Image by Glenn Carstens-Peters on Unsplash.com
Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability.
What Is: This lesson plan uses gamification to make learning vocabulary engaging and efficient.
Process: To develop this lesson plan, I needed to have some background knowledge. I completed various readings about gamification and the application of the Octalysis Framework. Based on the principles described in the Framework, I developed a vocabulary lesson to address word analysis skills in 2nd graders, utilizing both traditional and gamified elements. I chose to use two gamification platforms, Kahoot! and Gimkit, to create a game-based learning experience and a quiz for students, which were presented and linked in the lesson plan.
Connect: Working on this lesson plan was a highly engaging and creative process. It involved selecting the topic, standards, and objectives of the lesson and designing the gamification elements from scratch. Not only did I have an opportunity to be creative, but gamification allowed me to provide a unique and engaging learning experience for students of varying abilities.
What Is: This educational website was created as a final product of a semester-long project to address learning gaps in 3rd-grade students.
Process: As a group of four, our team began by identifying the learning gaps of six third-grade science learners who reside in one of the Georgia regions but are not familiar with all the regions, the animals that live there, or the climate and landforms in those regions. After analyzing students' needs, planning and mapping our web-based instructional program, and identifying digital tools necessary to deliver the program, we designed this website to provide an engaging and effective learning solution.
Connect: This project allowed me to try on the role of a real instructional designer as we built our web-based instructional program from the ground up. Every element of the website was a creative process that resulted in a product aimed at meeting every student at their individual level. We effectively addressed students' learning gaps while ensuring that the website was accessible to students of all abilities.
What Is: This graphic representation of a case study was developed for one of the course discussions
Process: When given a choice of a creative representation of a case study, I decided on a graphic booklet created in Canva. To make my presentation engaging and fun, I decided to deliver its content in a fairy tale format. Since I am not a writer, I had to employ AI tools, particularly ChatGPT, to create fairy tale elements. This process involved analyzing the case and describing it in a narrative form. I then asked ChatGPT to produce a fairy tale based on my narrative. Using Canva to design a book proved to be a very creative way to present otherwise dry content in a fun way.
Connect: Developing this graphic representation of a case study allowed me to be creative, design an authentic product, explore alternative ways to deliver content, and connect to my audience more effectively.
Reflecting on these artifacts, I realize how working on each of these projects pushed me to think creatively, explore different designer tools, and come up with ideas on improving content and making it more engaging. The gamification lesson plan presented an exciting opportunity to add highly motivating gaming elements to traditional lessons that my student will surely appreciate. Creating an online instructional program was my first experience working on a website, which I fully enjoyed.
Finally, the graphic case study book was one of my favorite and most creative projects. Even though I used AI to help with some elements, I was able to design a truly authentic book, and that connected me to my audience in an easy-to-understand and engaging way.