LSTA 2025 General Grant Application.docx
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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