Apply Technology and Media

Plans and designs effective learning environments and experiences supported by technology

Artifact: Career Path Group Presentation: EDCI 660B

Mission: Gamification Career Path

In this artifact, I worked with two classmates to design a presentation for our adult class that demonstrated a career path that could be available to them upon the completion of this degree and with the provided suggestions for additional learning and certifications.  We were happy with our final product, a Prezi presentation with embedded videos, developed in PowToon, and a story to capture our classmates attention.  We had excellent feedback from our peers and we were requested permission to use this work as an example for future classes.  This artifact demonstrates that each of us were able to use a few supportive technologies to get our message across. The entire presentation was a group process, however, I worked alone, but with feedback from my team on the individual contribution of the first embedded video in the presentation, Mission ELearning Career.

Applies technology to facilitate a variety of effective assessment and evaluation strategies. 

Artifact: EDCI 572 Design Document for the Assume Nothing Module

Artifact: EDCI 572 Assume Nothing: Bias Brief Module

Link: Assume Nothing: Bias Brief Module

In this artifact, the game based module is both a vessel for learning and a means for assessment.  It was designed so that students will not be able to complete the module and “break out” until they have mastered the content within their groups.  This style of evaluation went undetected as an assessment to the participants because it was so enjoyable to play the game that they forgot they were learning and being assessed.  Of course, they were informed that this would be happening during game play.

Demonstrates understanding of social, ethical, legal, and human issues surrounding the use of technology and applies it in practice.

Artifact: Plagiarism Certificate

Plagiarism Certificate for Kristin Knickelbein

Ethical & Legal Issues:  One of the issues surrounding online learning and the use of technology for design in general is the ease with which someone can use another’s work.  The plagiarism tutorial we were requested to complete at the beginning and prior to each of the courses in this program reaffirm the importance of adhering to the highest of ethical standards in this vein.  As the artifact demonstrates, I have completed this tutorial and have passed the test.  In my work, I strive to avoid plagiarism by including sources and references wherever needed.  In addition, when using images that were not my own, I paid special consideration to attribution and the use of images that were released free of copyright.

Artifact: EDCI 569 Discussion: Practice Design Evaluation

Social & Human Issues: To demonstrate this aspect, I present, for your consideration, class discussion posts.  In this discussion, the class was requested to evaluate a learning module from the site,  One of the issues I found with the site was its poor accessibility.   I ran a WAVE Accessibility Test on the welcome page and the page that follows login and found multiple errors.  Through discussion with a classmate, it was concluded that if a screen reader were to try to navigate this page, users would become frustrated and this would increase their cognitive load and negatively impact their ability to use and learn from this site.  The attention I gave to this issue demonstrates that I am cognizant of human issues in practice, here when evaluating the design of a learning tool or site.

Plans for Future Growth

While I have learned an enormous amount about the various technologies that I used to fulfill required assignments in this LDT program, I know I still have a lot to learn in terms of tools of the trade.  I have used the instructional design heavy hitters, Storyline and Captivate, and some smaller but still powerful tools like Smartbuilder, PowToon, Prezi, Flipgrid, and more, but I look forward to taking advantage of the Passport Badge program even following the completion of this degree program as they will help me build my toolbox to be even stronger.


WAVE Web Accessibility Tool. (n.d.). Retrieved May 30, 2017, from


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.