Crafting Better Learning: Design Thinking

As we finish up LRNT524 Innovation, Design, and Learning Environments, it is time to think about the design principles that shape my learning. This course pushed me to develop principles that suit my work in an IT setting.

There needs to be more clarity between what employers think employees should learn and what employees find valuable. How training or learning is shared often varies from how people like to learn or access information. Challenges include not offering flexible formats like asynchronous or hybrid options and not considering diverse experience levels, abilities, locations, and individual learning needs.

Reflecting on my learning within this course and after the partnered Pecha Kucha Assignment, I considered a middle ground of learning principles that would work on blending what is vital for the learner and what the organization sees as priorities. 

One of the articles I came across in my readings that helped me consider the design principles I think are relevant is ‘The Power of Course Design to Increase Student Engagement and Learning’ by L. Dee Fink; the focus is on how designing courses thoughtfully can significantly boost how much students learn and how engaged they are in their studies.

Here is the relevant design principle that fosters a good learning environment that engages learners and supports their individual needs.

If an image is unable to be seen or accessed, please use the provided link to view it in Canva: 8 Design Principles.

By following these ideas, instructors can make courses that teach facts and help you get better at essential skills. This means you will be more interested and do better in your learning. As we wrap up LRNT524, it is clear that thinking about these principles can make learning more fun and valuable. This learning journey has shown me that these ideas will keep guiding how I learn in the future.


References

Brignell, B. (2021). Design Principles. Design Principles. https://principles.design/#what-are-design-principles

Cable, S. (2015, June 18). Design Principles – a guide. Cxpartners. https://www.cxpartners.co.uk/our-thinking/design-principles/

Fink, L. D. (2007). The Power of Course Design to Increase Student Engagement and Learning. Peer Review, 9(1), 13–17. https://web.p.ebscohost.com/ehost/pdfviewer/pdfviewer?vid=0&sid=3722e12f-1cd8-4154-b13a-35f5963f4213%40redis

Hsu, T.-C., Chen, W.-L., & Hwang, G.-J. (2020). Impacts of interactions between peer assessment and learning styles on students’ mobile learning achievements and motivations in vocational design certification courses. Interactive Learning Environments, 31(3), 1–13. https://doi.org/10.1080/10494820.2020.1833351

Kelly, S. (2020, August 7). Introduction to Universal Design for Learning (UDL) – Arts & Letters Academic Technology Support. Michigan State University. https://edtech.cal.msu.edu/introduction-to-universal-design-for-learning-udl/

Impact of innovation on learning & learners- Blog

In the world of education, things are always changing, and new ideas are constantly popping up. In this blog post, we delve into the realm of gamification, a pedagogical innovation that integrates game elements into non-game contexts to transform the learning experience. Looking into what this idea is all about, using insights from a book called “Gamification: A Simple Introduction” by Andrzej Marczewski. We explore the critical aspects of this approach, including innovation, impact on learning, reliance on technology, usability, risk assessment, and its unique value proposition.

Innovation: Gamification

Gamification introduces a shift from traditional education by incorporating game-design elements such as points, badges, leaderboards, and narratives. The goal is to turn traditional learning activities into interactive, game-like experiences, fostering increased engagement, motivation, and enjoyment among learners.

Impact on Learning

The integration of gamification into education has proven to impact learning outcomes profoundly. By using fundamental motivators like competition, achievement, and progress, gamification stimulates active participation and cultivates a deeper level of engagement. This heightened engagement often translates to improved knowledge retention and a more positive attitude toward learning, as Lavoue et al. (2019) highlighted.

Reliance on Technology

Gamification can be implemented through both digital platforms and analog methods. While technology can enhance the gamified experience, it is not a firm requirement. Digital platforms, however, offer scalability and data-driven insights into learner progress, requiring access to correct technological resources.

Usability

The effectiveness of gamification in education hinges on the design of gamified foundations. Natural game mechanics and seamless integration into the curriculum are essential for its success. Educators must understand how to apply gamified elements to align with learning objectives without distracting from the core content.

Assessing Risks

The introduction of gamification brings along certain risks, such as the potential overemphasis on rewards that might overshadow the value of learning. Not all learners respond positively to gamified elements, leading to disinterest.

Value Proposition

The value proposition of gamification lies in its ability to tap into learners’ natural liking towards games and competition. It offers a fresh and enjoyable approach to learning, fostering a sense of achievement. However, successful implementation requires a balance between game elements and educational objectives, as highlighted by Marczewski in 2013.

In conclusion, While it is great for getting us interested and motivated, we need to be careful with how we use it. The impact on engagement should be balanced with a sharp evaluation of usability, potential risks, and alignment with predetermined learning objectives. As educators continue to refine the implementation of gamification, the prospect exists of transforming the influence on conventional educational approaches and allowing education to become more immersive, enjoyable, and, ultimately, more worthwhile.


References

Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning impacts learning achievements, perceived learning, and game experiences. Computers & Education70, 65–79. https://doi.org/10.1016/j.compedu.2013.08.003

Lavoue, E., Monterrat, B., Desmarais, M., & George, S. (2019). Adaptive Gamification for Learning Environments. IEEE Transactions on Learning Technologies12(1), 16–28. https://doi.org/10.1109/tlt.2018.2823710

Marczewski, A. (2013). Gamification: A Simple Introduction. In Google Books. Andrzej Marczewski. https://books.google.ca/books?hl=en&lr=&id=IOu9kPjlndYC&oi=fnd&pg=PA3&dq=gamification&ots=kKIrZNlNWY&sig=7dQ5tVCLbtR4MFbcpVq62NT8Y3s&redir_esc=y#v=onepage&q=gamification&f=false

Unlocking Potential: Gamified Learning

As technology advances even more and the newer generation leans on using the resources available at their fingertips for information and learning I find gamification and game-based learning a compelling avenue for revolutionizing education by harnessing the captivating elements in gaming. The strengths of these methodologies are evident in increased engagement, heightened learning memorization, skill development, and personalized learning pace. The combination of educational content with gaming elements, allows for educators to create an environment that fosters active participation and immersive learning experiences.

However, amidst these strengths lie some limitations. The concern of superficial engagement looms ahead, especially when considering the design of the game. Some challenges shown are that the allure of games may fade if the educational content lacks depth or relevance, causing learners to prioritize the gaming aspect over the intended learning outcomes. Resource intensiveness poses another hurdle, as the creation of high-quality educational games demands substantial time, expertise, and resources that might not be accessible to all education systems. Additionally, there is a need to ensure the relevance of game designs across diverse subjects and the transferability of skills acquired in gaming contexts to real-world applications remains a challenge.

In the article “Scaffolding Game-Based Learning: Impact on Learning Achievements, Perceived Learning, and Game Experiences,” the authors address the challenge of integrating game-based learning in formal educational settings by investigating the effects of adding an external conceptual scaffold to a business simulation game to help learners connect the knowledge acquired in a game with the knowledge taught in school and  offers a deeper insight into the complexities of merging game knowledge with formal education. While the addition of external scaffolds showed promise in enhancing problem-solving skills, it didn’t significantly affect formal problem-solving abilities. Nonetheless, it did impact perceived learning, suggesting a deeper cognitive process and a sense of difficulty that influenced learners. Surprisingly, integrating formal knowledge representations didn’t diminish learners’ flow and enjoyment within the game, indicating the compatibility of such enhancements with engaging gameplay.

The study highlights the intricate relationship between game experience, perceived learning, and formal learning outcomes, underscoring the need for meticulously crafted scaffolds that seamlessly connect informal game knowledge with formal educational content while preserving engagement and enjoyment. Although the study utilized a mixed-methods approach, combining qualitative and quantitative analyses, its relatively short duration might have influenced observed outcomes. However, it contributes significantly to strategies for enhancing the educational value of digital games in formal settings, addressing the persistent challenge of integrating game-acquired knowledge into traditional programs.

Jane McGonigal’s advocacy for using games in education, demonstrated through her projects like “SuperBetter” and her acclaimed book “Reality Is Broken,” reflects the pressing need to leverage games as powerful learning tools in the digital age. Her TED talks emphasize the transformative potential of games, urging us to harness the motivational aspects of gaming and apply them to real-world scenarios.

While gamification and game-based learning exhibit tremendous potential in revolutionizing education, their effective implementation demands a delicate balance. Bridging the gap between gaming and formal education requires thoughtful strategies to ensure meaningful learning outcomes while maintaining the intrinsic engagement and enjoyment of games. McGonigal’s work stands out for advocating for the integration of gaming elements into education to cater to the learning needs of today’s digital generation. There remains plenty of room for further research to fully understand the interaction between perceived learning, flow, enjoyment, and actual learning achievements within game-based learning environments.

These types of articles and discussions are why I lean towards game-based learning as a fantastic approach for the future of education, especially considering the characteristics of the new generation of learners. These “iPad kids,” born into a digital era, are accustomed to interactive technology. Integrating gaming elements into education aligns seamlessly with their preferences and behaviors. Games naturally captivate attention, motivate, and offer immediate feedback—key components for effective learning. It’s a balance between making the learning experience fun and ensuring that the game elements support the learning goals. Their real-time trial-and-error learning and problem-solving addresses the challenges that traditional classrooms might struggle with. Besides, the advancements in technology enable immersive experiences, such as virtual and augmented reality, fostering practical understanding of complex concepts. Game-based learning’s adaptability accommodates diverse learning styles and paces, empowering learners to take control of their education. In conclusion, it’s an ideal educational approach that resonates with the technological fluent and engaged learners of today and the future.

References

Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education70, 65–79. https://doi.org/10.1016/j.compedu.2013.08.003

McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the WorldGoogle Books, Penguin, 20 Jan. 2011, books.google.ca/books?id=yiOtN_kDJZgC&lpg=PT10&ots=fkniQP6XTt&dq=jane%20mcgonigal&lr&pg=PT30#v=onepage&q=jane%20mcgonigal&f=false. Accessed 18 Sept. 2023.

—. “You Found Me.” You Found Me., you found me., 2018, janemcgonigal.com/.

TED. “Gaming Can Make a Better World | Jane McGonigal.” www.youtube.com, Youtube, 17 Mar. 2010, www.youtube.com/watch?v=dE1DuBesGYM&ab_channel=TED. Accessed 1 Nov. 2022.

Design Models: A Reflective Journey

https://www.rawpixel.com/image/6467909/png-sticker-public-domain

Throughout the reading within this program, I have seen a pattern of design model framework acting as a blueprint to bridge the models from theoretical concepts to real-world applications.

Among these models, the ADDIE framework is the most popular as a structured instructional design approach. As mentioned in Instructional Design Models by Tonia A. Dousay, “The ADDIE paradigm is fundamental to most models, with appropriate evaluation of each step implied. [Jon Anderle, University of Wyoming]”

It navigates Analysis, Design, Development, Implementation, and Evaluation—a comprehensive pathway to ensure effective learning programs. Each phase, from identifying the needs to evaluating outcomes, contributes to well-designed, adaptable learning solutions.

Diversity defines design models. From Design Thinking to the precision of the Waterfall model, each offers unique viewpoints and methods. Choosing the suitable model is akin to picking the perfect tool, so one must understand its complexities before application.

Selecting a model goes beyond apparent application and is about aligning strengths with project needs. Agile methods excel in adaptability, while the Waterfall model ensures control and predictability; the crux lies in understanding the underlying principles.

Using a combination of diverse theories and practices approach is an excellent way to ensure the models you are using will be successful when moving from theoretical to real-world

No single model is an answer; adaptability and innovation define success.

I look forward to understanding more in our reading about the fields of instructional design (ID) and learning design (LD) and the models and hopefully get a better understanding of what I personally find the best model for my way of taking a theoretical concept and creating it into a real-world application. Is there a pattern that works for me? Do I pick and choose for every theoretical concept I face?

It is a journey of discovery toward finding the perfect match for design models.

References

Dousay, T. A. (2018). Instructional Design Models. In edtechbooks.org. EdTech Books. https://edtechbooks.org/lidtfoundations/instructional_design_models

Lina Heaster-Ekholm, K. (2020). Popular instructional design models: Their theoretical roots and cultural considerations. International Journal of Education and Development Using Information and Communication Technology (IJEDICT), 16(3), 50–65. https://files.eric.ed.gov/fulltext/EJ1275582.pdf

Parchoma, G., Koole, M., Morrison, D., Nelson, D., & Dreaver-Charles, K. (2019). Designing for learning in the Yellow House: a comparison of instructional and learning design origins and practices. Higher Education Research & Development, 39(5), 997–1012. https://doi.org/10.1080/07294360.2019.1704693