"Logic will get you from A to B. Imagination will take you everywhere."
― Albert Einstein
Design and Develop Digital-Age Learning Experiences and Assessments
At Kent State University, I learned how to design, develop, and evaluate authentic learning experiences and assessments. The projects here provided situated learning and deepened my understanding of the knowledge, skills, and attitudes needed for technology enhanced learning.
Instructional Design Project
In this project I used Google Apps in conjunction with the ADDIE model to build an instructional unit using the Systems Approach Model as detailed in The Systematic Design of Instruction. (Dick & Carey 2015). The instructional learning unit Designing Infographics engages students in digital learning and creativity as they learn to create their own digital infographic.
Persuasive Communication Projects
The persuasive communication projects shown here allowed me to explore my own interests. They were engaging and successful because of this. This experience makes it clear how valuable it is to allow students the freedom to explore what interests them within a constructivist learning environment.
Art Travel Learning Module
Learning activities can be designed for interaction. Depending on the students' technology skill level, teachers can build interactive units for their students to use or have students design and build interactive units to share with the class. This module was created in powerpoint and could have many different variations.
Instructor Guide and Student Workbook
Formative and summative assessments inform teaching for the instructor, and also inform learning for the student. Well crafted instructional design includes appropriate materials for assessment. The Instructors Guide and Student Workbook I created for a lesson on infographics include pre-tests, post-tests, as well as student self-assessment tools.
A Trip to the Museum
Authentic learning occurs in real life settings. It encourages students to create tangible, useful products to be shared with others. This project was an opportunity to design and produce computer-assisted instructional materials. Understanding how to create materials for instruction and communication is as important for the instructor as it is for the students. (click here for a smaller file)
Integrated Technology Lesson Plan
Effective traditional lesson plans can be adapted to include technology elements that make learning more engaging. This project involves several stations that are both real-world and online. It is presented in pdf format for easy sharing. The unit explores the subject of the self in art. Students will learn about self-portraits and identity through a variety of methods: reviewing artists works, writing autobiographical narratives, drawing self portraits, reading art history, and constructing the identity boxes.
The Role of Design
Designing effective visuals for instruction begins with an awareness of the design principles. Moving content into digital formats is not simply a transfer of data. The role that visuals play in our understanding has always interested me and is a fundamental part of my role as a graphic designer. In this project we selected a layout that was poorly designed, critiqued it, and then redesigned it. (pages 1,2, and 3 respectively) Seeing the before and after clarifies the relationship between design and learning.