Synthesize Knowledge

Demonstrates ability to read and understand educational literature related to educational technology

Artifact:  EDCI 51300 Foundations of Learning Design and Technology: An Introduction to the Field 2016 – Final Paper:

Games and Gamification: A means for personalizing learning

Games based learning and gamification are emerging as a promising means to motivating, engaging and successful learning experiences.  In this paper, I explored a significant body of educational literature in the field that surrounds the concept and tied in an educational technology tool, adaptive educational hypermedia systems, that may “provide a means to improve the current one size fits all model of education” (Knickelbein, 2016).

Demonstrates ability to describe fundamental theories of human learning

Artifact:  EDCI 53100 Learning Theory and Instructional Design 2016 – Final Synthesis Paper: Instructional Theory Synthesis: Application of the Knickelbein Game Mechanics Theory of Instruction for Enhanced Learning

This artifact was selected because, in it, I describe a theory of human learning that is a synthesis of various respected theories.  The Knickelbein Game Mechanics Theory of Instruction for Enhanced Learning draws from the strengths of many theories, which I describe, and provides potential applications for future use.

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

Artifact: EDCI 672 Iris Daniels Case Study Analysis

This case study artifact above, Iris Daniels Case Study Analysis, demonstrates my ability to apply knowledge of human learning and cultural diversity to provide feasible solutions.   My analysis of this case determined that a lack of proper learner analysis was performed.  By implementing thorough learner analyses, instructional designers can accommodate differences in learning and diversity and can apply appropriate pedagogy to the situation based on the information gathered from learner analysis at the onset of the project.  In this case, the intended audience had diverse cultural learning needs that were not what the designers predicted going into the project, this was not identified through a learner analysis and thus not properly addressed.

Plans for Future Growth

In each of the courses that allowed me to prepare the artifacts provided as evidence of my competency in this area, I grew.  The case study analysis process, gave me the opportunity to build my analysis skills.  In order to successfully complete an analysis, I needed to have a critical eye for the ultimate root of the problem so that the solution would be an effective one that met the goals of the personnel and organization.  I would like to continue to develop these skills in root cause identification through further study of the topic via online courses available on LinkedIn Learning or become formally certified in this area.


Knickelbein, K. (2016). Games and Gamification: A means for personalizing learning. Unpublished manuscript, Purdue University.

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