it states that greater emphasis on digital 
learning and literacy is in our future. Additionally, the emphasis is on not 
only technical skills, but critical thinking, problem solving, and creativity
(Examples of Technology Literacy | Learning.com). Buckeye intends to 
provide the resources to accommodate these present and future needs.
o
The demand for technology-based learning and workforce readiness is 
growing. VR offers an engaging, immersive way to meet these needs, and 
the library serves as an ideal hub for equitable access to this technology.
o
Also, our discussions with other in-state libraries supports this need.
Project Activities

What will you do, and how will you do it?
o
Purchase and set up 10 Meta Quest 3 VR headsets.
o
Offer structured weekly VR events with themes such as space exploration, 
history, and physical fitness.
o
Provide drop-in VR sessions for self-guided exploration.
o
Potentially partner with local schools and job training programs for 
targeted outreach.

What steps has your library taken to prepare for this project?
o
Researched successful VR programs in other libraries.
o
Developed a list of curated VR applications aligned with learning 
objectives.
o
Created an implementation timeline for staff training and pilot testing.
o
Ensured that the proper space requirements are available for this 
program.

List at least one product or activity that will help you meet the outcome.
o
VR Learning & Exploration Lab: A dedicated space where patrons can 
engage in structured VR activities. This environment offers users a secure 
and immersive learning space to explore critical thinking, creativity, 
problem-solving, and hands-on learning experiences. The lab also 
provides users with an opportunity to utilize advanced lab equipment that 
may not typically be available in a lab setting 
(xrguru.com/blog/2022/01/easily-set-up-a-portable-vr-lab-in-your-school).

Deployment of VR technology to the City of Buckeye public events to 
increase engagement and inform the public of this valuable resource 
available to them at no cost.
Project Evaluation

Describe what tool(s) or method(s) you will use to evaluate each product or 
activity listed.
o
Automated Patron attendance tracking for VR sessions.
o
Automated pre- and post-event surveys measuring knowledge gain and 
digital literacy.
o
Observation and staff feedback on engagement levels.
o
Community feedback collected through surveys.
o
Key outcomes include increased confidence in using digital tools, 
exposure to new learning methods, and workforce readiness skills.
o
Metrics will include participation numbers, survey responses, and 
anecdotal evidence from patron feedback.
o
Customer shared success stories.
o
We will also track program retention—whether participants return for 
additional VR sessions.
Project Personnel

Provide a list of project personnel, their organization, title, and duties.
o
Sean Doyle – City of Buckeye Library Systems & Technology 
Administrator

Responsible for overall program oversight, staff training, and data
collection.
o
City of Buckeye Library Staff & Volunteers

Assist with VR setup, patron guidance, and data collection.
o
Rob Roach – City of Buckeye Grant Program Manager

Responsible for all grant compliance, and performance and 
financial reporting. 
o
Attached resumes

Identify the project director and explain why he or she is appropriate for 
this project.
o
Sean Doyle will serve as the Project Director. He is well-suited for this role 
due to his experience in library systems, technology implementation, and 
digital literacy initiatives. Sean has managed previous technology projects 
at Buckeye Public Library, coordinated with stakeholders, and developed 
engaging programs for community members. His expertise in emerging

technology and strong leadership skills will ensure the successful 
implementation and sustainability of the VR Learning & Exploration 
Program.
Grant funds will not be spent prior to May 23, 2025 and will be spent by September 4, 
2026. 
Timeline/Schedule of Activities
Phase
Timeline
Research & Planning
Month 1
Equipment Purchase
Month 2
Staff Training
Month 3
Pilot Program
Month 4
Implement VR  program  Month 5
Evaluation of program 
from beginning of 
implementation to end of 
grant period of 
performance.
Sustainability

If successful, will you continue this project once the grant period has 
ended? If so, how will you sustain it?
o
Yes, the program will be sustained through continued library budget 
allocations, grant funding, and potential sponsorships from local 
businesses. VR content and headsets require minimal ongoing costs.
Budget Information
The grant funding will include a new VR program that will require the acquisition of the 
following at approximate costs as listed:
- 10 Meta Quest 3 (512GB) VR headsets at a cost of $500 each plus tax.

- 10 protective cases at $27.99 each plus tax. 
- 10 head straps and batteries at $49.99 each plus tax.
- 80 software applications at an average about $21.03 each.
Total Grant Funding request: $8,000.00
The City of Buckeye will contribute in-kind match funding as follows: 
Salaries and benefits: $10,228.75
Program room: $8,775.00
Print costs for flyers and posters: $50.00
Sanitizing wipes: $80.00
Total In-Kind Match Funding: $19,133.75
Buckeye is requesting $8,000 in grant funds and Buckeye is contributing approximately 
$19,000 in-kind match funding. 
Item
Quantity Unit Cost Total Cost
Meta Quest 3 (512GB)
10
$500
$5,000
Protective Cases
10
$30
$300
Head Strap with Battery Pack 10
$50
$500
Applications & Software
90
$20
$1,500
Miscellaneous (tax, etc)
-
-
$700
Total Estimated Cost
-
-
$8,000
Beneficiaries

Is the activity directed at the library workforce?
o
No

Are you targeting the general population or a specific group?
o
General Population

Geographical Audience:

o
Urban & Suburban & Rural

All ages
NA
NA
Families
Itnl
Immig
Disa
Risk Self-Assessment

The library’s most recent reorganization occurred:
o
2/28/2015

Number of years the Project Manager has spent managing a grant:
o
12

Number of years the Project Manager has been employed in the applying 
library's system:
o
7

Does your accounting system identify and track expenditure and receipt of 
program funds separately for each grant award?
o
Yes