Candidates develop as reflective practitioners able to demonstrate effective implementation of educational technologies and processes based on contemporary content and pedagogy.
This artifact is titled Technology Toolbox for Teaching and Learning for EDET 603. This artifact includes several parts such as a flyer about the ASSURE model (Kurt, 2015), a technology tools chart, digital badges I earned, a badge that students I’m teaching could earn and a reflection piece. This was created to showcase technology tools that can be used in the classroom. The artifact was put together in Microsoft Word. I used Khan Academy to earn a digital badge, used Accredible to design my own digital badge and Canva to create the flyer.
I have created products on Canva many times before and used this platform because it has a wide selection of templates and is easily customizable. I did not know much about the ASSURE model before researching it. Some tools included in my chart were tools I had used before like Scratch Jr. and PebbleGo, while other tools were ones I did not have prior experience with like Giant Steps and Teach Preschool. I did not have any experience with earning digital badges and had to complete extensive research on these to find out how to earn one.
This artifact was used to share with classmates so we could all enjoy the benefits of a large technology toolbox to use for future references. This artifact is a stand-alone collection of tools. This was one of the first big projects I put together for the M.Ed program and was my first experience with learning about instructional design models (i.e. ASSURE model).
I created the content included in this artifact and put the artifact together independently. I researched the tools to include in the chart, about the ASSURE model, and about different digital badges that can be earned in online learning. I also summarized the tools in the chart, created a flyer about the ASSURE model and created a new badge that can be earned. This artifact includes a reflection about the digital badge process.
The design and development phases were conducted when creating my digital badge. I first had to come up with the idea for a digital badge and outline how it would be earned. Then, I developed the scope of earning the badge and designed the image of the badge itself. The design and development phases did overlap a little, but did produce different aspects of the artifact.
As designers, it is our job to understand our learners and their characteristics and whether those characteristics provide opportunities or constraints on the design (Morrison et al, 2013, pg. 50). When creating the scope of the digital badge, I had to analyze the characteristics of my learners and decide what would motivate them, help them master the content and consider pedagogical appropriateness.
Creating - Candidates apply content pedagogy to create appropriate applications of processes and technologies to improve learning and performance outcomes.
Using - Candidates implement appropriate educational technologies and processes based on appropriate content pedagogy.
Ethics - Candidates design and select media, technology, and processes that emphasize the diversity of our society as a multicultural community.
This artifact has several different elements, and each element means something different to me. The technology tools chart was interesting to fill out. It is always eye opening when doing your own research and this process was no different. I had no idea how many apps were out there for early childhood learning. I used some I already knew about because those apps are really that good. Scratch Jr. Is a great first introduction to coding and PebbleGo is extremely accessible for young students. I did learn about more apps like Teach Preschool that has tons of different activities that families can use at home or teachers can use in their classrooms. The ASSURE model flyer was not my first experience with Canva but was my first experience with explicit learning about instructional design models. After learning about ASSURE, I realized the steps were similar to how teachers already plan their lessons. The digital badge earning already has its own reflection included in the artifact, but I wanted to add that the digital badge is a great tool I did not have any experience with before. This is easy to utilize and a great motivating tool for young learners.
This artifact represents some of the first course work I authored in the program. This artifact shows where I started and when compared to Artifact 10 shows a great deal of growth from here to there. I am much more aware of the language to use in the instructional design world as well as more versed in actual document design. I have a wealth of tools to choose from now and know more than just the ASSURE model. I know how to implement digital badges and other similar tools into a course or LMS to help motivate my learners.
This artifact is titled 3 C’s project. This was a group project where the team was tasked with creating a lesson using Kuhlmann’s 3C model (Shank, 2012). The team created a Bitmoji classroom as the setting for the scenario. In the lesson, the learners were tasked with going through a scenario where they are transitioning to different activities, and they are supposed to decide which is the best choice of how to move around for three different situations. The project was created in Google Slides. The characters were Bitmoji people. The classroom was created from images saved specifically to create online classrooms. The lesson works as a responsive lesson. The learners get feedback on whether or not they chose the correct answer. If they choose correctly, they are able to move to the next situation.
For this artifact, I suggested we use Google Slides because I have experience building responsive lessons with Google Slides. I also have experience building online classrooms which is another suggestion I made because I knew I could create something easily. This was the second group project I worked on, and I was able to create a truly functional team with my group members.
This artifact was created to display Kuhlmann’s 3 C model. This lesson can be used for students who are learning how to transition around the classroom properly. As a former kindergarten teacher, I know how important modeling and explicitly teaching skills like how to use the classroom is key to the functionality of a classroom.
For this project, I worked in a group to create a lesson on transitioning around the classroom. The other team members and I each took one situation to narrate for the lesson. I also put the lesson together. I created the classroom scene, placed props, uploaded the BitMoji characters, and created the transitions to make the lesson responsive.
This artifact was developed using a storyboard, style guide, site map and wireframe that were created during the design phase. These elements were included in the treatment document for the artifact. The treatment document is linked here. The design and development phases were closely aligned for this artifact and were completely almost simultaneously.
Designing the instructional strategies of a product is often considered the creative part of the process (Morrison et al, 2013, pg. 16). This artifact used Kuhlmann’s 3C model as the instructional strategy. This model uses Challenges, Choices and Consequences to teach the content. This was appropriate for this product because it was similar to how learners would interact with situations in real life.
Using - Candidates implement appropriate educational technologies and processes based on appropriate content pedagogy.
Assessing/Evaluating - Candidates demonstrate an inquiry process that assesses the adequacy of learning and evaluates the instruction and implementation of educational technologies and processes grounded in reflective practice.
Managing - Candidates manage appropriate technological processes and resources to provide supportive learning communities, create flexible and diverse learning environments, and develop and demonstrate appropriate content pedagogy.
Ethics - Candidates design and select media, technology, and processes that emphasize the diversity of our society as a multicultural community.
Working in a group can be challenging, but it is enjoyable when you find like-minded colleagues who you know you can count on. This was my experience with this project. When I realized there was a group project, I went looking for who was in class with me. I recognized one name from a group project in an earlier class and this person and I worked very well together and had a very similar work style. We had another person join our group and, in the end, the three of us worked together perfectly. We all communicated very well with each other and were able to meet all deadlines set. That is one thing that can be tricky with online courses but shouldn’t stop an instructor from implementing group projects.
This project is fairly well put together. When completing this project, my team members and I were also completing another group project at the same time and were a little confused with the expectations. This was a struggle we all had to overcome by using good communication and interpersonal skills. We had to communicate with each other and the professor to talk through our confusion and sometimes frustration. We had to work together and critique in a helpful way to ensure everyone had their voices and ideas heard.