Next Steps

Flight Path

In ETEC 524, one of the first tasks we were given as part of our introductions was to develop a “flight path” to outline our end goals for the course and identify the resources and skills we need to succeed. I’ve since found this approach helpful in setting expectations for clients and stakeholders as a digital communications professional.

Applying the SAMR (Substitution, Augmentation, Modification, and Redefinition) model

The SAMR model is described as a “continual re-examination of practice to make the best possible use of technology” (Puentendura, 2010); I found the four-step framework to be straightforward and applicable to decisions outside of the classroom. The idea of “continual re-examination” relates back to the iterative design thinking process I use for this ePortfolio.

I applied the SAMR model to plan and re-examine how I would enhance my current skills to achieve my initial goals in the MET program, as well as in my professional context.

Substitute:

  • comfort with navigating unfamiliar and new user interfaces in content management systems with learning management systems
  • experience in evaluating vendors for web projects with evaluating LMS options
  • expertise and use of front-end web development (HTML/CSS) for webpages and apply it to course pages
Design of Technology Supported Learning Environments

Learning Technologies: Selection, Design and Application

Self-Directed Studies

eLearning Design (Articulate Storyline/Rise) 25%
Project Management 75%
CSS 85%
HTML 90%

Augment and modify the following pre-existing skillset and knowledge with strategies for creating engaging interactions and inclusive educational content:

  • learning and instructional theories such as social cognitive theory and constructivism
  • connections to how knowledge itself is created, stored and shared
  • accessible media practices such as closed captioning, using plain language and providing alternate formats
  • critical review of emerging technologies and their benefits
Digital Games & Learning

METatheory: New Materialism Meets the History of Educational Media

Mobile & Open Learning

Research Methodology in Education

Self-Reflection 70%
Critical Thinking & Research Evaluation 75%
Accessible Media Production 90%

Redefine the following:

  • how we can create a learning space that also acts as a community for learners beyond a course
  • how educators can become facilitators and collaborators and leverage technology wisely to co-design authentic learning spaces (ISTE, 2017)
  • how can we better plan for implementing and enhancing technology-supported learning in organizations, and the culture within the public sector
  • how can we continue to develop self-awareness and reflective behaviour
Applications of Learning Theories to Instruction

Planning & Managing Technologies for Higher Education

Graduating Project (ePortfolio)

Strategic Planning 60%
Leadership 70%
Facilitation 75%