Instructional Design Projects
Learning is different for everyone. Some people have to work harder than others to keep up. I have noticed this not only with myself but while working with a wide range of students. How do people learn? How can we generate motivation for learning? What are the ideal conditions needed in learning? How are we able to properly evaluate and assess learner’s skills knowledge and abilities? Why do certain people learn things faster? Each project displays a different aspect. Some focus on the different types of learners audio, visual. Each project uses either a single or combination of learning principles such as limited capacity principle, dual processing, segmenting, using emotion to learn, storytelling to deliver content,
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This project was to purpose three alternative vehicles and present information comparing and contrasting them for a Traditional Neighborhood development community. These alternatives would be left up to the community to choose based on their needs, be able to align with the community philosophy better, and help reduce carbon footprint. The purpose of the project was also to research the audience to better prepare a script to build credibility and engage them with basic principle presentation skills and techniques. Another purpose of this project was the ability to implement graphics and arrangement text so that it could build better recollection of information for those who use audio and visual aids. The last purpose was to demonstrate composition skills with lighting, camera and green screen application.
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Amazing moons Interactive Quiz
The project was creating an interactive quiz based on the science cast amazing moons video. Finding pictures about the topic and adapting inside the interactive quiz. Making sure the typography and arrange did not interfere with learning. Confirming the quiz worked and adaptable to different size formats such as phone or desktop screen. The project is intended for High school students age fourteen to sixteen. The purpose is to engage students in the learning process. Taking a learning object of the ScienceCast Jupiter’s Amazing moons and create three measurable outcomes. The interactive quiz engaged visual and to an extent kinesthetic learners. Visual learners were able to see an environment discussed, while kinesthetic learners could select and answer questions and receive feedback based on selected choices providing an interactive experience. The outcomes are learners will distinguish and explain the characteristics environments of the four moons. Students will classify and summarize the four moons based on composition. Students will analyze and conclude tidal heating. The purpose of the interactive quiz is testing knowledge gained from the science cast video and assess student performance. The quiz exemplified utilizing traditional assessment through multiple-choice, true/false, and fill-in-the-blank. Feedback in the quiz provided further information for students not only giving the correct answer but enhance knowledge. Part of the outcome also exercised Authentic assessment. The authentic assessment provides observing student abilities to adapt the information in a measurable way going beyond recall and identifying. Authentic assessment projects goal was for students to generate, synthesize, and evaluate the knowledge. Measuring the depth of detail gained from Sciencecast video and application of utilizing the knowledge is the benefits traditional and authentic assessment. |
The Wonderful Musician
The project was modifying a grim brothers fairytale by creating an audio story of the within 4 and half minutes. The project required scriptwriting, narration, music and sound to engage learners. In the project the goals were to successfully capture/record audio, edit distracting noises, compile takes, mix, balance and equalize tracks. The target audience is nine to fourteen. The story can be used for older audiences as well as the purpose applies. The purpose is to show individuals unexpected events may occur and while it may be tempting to avoid embracing situations learners should use everything as a lesson to learn. Dealing with surprise takes audiences out of comfort zone. If a student is never challenged growth never happens.
The project was modifying a grim brothers fairytale by creating an audio story of the within 4 and half minutes. The project required scriptwriting, narration, music and sound to engage learners. In the project the goals were to successfully capture/record audio, edit distracting noises, compile takes, mix, balance and equalize tracks. The target audience is nine to fourteen. The story can be used for older audiences as well as the purpose applies. The purpose is to show individuals unexpected events may occur and while it may be tempting to avoid embracing situations learners should use everything as a lesson to learn. Dealing with surprise takes audiences out of comfort zone. If a student is never challenged growth never happens.
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Pioneer Village
The project started off with a given silent documentary. The action required was to create a narration to accompany the silent documentary. The narration included detailed information and implemented sound engaging learners during the video. The audience is for High school ages fifteen to seventeen. The audience can be studying topics in history, geography, english or writing. The learning object shares the beginning of pioneer events, people and culture in Florida. The purpose of the Pioneer Village is to share the idea everyone starts from somewhere. Students starting and those who have been there and completed high school experience this feeling when starting something new. Presenting different groups allow learners to identify and connect to relatable individuals. The more connected and involved students are with the material the greater increase in retention, and taking part in learning. |
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