Competency 1:
Synthesize Knowledge
For this competency, I have selected a series of written and visual artifacts that demonstrate my ability to synthesize knowledge.
To demonstrate my ability to apply knowledge of human learning, diversity, and effective pedagogy to solve problems, I analyzed a case study for which I created an e-learning scenario based on the solution that I proposed for the stakeholders in the case study. In Sims and Waldron’s (2014) case study “Margaret Janson: Developing Learning Objects for Adult Learners,” I identified two key ID challenges for Margaret Janson, the key stakeholder in the course:
1) Design and develop an interactive, authentic in context, and learner-centered proof of concept for a suite of learning objects.
2) Design and develop an engaging, intuitive to navigate, and visually attractive proof of concept for a suite of learning objects.
My solution to the ID challenges was to design and develop two modules, each of which would consist of a learning object containing a learning scenario covering single learning objectives. Each module would be self-contained so that it could be used discretely with connected training modules; each learning object could be paired with other learning objects in other training contexts.
In addition to completing an analysis of the study, we were also tasked with completing a mockup of a proof of concept to represent the stakeholders’ vision. The proof of concept, which I have linked as a supporting artifact, represents the primary solution that I proposed in my case study analysis.
As soon as I read this case study, I felt the issues presented and the solutions these issues demanded were within my expertise as an e-learning instructional designer. For this reason, I was able to apply both my knowledge of human learning and my experience to the diverse problems Margaret faced and provide an effective pedagogy to resolve the challenges of the case study. Specifically, I believe that my proposed solution addressed the range of technical and pedagogical elements in the project (creating context-authentic, student-centered learning objects) and its constraints (limited timeframe and budget). Moreover, in devising a solution, I feel I was able to specify further how a key instructional principle, scenario-based learning, would be a key element in making the solution both coherent and cohesive.
I have provided a link to the proof-of-concept that represents my application of my knowledge and understanding of the case study: http://www.dedlearning.com/purdue/oilrig/story.html
Reference
Sims, A., & Waldron, N. (2014). Margaret Janson: Developing learning objects for adult learners. In P. Ertmer, J. Quinn, & K. Glazewski (Eds.), The ID case book: Case studies in instructional design (4th ed.; pp. 219–229). Boston, MA: Pearson.
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To demonstrate my ability to describe fundamental theories of human learning, I have selected a group presentation artifact in which I took part for the Foundations of Learning Design and Technology course (EDCI 51300). For this project, we were to choose one learning theory that we found meaningful personally or professionally (or both). I selected cognitive load theory because the theoretical concept of cognitive load and how it can be reduced is always a central design issue in the types of asynchronous e-learning courses that I create.
The artifact that we created for our presentation was an interactive presentation created in the e-learning development tool Articulate Storyline, which addressed several questions about our chosen theory and required us to describe the various aspects of this theory:
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What is the nature of knowing, knowledge, learning, and teaching (how people come to know, learn, and teach)?
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Who are the major scholars and what are their key claims?
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What is the impact of the theory on the research and practice in our field?
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What are some real-world examples or applications of this theory in learning and teaching with technologies?
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How can the learning theory be used as a framework in our field?
I was responsible for the conceptual design of the presentation in Storyline, with other group members contributing content in response to the various questions we addressed. My challenge in this presentation was to describe this fundamental theory of human learning, but rather than push information about the theory on to viewers, I instead created a presentation that demonstrated through a nonexample the effects of learning impeded by a heavy cognitive load. Viewers experienced firsthand the effects of trying to navigate learning with a heavy cognitive load, and as the presentation gradually transformed into an example of light cognitive load, the viewers experienced a very real sense of the main tenets of cognitive load theory and the importance of this theory to human learning.
The research paper I wrote for the “Foundations of Learning Design and Technology” course, “From E-Learning to X-Learning: Transitioning from SCORM to xAPI,” demonstrated my ability to read and understand educational literature related to Educational Technology.
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In the paper, I explored the development of xAPI (or “Tin Can”) as a viable alternative to overcome the limitations of the durable, yet limiting, Sharable Content Object Reference Model (SCORM) e-learning standard, which cannot track learning experiences occurring outside the browser. Because xAPI is still in its early versions of release, there is a paucity of critical xAPI research and even less discussion about specific pedagogic uses of xAPI. The thrust of my paper was to demonstrate how practitioners can use xAPI within an e-learning environment to create what Dempsey and Van Eck (2012) called instructional technics, or “activities or tactics that use technology designed or selected to attain specific learning outcomes” (p. 284).
By reading and understanding educational literature regarding my topic, I discovered that research regarding SCORM largely focused on its constraints, whereas research regarding xAPI focused on its potential. By being able to read and understand the literature related to my topic, I found specifics regarding xAPI’s conceptual and technical underpinnings as a learning technology so that I could contrast them with those of the SCORM standard. Likewise, by reading and understanding the body of literature on these two standards, I identified a gap in the research—specifically, that there has been little critical discussion about how xAPI can be leveraged pedagogically and pragmatically in the instructional design of an e-learning experience. By focusing on the gap in the literature, I feel I was able to advance the discussion of xAPI by providing my own pedagogical example that incorporated specific, authentic, and contextualized xAPI-based activities.
EDCI 51300 was the first course that I took in the Purdue LDT program. What I did not realize coming into the program as a freelance e-learning designer was that there was such a strong research component to the LDT field. Being a practitioner, I had never considered the practical value of research. As I was doing the research for this paper, I quickly discovered that learning design and technology is a field that demands to be continuously “refreshed” due to the ever-changing nature of technology, learning, and performance. I also realized that there is a strong practitioner’s element to a great deal of the research I have conducted for this paper and for other projects I completed throughout the program. I have thus come to appreciate how research can illuminate what I do as a practitioner. In fact, I have been able to implement ideas and concepts I have picked up from the research I have done throughout the program, such as adapting the layers of necessity ID model (Wedman & Tessmer, 1990) to my specific projects, or using Merrill’s first principles (2002) as a kind of best practices design checklist.
References
Dempsey, J. V., & Van Eck, R. N. (2012). E-learning and instructional design. In R. A. Reiser & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology (p. 281–289). Boston, MA: Pearson Education.
Merrill (2002). First principles of instruction. Educational Technology, Research and Development, 50(3), 43–59.
Wedman, J., & Tessmer, M. (1990). A layers of necessity instructional development model. Educational Technology, Research and Development, 38(2), 77–85.
1.1: Demonstrates ability to read and understand educational literature related to Educational Technology


Artifact: "From E-Learning to X-Learning” (Research Paper) – EDCI 51300
Artifact: Case Study - EDCI 67200 Supporting Artifact: Proof of Concept (e-learning module) – EDCI 67200


1.3: Applies knowledge of human learning, diversity, and effective pedagogy to solution of problems

1.2: Demonstrates ability to describe fundamental theories of human learning


Artifact: “Cognitive Load and Schema Theory” (Digital Presentation) - EDCI 51300