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Mastery Journal turned 1 today!
A new paper examines the ways “whiteness” reproduces racial advantages and disadvantages.
Mastery Journal . . . Month 12
1) I will reflect individually on each course over the past 12 months for my last official Mastery Journal Entry using the following prompts:
How has each course contributed to your personal and professional development as an instructional designer?
Describe your most outstanding personal triumph in each course.
First and foremost, my most outstanding personal triumph for each course was somehow managing to successfully complete every course on time while teaching. Teachers, specifically high school teachers—have a grueling schedule, which starts before sunrise and often ends well after the sunset. I can’t remember ever being so tired before in my life, nor having consumed so many energy boosting products. As I prepare to walk across the stage next week wearing my cap and gown, I know the late nights and lack of sleep were totally worth it.
Also, while reflecting on the past year, I realized how much I enjoy learning new things, reaffirming my decision to pursue a degree in instructional design. Each course provided me an opportunity to research and present information on various concepts. Most of this knowledge has stuck with me. For example, we were required to create a video presentation discussing alternative energy vehicles for Corporate Training and Motivational Development. On my daily commute, I encounter several Smart cars. Every time I am stuck behind one of these vehicles, I think to myself, I know that car can go faster. I wish the drivers knew that too.
Mastery Journal
Media Asset Creation
1) In what ways has your identity as an instructional designer changed during the previous months?
Looking over the goals I set as I created my Mastery timeline when I first embarked upon this program, I can honestly say that I managed to achieve most—if not all—of these. Of course, I still have to “Complete the most awesome final project. Ever. Graduate cum laude and . . . land that dream job” (Martiné, 2016, Mastery timeline). However, I have been slacking, when it comes to reading articles, listening to podcasts, and watching tutorials beyond the scope of the program. Luckily, I have some free time coming up in a month. Not only can I catch up on what I missed—but revisiting information will deepen my knowledge and further develop myself as an instructional designer.
Even though I was aware of what I signed up for 11 months ago, I am pretty amazed at how far I have come in a short amount of time. Up until last year, working as the business manager for the college newspaper and managing editor of the literary magazine ten years ago was the only graphic design experience I had. Even then, I only oversaw operations. I look at those magazines now and think, “Oh yeah. That’s what the judges meant.” Now that I have established a fundamental understanding of design elements and principles, I have developed a sense of confidence within myself, which stems from the
2) What media assets have you created during the previous months that will best demonstrate your areas of expertise and support your personal brand?
Marketing myself has always been a struggle for me. However, I just need to suck it up and deal with any uncomfortable feelings if I want to advance myself and fulfill my mastery journey. Ross (2013) says something that finally gives me hope. She mentions one should “think about some of the feedback . . . received over the years” (Defining your niche, 1:30). From this, it follows that my area of expertise—not only lies in k12 education—but also the ability to create creative as well as interactive lessons that engage students using a variety of means.
Honestly, the only media asset I have created during this past year that supports my area of expertise is this month’s final project. By choice. I didn’t want to paint myself in the k12 corner. I want to expand and build upon my existing knowledge and skills. Stepping out of one’s comfort zone is the only way to grow. This is textbook Vygotsky—the zone of proximal development (ZPD). As Hoadley and Van Haneghan (2012) state, “Learning is not what a student can do individually, but what he or she can accomplish with the help of more able others” (as cited in Reiser & Dempsey, p. 55).
However, one asset—or group of assets—does not make for a suitable portfolio. One asset does not best demonstrate my expertise, nor does it support my personal brand. After 11 months, I can only offer assets that I enjoyed the most while creating, offered the most personal reward, and solicited the most memorable feedback. Given these three points, I would have to include the projects created during music and audio for instructional design. The macabre and playfully sinister tone of The Mouse, the Bird, and the Sausage by the Brothers Grimm is a good fit for my personal style. For the same reason I would also showcase 100 Days, the MMORPG I developed during Game Strategies and Motivation. Additionally, I am quite proud of the instructional design model infographics I created for Instructional Design and Evaluation. The designs are bright, well-designed, and demonstrate a clear understanding of instructional design models—an essential part of stepping into the world beyond the scope of k12 education.
3) How will you continue to develop your personal brand as a means of achieving mastery in the future? To further develop my personal brand as an instructional designer in the future, I will continue to expand my online presence using Twitter, LinkedIn, and the website/blog career services suggest I create. Mostly, I have to start adding comments, or authoring posts I share. According to Ross (2013), combining content with opinion establishes thought leadership (Developing a voice of authority, 1:25). I will continue to create resources using the skills and knowledge gained during the past year and start blogging about it. In addition, I will continue to seek feedback from more knowledgeable others and use it to grow—not only as an instructional designer—but also as a person. Most importantly, I will never stop learning. However, now I see the value in sharing my learning experiences with others. Sharing doesn’t just build my brand. According to Glasser (1986), “We learn 95 percent of what we teach others.” Sharing what I learn, will help me elevate my expertise, which according to Ross (2013), increases my credibility and visibility (Creating content, 4:47).
References
Glasser, W. (1986). Control theory in the classroom. New York, NY: Harper & Row.
Hoadley, C. & Van Haneghan, J. P. (2012). The learning sciences: Where they came from and what it means for instructional designers. In R. A. Reiser, & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed.) (pp. 53-63). Boston, MA: Pearson
Ross. L. T. (2013, November 4). Personal branding basics. [Lynda.com tutorial]. Retrieved from https://www.lynda.com/Business-Skills-tutorials/Next-steps/126618/154016-4.html
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The tiredness will pay off, though. I will sleep again in four weeks. I might turn my master’s robe into a pillow.
(via https://www.youtube.com/watch?v=4RYmtQ4aSeA)
This commercial just aired on television. I immediately realized I needed to post this to my Mastery Journal. “Through mastery comes harmony . . . Never stop. Never settle” (0:20). Seven weeks to go. It’s the final sprint to the finish.
[HenesseyUS] (2017). Hennessy V.S.O.P Privilege: Harmony. Mastered From Chaos :30. [Video]. Retrieved from http://www.hennessy.com/us/collection/vsop-privilege/
Happy weekend, everyone. Take a break when you need it!
Mastery Journal - Learning Management Systems and Organization
1) Should instructional designers be required to be industry certified to practice in the profession? Why or why not?
An industry certification in instructional design and technology, according to Dempsey and Van Eck (2012), “[Infers] that practitioners have a basic level of competence in the field” (as cited in Reiser & Dempsey, p. 287). However, requiring certification to practice the profession is not necessary. Having a piece of paper which “suggests a basic level of competence” is not the same as having proven successes derived from on-the-job experience in the field (as cited in Reiser & Dempsey, 2012, p. 287). Furthermore, Sharif and Cho (2015) state, “Lack of consistency in the expectations and identity of instructional designers makes it extremely difficult to attain consistency in industry standards” (p. 82). From this, it follows that one piece of paper earned over the course of a few months cannot possibly cover everything an instructional designer is required to know or do.
The field of instructional design encompasses a myriad of roles with various responsibilities. As long as an instructional designer feels confident in his or her abilities and has evidence-based data to support claims of successful design practice and application which optimize learner performance, he or she is employable. Requiring industry certification to practice a profession is akin to telling Steve Jobs he can’t be CEO of Apple because he didn’t graduate from college.
On the other hand, Dempsey and Van Eck (2012) make a very good point when they argue “Instructional designers will always be a high-cost item to an organization.” Requiring a certificate to practice the profession emphasizes the complexities of the profession and suggests not everyone with PowerPoint installed on a desktop computer is qualified to implement—not only engaging instruction—but instruction that is proven effective. Dempsey and Van Eck continue their argument stating, “If instructional designers are not seen as essential to the e-learning development process, . . . we will see decreases in demand that will threaten the continued existence . . . of our field” (as cited in Reiser & Dempsey, p. 287).
2) Explain why continuing education in instructional design and technology is important, and how you plan to continue to develop your technical skills to remain competitive in the field.
Continuing education in instructional design and technology is important to stay fresh and up-to-date with trends, practices, and theories. Sharif and Cho (2015) describe instructional design as “a dynamic and fluid field . . . even . . . amorphous at times.” The authors continue, “Ongoing shifts and evolution of the field force instructional designers to constantly adapt and evolve with it” (p. 82). This eloquent and beautiful statement perfectly sums up the field.
As graduation rapidly approaches, one is forced to honestly explore career opportunities labeled “instructional designer.” As I research various position requirements—sought after minimum skills and experiences—I find myself in a Socratic paradox. I know that I know nothing. Luckily, through career services, I recently learned that Full Sail alumni are able to audit any course at any time for free. Not only will I be able to further my education in all aspects of instructional design, including graphic design, game design, marketing, videography, audio, etc. This is a huge resource that I will take full advantage of in the future. As Dempsey and Van Eck (2012) ask, “How do we expect our skills to stay current without continuous retraining?” (as cited in Reiser & Dempsey, p. 287). In my case, how do I expect me, a novice, be able to compete with other candidates already experienced in the field if I do not learn additional technical skills beyond the scope of this program?
3) Considering how quickly eLearning theories and practices have evolved, and in anticipating more changes in the future, how will you ensure that you as an instructional design professional will keep abreast of future changes?
Taxonomy Of eLearning: Does eLearning Need A New Taxonomy?
“How do we measure success? The accomplishment of one’s goals, right? So, how do we measure success in eLearning? That would depend on who is asked; teacher, student, school manager, or vendor? It is easy to see how this question, then, could cause confusion. Do we then need a new taxonomy of eLearning?”
Instructional Designers: Harness The Power Of Scientific Thinking
Want to know about the scientific method of thinking? Check why Instructional Designers should harness the power of Scientific Thinking.
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Game Strategies and Motivation
Mastery Journal - Month 9
Gamification is a hot topic in instructional design and understandably so. Gamification elements follow guidelines for best practices in education. Some of the most effective gamification elements include clearly defined and measurable goals, authentic experiences to promote a real-world transfer of learning, prompt—if not immediate—feedback, and allow learners to collaborate and share.
In addition, effective gamification of instruction not only boosts learner engagement—gamification can support and facilitate flow. By introducing play into the workplace or classroom, learners are more likely to experience flow. Games allow players to actively engage in learning activities which promote, as Shute, Rieber, and Van Eck (2012) put it, “a state of where you were not conscious . . . your place in the world, but rather felt wholly absorbed in the activity . . . feeling . . . free from risks” (as cited in Reiser & Dempsey, p. 322).
This month’s experience has allowed me to use and apply knowledge and skills gained in previous courses throughout the IDTMS program. I included recorded audio narration, music, and sound effects, which were not only selected to enhance the project presentations, but also support and emphasize the ideas contained within. In addition, I was able to apply a growing knowledge of design elements and principles to carefully select things like typeface, sound, and images to promote each game’s concept, sparking viewer’s interest without diverting attention from the overall goal.
Looking back on the goals I set for this course while embarking on my Mastery Journey nine months ago, I can safely say that I have indeed learned how games engage and motivate learners. Probably more importantly, I have learned how games can have the opposite effect on learners as well. Rewards like badges and achievements are some of the most widely used gamification strategies. However, this is one myth Jacobsen (2013) debunks, when the author states, “Good gamification concentrates far more on . . . intrinsic motivators and emotional engagement” (para. 18).
References
Jacobsen, D. (2013, January 22). 5 Myths about gamification everyone should know. Retrieved from http://www.globoforce.com/gfblog/2013/5-myths-about-gamification-everyone-should-know/
Shute, V. J., Rieber, L. P., & Van Eck, R. (2012). Games . . . and . . . learning. In R. A. Reiser, & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology. (3rd ed.) (pp. 321-332). Boston, MA: Pearson
My personal record for designing a single house is somewhere between 6 and 9 hours. I’m not sure about the exact time. I was in the zone.
Flow Theory proven
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Mastery Journal - Filmmaking Principles for Instructional Design
Boling and Smith describe two different views of the design process—scientific/process-centric versus exploratory/artistic. How do each of these views relate to your experience in planning, designing and producing an instructional video?
The ultimate goal of the instructional designer is to facilitate the acquisition of knowledge and/or skills through experience and/or study, aka learning. When planning, designing and producing instructional videos, it is important to consider both the art and science of instructional design. According to Boling and Smith, (2012) designing instructional content, materials, and resources “is an action toward concrete . . . goals within a . . . conceptual space” (as cited in Reiser & Dempsey, p. 360). Therefore knowledge of design principles is essential for instructional designers who wish to create videos conducive to learning. Not only can design principles assist in increasing learner engagement and motivation—but thoughtfully designed instructional videos can create an authentic and immersive experience that not only foster knowledge acquisition but also knowledge retention.
Equally important for instructional designers to understand is how learning happens. Instructional design models based on research support learning theory. Boling and Smith (2012) “design and research . . . work together to produce true innovations in education” (as cited in Reiser & Dempsey, p. 360). Therefore, instructional designers should not only consider the art related to the user experience, but also consider the science behind how the human brain perceives, interprets, and processes the information it receives as well as how one can foster application and long-term retention of this information.
Referring to Dewey’s explanation of aesthetics, explain the ideal aesthetic experience for the learner when watching an instructional video.
According to Boling and Smith (2012), Dewey describes aesthetic experiences as “immersive and full of meaning and felt as coherent and complete” (as cited in Reiser & Dempsey, p. 361). It follows that the ideal aesthetic experience for a learner watching an instructional video is first and foremost free of unnecessary distractions that could otherwise detract from the learning goal. In addition, to help create this aesthetic experience, an instructional designer needs to create video content that flows well—both visual as well as audio—so that a logical progression serves as “a critical driver for learning” (as cited in Reiser & Dempsey, 2012, p. 361).
Aesthetics is important when creating instructional videos. If an instructional designer hopes to engage his or her learners, the designer needs to create a video that the learner will actually want to watch. Not only does the video have to tell an engaging story, but also the video must engage visually. Learners not only have to read any on-screen text, but also process this information while simultaneously listening to audio. Unnecessary distractions or extraneous fluff undermine the learner’s ability to achieve the desired learning goal.
Considering the implications of emerging views on the nature of design, what changes do you think may occur in the instructional design field regarding instructional videos in the future? How will you prepare for these changes?
To prepare for the changes that may occur in the field of instructional design based on emerging views on the nature of design, one must have a broad range of capabilities. Instructional designers must know instructional theory as well as follow processes established through instructional design model principles. Instructional designers must be able to communicate effectively. As Boling and Smith (2012) put it, “Engage in discussions about the tools and processes we use, . . . , [and] argue productively about theories of learning and instruction” (as cited in Reiser & Dempsey, p. 363).
To foster this thinking, as an instructional designer, I will have to continue my professional development after completion of this program, further studying the topic of instructional design theory, following industry leaders and organizations via online platforms. Also, I have to apply the principles of design to any instructional resources I create. According to Boling and Smith, (2012) “parameters of disciplined judgment and action in design” allow “designers and the design team [to shape] the design space” (as cited in Reiser & Dempsey, p. 362).
Reference
Boling, E. & Smith, K. M. (2012). In R. A. Reiser, & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed.) (pp. 358-366). Boston, MA: Pearson
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Mastery Journal - Music and Audio for Instructional Design
I have learned a lot about the effective use of audio in instructional design over these past four weeks. Even though, I feel like I still know nothing—in a Socratic paradox way.
I’d say the biggest takeaway from this month’s readings that I will use when creating future instructional resources has to be—like anything in design—each audio element must serve a purpose. Otherwise, if the audio I select does not directly contribute to the learning goal, I run the risk of distracting learners from achieving the desired learning outcomes.
Another key takeaway from this month is the ability to use GarageBand. I had, up until four weeks ago, never worked with audio editing programs. Now I am prepared to integrate and broaden my newly developed skills with GarageBand seamlessly into the industry norm—Final Cut Pro. I have not only learned how to mix audio but more importantly, I have learned why things like panning and EQ settings contribute to a better listening experience. This month allowed me to take all of the things I learned almost ten years in College Physics about sound waves, frequency, and other technical terms and actually apply that knowledge to the real world.
The final takeaway from this month is probably discovering the reverse modality effect. Despite humans having the ability for dual-channel processing of simultaneous audio and visual input, there exist several studies that debunk the idea that people learn more when text is supported with narration. Of course, about the same amount of research exists that support dual modality. Therefore, it will be important for me to stay up to date on the latest developments in cognitive science as I continue on as an instructional designer. In addition, I will have to carefully assess my audience, client and design to ensure that I create instructional resources that do what they are supposed to—help people learn.