top of page
Senior Computer Class

Innovative Digital Technologies

5101G Innovative Digital Technologies

Ontario Tech University  -  Instructor: Dr Rob Power  -  Spring/Summer 2025

Assignment 1: Reflective Blogging

This page of my website is dedicated to reflective responses on various digital technologies discussed in this course. This course explores a variety of innovative digital pedagogies to enhance learning. Using constructivist and transformative perspectives (including, but not limited to, connectivism, connected learning, constructionism, production pedagogies, design-based learning, inquiry-based learning, game-based learning, immersive learning, and discovery/play-based learning) as frameworks, this course invites students to explore creative teaching and learning practices mediated by digital technologies.

Exploring Issues in Educational Technology Integration

 

Integrating Digital Technology in Education: Three Models of Integration

 

May 5, 2025

​

There are three models that have been used to discuss the rationale behind the integration of digital technology in education.

 

Diffusion of Innovation was developed by Everett Rogers (1976) to explain the rate at which a new technology was adopted over a population. He used a social systems model to classify five categories of adopters and identify factors that would influence the adoption of technology. Understanding that technology is adopted at different rates can help us put in perspective who, what and how technologies are adopted, or not adopted, in education. According the the theory, Innovators make up 2.5% of the population and represent the risk takers who take on a new technology. Early Adopters make up 13.5% are represent trendsetters, Early Majority make up 34% and represent individuals who require evidence of success before adopting a technology. Late majority represents 34% of the population and represent the skeptical that will wait to adopt technology after most others have started to use and implement the tool and Laggards represent the final 16% of the population who are difficult to convince and are hesitant to come onboard with new technology. The theory identifies factors such as perceived advantage, readiness, compatibility with personal values, observed success or complexity. The theory also outlines five steps towards the adoption of ideas. It is important to note that according to this theory, not all ideas and technology will progress through a population. The innovators and early adopters may not find the new technology useful or in the steps towards adoption, the early steps of awareness, persuasion, and decision-making may not result in the new technology passing the rigor of trial or observed results to be implemented. This model is useful when working with a group of multigenerational and multidisciplined professionals to understand how different individuals demonstrate different levels of comfort to receive and react to new technologies.  

​

TAM is a Technology Acceptance Model developed by Fred Davis (1986) to explain the acceptance and adoption of technology. This theory has two core beliefs; Perceived Usefulness (PU) and Perceived Ease of Use (PEOU), that influence a users acceptance or rejection of certain technologies. It is a psychological model that has individuals weight relative advantage and complexity to guide decision-making and motivation to use and implement specific digital technologies in the classroom. During the pandemic, the necessity to adopt and use technology far outweighed the ease of use and teachers invested in learning and integrating technology into their practice, for example Google Classrooms and Zoom Meets. If a tool is easy to use, for example Kahoot!, teachers may implement the tool because it is simple and has high engagement from students. The ease of use may or may not outweigh the overall usefulness as a strong pedagogical practice in learning.

​

TPACK is a Technological, Pedagogical, and Content Knowledge Model developed by Mischra & Koehler (2006) as a comprehensive approach to explain how the integration of technology occurs in education. The model identifies three types of teacher knowledge; content area expertise, pedagogical knowledge, and knowledge of technology. The intersection of these three domains provides a framework for teachers, to make good decisions about what and how to integrate technology into their classroom. Teachers use their content area knowledge and skills in conjunction with their understanding of good pedagogical practices and curriculum to make effective decisions about which tools may support learning and which do not. This model would be useful to organize and align teachers in professional development around the integration of technology into their teaching practice. Grouping teachers in subject area specialist would allow a diverse group of professionals with varied levels of teaching experience and comfort levels with technology to brainstorm and share personal experiences around successful and unsuccessful attempts with technology in their classroom.

​

The rate of acceptance and rationale for implementation of technology is influenced by a variety of factors. â€‹

 

Exploring Issues in EdTech Innovation

 

Disruptive Innovation

Myths, Barriers, and Supports for Innovation

​

May 12, 2025

​

What is Disruptive Innovation?

Disruptive Innovations challenge the norms of education. Innovations in technology or new ways of teaching and learning foster inclusion, equity, and flexibility in learning. Innovations can offer simpler, more affordable and often more accessible technology solutions that allow educators to break away from traditional teaching practices. Examples of disruptive innovation include; project-based learning, Khan Academy, iPad, Smart Boards, etc. Disruptive innovation can benefit education through student engagement, professional growth, equity and flexibility in learning. Innovations have had varying degrees of success in education. While a Smart Board was widely implemented in schools as an innovation in education, offering unique functionality in the classroom for teaching and learning, the innovation was not sustainable and therefore unsuccessful. However, the Learning Management Systems (LMS) by contrast, has widespread implementation in all levels of education and continues to offer unique functionality for in-person, online, hybrid or blended learning. Innovations like the smartphone are successful because they continue to evolve with newer versions and functionality that adapts to the changing needs of the population. Successful innovations  should be pedagogically sound, sustainable, affordable and be supported by training.   

​

Myths, Barriers, and Supports for Innovation

The Myths of Innovation can have a direct impact on teacher engagement, confidence and open mindedness for new innovations in learning. The five myths of innovation include; innovation is too difficult, innovation just happens, innovation happens in a vacuum, innovation is something only creative geniuses do, and innovation is always good. A myth that deters the population from being open about innovation and technology may further influence the rate of diffusion of innovation. It is important for educators to be critical of the innovations they adapt into their professional practice, and determine the pedagogical relevance of the innovation. However, educators should also be open to new ideas and know that everyone can be a part of innovative practice. Innovation in education is a wicked problem (Horst Rittel) that requires small changes and solutions in the moment as opposed to a hard fast, enduring solution. 

It is important to identify the Barriers to Innovation in order to foster an open, receptive environment to technology and innovation. The Barriers include; lack of effective leadership, organizational structure and culture, lack of systemic training in teaching, managerial incompetence, and lack of resources. Diffusion of leadership is important for staff engagement. Building trust and communication in the team, and encouraging members to co-construct ideas, allows for multiple perspectives, engagement and buy-in to new ideas. 

Strategies to Support Innovation can facilitate a constructive approach to innovation. Strategies include; think holistically, develop multiple visions, establish clear goals, create annual academic plans that include innovation, provide funding for innovation. For example, subject area teachers can align the scope and sequence of learning with important content, skills, and approaches to learning. A team based approach, such as a Professional Learning Community (PLC), that is supported by the organization and has strategic goals, can freely experiment with innovation. This strategies includes the voice and perspectives of a wide variety of professionals with different areas of expertise to work together to learn and share best practices.

​

Through systemic change education can balance core values in education with innovations in teaching.

​

Exploring Issues in EdTech Innovation
​

Diffusion of Technology in Higher Education

​

May 19, 2025

Canadian researchers investigated the implementation of technology and innovative teaching practices in higher education. Research by â€‹Power, R., Kay, R., & Craig, C. (2023) and Power, R. & Kay, R. (2023) investigated the integration of technology and innovative teaching practices in online classrooms during the pandemic. Their research is a story of collaboration and co-creation to increase access to learning during this time. Identifying factors that promoted successful digital technology innovations and integration into online can learning can provide a model for integration success in the classroom. The research identified some key factors for success.

Integrating Technology: Teachers were more interested in curating lists of technologies that were pedagogically sound for their areas of study. If educators needed support for the general use of a tool, instructors would reach out to a knowledgeable others for peer support. Online workshops were not well attended. At the moment tech support, allowed teachers to reach out during class time for immediate solutions to tech problems. 

Pedagogy and Technology: There is a strong connection to the "why" of digital technologies. Teachers were not interested in implementing tools for the sake of the tools themselves. Teachers recognized a pedagogical advantage of specific digital technologies. Tools that were efficient, easy to use, and performed a useful function were more readily adopted.

Support for Learning: The research compared university level responses to professional development. A variety of systems and processes were offered to support teachers during the pandemic; some more successful than others. The response to teacher education was more successful at the Higher Ed level than in the K-12 system. Instructors accessed the systems for support as required and frequently reached out to a peer or a friend with technological knowledge for support.

Group Project: Our group project is investigating Tech Integration through Collaborative Leadership. We are integrating key aspects of this research into our investigation. When framing our problem there are many Challenges and Considerations for Success. In our investigation thus far we recognize that successful tech integration is not about the tools, but about people and pedagogy. Collaborative leadership fosters shared ownership, builds trust, and empowers faculty to embrace innovation.

​

Research and Models of Success can help guide the integration of innovation and digital technology in Education.

​

Exploring Issues in EdTech Innovation
​

Using PBL to select digital technologies

​

May 26, 2025

Selecting Digital Technologies

As part of the assessment for the Innovative Digital Technologies course, small groups are working through a practical problem in education. Through a problem-based learning (PBL) approach, small groups investigate i) a problem related to education, ii) the educational pedagogy related to the problem, and finally iii) the selection of tools that would support learning and instruction.

In our group, we have noticed that a coordinated process for analyzing and integrating technology into classrooms has not been prevalent in our professional experiences. Although conversations about tools and technology occur in schools,  there are a variety of challenges to implementing technology and there are some aspects to consider to incorporate technology successfully

Our topic has evolved to the investigation of Technology Integration through Collaborative Leadership and Faculty Engagement

The process by which tools are selected is an important question. Should the examination of tools lead the conversation to determine which tools should be incorporated into the classroom? Or should the needs of instruction and learning lead the conversation to determine which tools could play a role to support instruction and learning?

Application of Thinking

This project has practical application in education today. In conversations around technology and digital tools, the questions frequently asked are either i) What do you know about (insert tool, program or technology)? or ii) I wonder how we can resolve (insert issue or concern) in the classroom. I would suggest that both a top-down approach; examining the problem within the school, classroom, or in professional practice, in conjunction with a bottom-up approach, identifying which teaching strategies, innovations, or digital technologies could support teaching and learning, will in combination effectively guide good decision-making regarding tech integration in schools. While the problem should always lead the conversation, considerations regarding theory, pedagogy and any relevant digital tools should be revisited and part of the critical analysis of the problem. Let's look at an example and examine how this approach could facilitate critical analysis and good decision making regarding digital tools and technology.

Scenario: Recently a school board was challenged with the selection of a program for Individualized Education Plans (IEPs). The Board had just moved to a new IEP program and at the end of the previous school year Special Education teachers (SERTs) were asked to choose between two programs; IEP writer or Powerschool. Without any guidance, set parameters or opportunities for collaborative discussion, SERTs were essentially asked to vote on the program of their choice. Instead, let's use the collaborative problem-based learning approach to investigate this question. This example highlights the benefits of our investigative approach used in this course, as a means to model effective decision-making when it comes to selecting digital tools in education.

Step One: Examining the Problem

In Step One of our course project, students in the Digital Technologies class were asked to identify an issue in schools and then explore the contexts around this issue. Groups were asked to i) identify the stakeholders, ii) consider the historical context of the problem, iii) identify any challenges or barriers, and finally iv) identify considerations for success. This practice allowed students to determine the framework for their investigation which would in turn guide their research focus and help direct their search for potential digital tools. This is an integrated top down - bottom up approach to thinking. Although the groups are starting to make decisions about which pedagogy and which tools, the question or problem is leading the investigation. Let's apply Step One to a practical example.

 

Application of Learning

Let's use this process of inquiry and decision-making to examine a real life example; selecting an IEP program for the Board. How could this organization use this PBL approach to implement effective decision-making and solutions to their problem concerning the selection of a digital technology for the Special Education department? 

Scenario: A Board was tasked with selecting an IEP program.

Historical Context: Historically the Board has used IEP Writer and had moved to Powerschool for the past year. Many SERTs were more comfortable with the way IEP writer functioned and the nuances that supported the process of IEP writing for student needs. The move to Powerschool was challenging, time consuming, with many frustrations, leading to a negative view of Powerschool among SERTs. Many SERTs struggled with the operational procedures that come with trying to navigate a new program. Trying to adapt entrenched ways of doing tasks to a new system, although a typical response, lead to more frustrations among SERTs to get Powerschool to do what we wanted it to do. Powerschool as a company was slow to respond to school-based needs and SERTs frequently had to adopt go arounds to do the job they have been tasked with for many years.

Stakeholders: The stakeholders that would be impacted by this decision included; school administration, teachers, SERTs, Special Assignment Teachers for Special Education, IT department, students and parents, and the ED Tech companies Powerschool and IEP Writer.

Challenges: SERTs had to adjust their ways of thinking about student learning needs to adapt to the functionality features of the program. There were new ways to document learning goals into the IEP document with Powerschool that in turn changed the appearance of the document for teachers, students and parents. Teachers and Parents experienced frustrations when trying to read the new formatted document. SERTs noticed integration problems between the main student data program of Powerschool and the IEP program within Powerschool. In particular parental access recorded during the student registration process lists parent contacts in a specific order, however when this data was pulled into the IEP program, SERTs could not eliminate or reorder parental access in the IEP document in regards to agencies, foster parents, and court orders for parental access. Administration struggled to integrate Alternative report cards with Term reports. Principals were required to sign off at various points in the IEP writing process leading to increased workload and time delays for the SERTs. Teacher access to PDF versions of IEPs were not available in the beginning, and SERTs had to take an active role in providing IEP information directly to teachers. When you consider a moderate school with 190 IEP students in four courses in two different semesters, that's a lot of communication with teachers resulting in increased workload for SERTs, an inability to timely respond to IEP questions, and the inability of teachers to look up student needs and accommodations independently. The layout of the IEP document was different from IEP Writer, therefore when parents received their child's IEP it looked different, leading many parents to question the accuracy of the document.

Considerations: As an Ed Tech company, Powerschool was being adopted by many school boards in Ontario, including the Toronto District School Board (TDSB), leading the way for other school boards to adopt Powerschool as their integrated approach to student data collection. A unified system could provide a timely, smooth transfer of student data between schools and school boards for students that move during the school year. Bundling of services would make Powerschool a better fiscal choice in programs as school boards would have one bill and one company to service their needs. Please note that this was before the data breach in Powerschool. I wonder if the safety and security of student and teacher data was a consideration at the upper administration level? The main components required for a students' individual education plan were provided in both programs. Although SERTs perceived ease of use was lower for Powerschool, this was a new program and teachers would get used to using it. An IEP program is required in their professional responsibilities and even after a year, SERTs were making the necessary adjustments to the program. In fact some SERTs stated that although they still had concerns and frustrations with the program, they simply did not want to make another change in the following school year.   

Pedagogy: 

The power of EdTech companies to control decision-making regarding tools in educational technology

Teachers use a criteria of perceived ease of use and perceived usefulness to select digital tools (TAM model)

Problem-based Learning and Collaboration with peers facilitates critical analysis and decision-making

​​

Learning about and practicing critical analysis and effective decision-making processes in collaborative groups

can guide educators to make good decisions around digital tools.

​

Exploring Learning Theories and Designing Innovative Instruction
​

Theories, Models and Frameworks

​

June 2, 2025

Pedagogy and Technology

This post can acts as a reference and can provide critical feedback when designing instruction in digital spaces. In any learning environment, sound pedagogy leads to effective instruction and learning. This post explains key learning theories, models and frameworks. Both the group presentation and the Unit Plan will utilize effective pedagogy to guide decisions related to the  integration of digital tools in learning. 

Teachers recognized a pedagogical advantage of specific digital technologies, and value making use of technology in meaningful ways (Power, 2018). If pedagogy is the focus for effective technology integration then teachers need to think about when it is important, and how to make instructional design decisions to implement technology in the classroom (Power, 2018). Let's look at the theories, models and frameworks that support learning.

​

Theories of Learning

Constructivism - Constructivism is a theory of learning where individuals construct meaning through real world experiences and problem-based learning (BlueSofaMedia, 2012). Students are active learners who communicate and collaborate during a learning challenge while developing critical thinking and problem solving skills. In constructivism, teachers act as guides to facilitate the learning process. 

ARCS - ARCS is a model of motivational design developed by John Keller in 1979 (Johnson, 2012). ARCS stands for Attention, Relevance, Confidence, and Satisfaction. The objective is to arouse student interest and curiosity, recognize the value of the experience, build confidence through feedback, and use rewards to achieve a sense of accomplishment (Johnson, 2012). 

Cognitive Load Theory - Cognitive Load theory uses the information processing model and schemas to determine effective and ineffective ways for students to process and retain learning. John Sweller used science of learning principles to improve learning outcomes through strategic practice and scaffolding, while paying particular attention to how the input of learning was effecting working memory (Instructional Design, 2018). During learning, the brain sorts new information into existing schemas or adapts schemas to accommodate new learning. Teachers should strategically design instruction to reduce unnecessary mental efforts that can overwhelm and restrict the formation of long term memory (Instructional Design, 2018). Instructional Design (2018) identifies three types of cognitive load; intrinsic load is difficulty processing and making meaning of the content, extraneous load is distracting and unorganized instructional design, and germane load which is the mental effort for processing and constructing schemas.

Zone of Proximal Development - Lev Vygotsky suggested that teachers instruct learners in the zone just beyond their capabilities in order to challenge and engage learners and avoid overly complicated instruction that would discourage and disengage learners (Rodriguez, 2014). Through instruction, scaffolding and social interactions with peers and adults, students can experience success in learning. Teachers model behaviours and will assist students in moving from what they know to a step beyond what they know and are confident doing. The social interactions with others (McLeod, 2019) provides different perspectives and ways of knowing and understanding the learning experience that will in turn guide students to deeper thinking.

Flow Theory - Mihaly Csikszentmihalyi observed exceptional athletes, artists, scientist and authors as they experience intense focus and productivity in their work. This hyper-focus and optimal experience was defined as being in a state of flow  where individuals are empowered to own their creative process and engage in deep and meaningful activity (Spencer, 2017). In Spencer (2017), Csikszentmihalyi had identified five factors that contribute to flow which could be transferred to the classroom learning environment. Students should 1. find the task intrinsically motivating, 2. have choice and agency in learning, 3. receive immediate feedback and be provided with scaffolding, 4. minimized distractions to support focus and attention, and 5. use metacognition to monitor progress. Teachers can help students get in the zone and experience flow through proper instructional design and support the environment of learning.

Activity Theory - Activity Theory is a framework for understanding the influences of people, objects, ideas and tools as active participants in our activities (TheWordBird, 2014). When making decisions regarding instructional design, teachers should consider these forces, or network of actors, that play a role in learning. The Activity model identifies six actors; 1. the objective for learning, 2. the learner, 3. tools in learning, 4. social groups and environment for learning, 5. division of labour, and 6. the rules or social and cultural norms (TheWordBird, 2014).

​

Models and Frameworks

Community of Inquiry - The Community of Inquiry framework can assist with the design and assessment of meaningful learning experiences, especially in online and blended learning environments (Garrison, Anderson, and Archer, 2000). The models integrates three types of presence in educational environments; social, cognitive and teacher presence (Borup, 2014). The teacher sets the curriculum and methods of instruction that support social interaction and discussions. The cognitive presence is the exchange of information and ideas in learning. The social presence is your ability to portray your authentic self, expressing your personal views in a collaborative setting. In this model, the educational experience is shaped by the interaction of these core elements (Borup, 2014).

Universal Design for Learning - Universal Design for Learning (UDL) can make learning accessible, engaging and meaningful for all students (CAST, 2024). The goal of UDL is to support learner agency through instructional design that a) presents information in a way that promotes student engagement, b) students demonstrate what they know through personalized representations of learning, and c) students are interested and motivated in learning (CAST, 2014).

Fully Online Learning Communities - Fully Online Learning Community, or the FOLC model was developed by Dr. Roland van Oostveen. He uses a social constructivist perspective as a way of understanding and design effective online learning communities. The FOLC model integrates four core dimensions including social presence, cognitive presence, collaborative learning and digital space (van Oostveen, 2017). In this digital space, individuals act as a critical friend, to reach out, support and seek critical feedback during learning. The FOLC environment happens in both real time and asynchronously. Considering the rise in online learning opportunities and the value of social connection in learning, the FOLC model can support collaborative learning in a digital space. 

​

​​Pedagogy should lead instructional design. The integration of technology and digital tools should support sound pedagogy.

​​

References

​

BlueSofaMedia (2012, December 31). Use a Learning Theory: Constructivism. [Video].https://youtu.be/Xa59prZC5gA

​

Borup, J. (2014, June 20). Community of Inquiry. [Video].https://youtu.be/273WuFa6Z04

​

CAST. (2024). Universal Design for Learning guidelines version 3.0 [graphic organizer]. Lynnfield, MA: Author. Retrieved from https://udlguidelines.cast.org/

​

Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2–3), 87–105. https://doi.org/10.1016/S1096-7516(00)00016-6

​

Instructional Design. (2018, April 12). Cognitive load theory. InstructionalDesign.org. https://www.instructionaldesign.org/theories/cognitive-load/

Johnson, J. (2012, November 20). ARCS - motivational design. [Video].https://youtu.be/EteajgPEwRE

​

Learning Theories. (n.d.). Keller’s ARCS model of motivational design (John Keller). https://learning-theories.com/kellers-arcs-model-of-motivational-design.html

McGraw Hill PreK-12 (2019, January 12). Teaching Strategies: Cognitive Load Theory. [Video].https://youtu.be/UpA6RdE0aYo

​

McLeod, S. A. (2019, August 5). Zone of proximal development. Simply Psychology. https://www.simplypsychology.org/zone-of-proximal-development.html

​

Novak Educational Consulting (2021, January 8). What is UDL? [Video].https://youtu.be/eYN-qrKIIYI

​

Power, R. (2018, June 14). Increasing Technology Integration in Teaching and the Curriculum. [Web log post]. Power Learning

​

The Word Bird (2014, August 20). Activity theory: Because things are actors too. [Video].https://youtu.be/mb-3ufwK6U0

​

Research Shorts (2017, May 24). Creating a Powerful Fully Online Learning Community. [Video].https://youtu.be/yk1kVbMfbXE

​

Solutions. https://www.powerlearningsolutions.com/blog/increasing-technology-integration-in-teaching-and-the-curriculum

​

Spencer, J. (2017, December 3). What is Flow Theory? What does this mean for our students? [Video].https://youtu.be/iUsOCR1KKms

​

Rodriguez, M. (2014, March 6). Zone of Proximal Development. [Video].https://youtu.be/Du6vqSOj7UU

​

van Oostveen, R. (2017, July 29). Fully Online Learning Community model. Educational Informatics Lab. Ontario Tech University. https://eilab.ca/fully-online-learning-community/

​​​​

Exploring Innovative Digital Technologies
​

Gamification and Game-based Learning

​

June 9, 2025

​Gamification vs Game-based Learning

Gamification is the use of game mechanics to make learning or training experiences more enjoyable (Growth Engineering, 2019). Game elements such as badges, points, or leaderboards incentivize learning through extrinsic motivation and positive reward. There are many different types of game mechanics that can be incorporated into learning activities including; goal-oriented quests, reward-based incentives, progression tracking, team play, instant feedback and personalized avatars. Adding these elements to the learning experience increases learner engagement, decreases off-task behaviours, and increases memory and retention (Growth Engineering, 2019). The incentives provided through gamification make learning fun, increases learner engagement, and results in greater retention in learning.  

Game-based Learning is an instructional approach that uses games to support student learning (Growth Engineering, 2019). Learning happens through games and has a high impact on learning because of the entertainment factor. The game may be designed with an educational purpose such as Prodigy Math or a game could be adapted for educational objectives such as Minecraft. Regardless, games act as an entertaining and engaging way to interact with course content and skills. 

Serious Games - A specific example of game-based learning is Serious Games, where the sole purpose is on learning itself (Growth Engineering, 2019). Serious Games act as learning tools to promote experiential learning. Games such as iCivics (2025) supports student learning in American politics. The game helps students understand political systems and civic engagement. Games Lab (EA Staff, 2013) has developed SimCityEDU for students to learn about environmental science through a pollution challenge. Serious Games are designed to teach specific learning outcomes and objectives where students learn through play in an educational setting.

​

Integration of Gamification or Games-based Learning in your school

While learning through play has been readily adapted into early elementary pedagogy, school level engagement with games as a tool or a mechanism for learning has not been fully implemented in high school classrooms. Teachers' different levels of enthusiasm and engagement resemble Roger's Diffusion of Innovation (DOI) model (Kurt, 2023). 

a) What concerns are your colleagues likely to express?

Teachers express concerns related to time management, authentic learning, and pedagogy. Teachers are concerned about the use of extrinsic reward to motivate learning, competition and winning as incentives, and a lack of critical thinking in some games. Without direct experience in game-based tools, teachers lack confidence to implement games in instruction. The amount of academic press and cognitive engagement is also questioned. Options for authentic course based learning experiences with Canadian and Ontario curriculum based expectation is challenging to find.

b) What barriers are you likely to face?

Unless a tool is supported by Board level initiatives, such as Prodigy Math, it is difficult to get funding and support for game-based learning in the classroom. High school courses are single course offerings in smaller school making it difficult to justify the expense of a game for a small proportion of the student population. Technology requirements and internet access can be a challenge to run games on multiple devices in a classroom. Parental and student consent would also be required to register with the game system making data collection and student privacy a barrier to classroom implementation. Parents would have to understand the value and educational objectives of games since students would go home and say, all they did in school today was play games, resulting in numerous parent emails.

c) How would you increase the likelihood of adoption of this EdTech strategy?

Departments could co-create a list of game-based resources that connect to curriculum expectations in the department. This way, early innovators could try out and record observations related to student engagement and authentic learning and assessment. Using the curriculum as the guide, teachers can research options for game-based tools. Teachers can test the tools themselves before practicing in classroom instruction. During department meetings and in Professional Learning Communities a consistent agenda line for new innovations provide an opportunity for teachers to share something new they tried in the classroom. 

​d) What applications would you recommend to “get the ball rolling” with gamification or games-based learning?

​Department Heads can use a game-based approach to talk about an agenda item or annual learning goal as a way to see how game-based learning can be incorporated into instruction and learning.​

​

Gamification and Game-based Learning can have a positive impact on learner engagement and retention of learning.

​

References:

​

EA Staff. (2013, November 7). GlassLab launches SimCityEDU: Pollution Challenge! Electronic Arts. https://www.ea.com/news/glasslab-launches‑simcityedu

​

Growth Engineering (2019, August 21). Gamification vs Game Based Learning: What's the Difference? [Video].https://youtu.be/reWxOKrsA00

​

Kurt, S. (2023, September 14). Diffusion of Innovations Theory. [Web log post]. Educational Technology. https://educationaltechnology.net/diffusion-of-innovations-theory

​

iCivics. (n.d.). iCivics [Education website]. Retrieved June 19, 2025, from https://ed.icivics.org/

​

QUT IFB101 (2015, February 15). Diffusion of Innovations. [Video]. https://youtu.be/kxVeLlTEgtU​​

​

Group Presentations
​

Technology and Innovation in Pharmacy programs 

​

June 23, 2025

I was interested in this presentation because I have quite a few family members in healthcare; as a student, recent grad, and experienced Emergency Room nurse. I also teach a Dual Credit Healthcare course and this innovation in higher education teaching will generate interesting conversation and hopefully become part of their college based experiences in the dual credit.

 

​Rethinking Pharmacy Education in the 21st Century

Group 2 is investigating the clinical readiness gap for students in pharmacy courses in college and university. Traditional lecture based classes are not preparing students for patient care, critical decision making, and collaboration with healthcare professionals. The goal is to shift learners from passive listeners to active learners. This group is proposing the use of Simulation-based Learning (SBL), Problem-based Learning (PBL) and Heutagogy in the form of VR/AR technology. This approach will revolutionize the pharmacy program and graduate students prepared to work and thrive in the healthcare system. 

​

VR/AR Technology in Healthcare - A description of virtual reality and augmented reality technology is explained in the video by Sky Health Academy (2024). This technology is gaining momentum in healthcare as a new way of learning, training, and treating patients. 

Active Learning - Active learning improves student engagement and develops critical thinking, clinical reasoning, and knowledge acquisition. Collaborative activities improve communication skills, foster teamwork, and create an inclusive learning environment. 

Simulation-based Learning - Talespin (2023) explains scenario-based learning simulations with VR. Simulation-based learning provides standardized experiences and team-based learning. Simulations allow students to learn at their own pace by adjusting content, scaffolding, and modifying prompting. This provides a personalized experience and helps move students from novice to expert in a supportive manner.

Problem-based Learning - Problem-based learning models for healthcare originated at McMaster University (Sherbino, Norman, Whyte, & Servant-Miklos, 2022). Problem-based learning situates learning around real world problems providing an opportunity for students to work in teams, to collaborate, to critically examine problems, and to devise solutions. The experience supports a high transfer of skills to the work environment where pharmacists work as part of a healthcare team.

Heutagogy - In Hogue (2019), the video clarifies the differences between pedagogy, andragogy and heutagogy. Pedagogy is a teacher-directed approach to learning ideal for children or novice learners. Andragogy is adult, self-directed learning. Heutagogy is learner-centered emphasizing self determination. This presentation emphasized a shift towards heutagogy in health care learning.

​

Barriers to Implementation

This proposal will completely revolutionize pharmacy education. It will require curriculum changes, changes to learning outcomes, and training for staff. It will require a significant financial commitment to technology, training, and curriculum development. The lack of government initiative to support higher education and healthcare may be a roadblock to its inception but Tech Companies have made a commitment to produce and customize technology that will support healthcare programs like pharmacy. Considering the benefits to students and the field of healthcare, it is a very worthwhile endeavour!

​​​​​

Technology can revolutionize healthcare programs in higher education.

​

References:

​

Bhoyrub, J., Hurley, J., Neilson, G. R., Ramsay, M., & Smith, M. (2010). Heutagogy: An alternative practice‑based learning approach. Nurse Education in Practice, 10(6), 322–326. https://doi.org/10.1016/j.nepr.2010.05.001

​

Bingen, H. M., Zlamal, J., Nes, A. A. G., et al. (2024). Use of active learning classrooms in health professional education: A scoping review. International Journal of Nursing Studies Advances, 6, 100167.

​

Hogue, R. J. (2019, February 3). Pedagogy, andragogy, and heutagogy [Video]. YouTube. https://youtu.be/1Ysim8‑Gb7Y

​

Hull York Medical School. (2020, February). What is problem based learning? [Video]. YouTube. https://youtu.be/5U7pLqG3dUU

​

Sherbino, J., Norman, G., Whyte, R., & Servant‑Miklos, V. (2022). Problem‑based learning at McMaster’s Michael G. DeGroote School of Medicine. In

McMaster Institute for Innovation and Improvement. McMaster University. Retrieved June 24, 2025, from https://mulpress.mcmaster.ca/mi/article/view/5019

​

Sky Health Academy. (2024, September). Future of Virtual Reality in Healthcare: Transforming Patient Care [Video]. YouTube. https://youtu.be/58BgN98IvFo?feature=shared

​

Sprouts. (2020, November X). The Active Learning Method (feat. Carl Wieman) [Video]. YouTube. https://youtu.be/xxVxgQJwV7w

​

Talespin. (2023, April 5). Webinar: Creating scenario‑based learning simulations with VR [Video]. YouTube. https://youtu.be/56tAffqe‑bc

​​​​​

Group Presentations
​

Mental Health and Digital Pedagogy

​

June 30, 2025

I was interested in this presentation because I have been assigned an e-learning course in the Fall semester and I have taught Hybrid classes in the past. Learning mental health and digital pedagogy can support instructional design in online learning and support learner well-being. As part of my Dual Credit course, it would be beneficial to incorporate mental health pedagogy into the curriculum so students learn how to manage their mental health. Knowledge about how digital learning can impact student wellness and subsequently learning how different tools and strategies can support student well-being will support effective online learning. 

 

​Mental Health and Digital Pedagogy

Group 7 is investigating how digital learning can impacted mental health in education. When educators recognize that interactions with technology and digital learning can be disruptive to an individual's mental health, they can take a proactive approach to provide care and support for online learners. 

​

School Mental Health Ontario - According to their mandate, "supporting mental health at school encourages wellness, enhances learning, and carries economic benefit" (School Mental Health Ontario, 2025, p.1). This organization provides some general insights into mental health in schools. Through a continuum of care, it uses the AIM framework as an approach to provide students with a multi-tiered system of supports for mental health. Schools can use this model to determine the programs and support services well suited for their school environment.

​Social Emotional Learning (SEL) - SEL is a process that builds knowledge, skills, and attitudes about social-emotional awareness that can be used to develop health identities, manage emotions and achieve personal goals (CASEL, 2020). At the core of the SEL framework are five key competencies including; social awareness, self-awareness, self-management, responsible decision-making, and relationship skills. A school-based approach to social-emotional learning can build a communities of learners that feel seen, heard, and connected to their school community and learning.

​​Trauma Informed Pedagogy - A trauma informed pedagogy addresses the invisible, emotional burdens of students. Making authentic connections with students in asynchronous or hybrid learning environments ensures emotional safety, trust and connection not only in learning, but in their overall wellness, is recognized and supported. Carello & Butler (2015) suggest implementing predictability and routine in instructional design as well as a student-centered approach to learning.

​Culturally Responsive and Relevant Pedagogy (CRRP) - Culturally Responsive and Relevant Pedagogy can support cognitive engagement, mental wellness, and a sense of belonging through inclusive instructional practices. Designing instruction should build learning around personal identities and personal narratives to help students make authentic connections between their lived experiences and learning. According to Hammond (2015), CRRP reduces stereotypes, builds trust, and validates students voice. Instruction that allows students to see themselves represented in their learning supports mental health and well-being.​​

​

​Instructional Design in Online Learning

Teachers should consider the benefits of including a mental health pedagogy into classroom routines, daily instruction, and instructional design for student's mental health and wellness. Schools that prioritize inclusivity, a trauma-informed approach, and social-emotional awareness can build supportive learning environments for students.

​​​​​

Including mental health pedagogy in digital learning will create online spaces where students thrive.

​

References:

​

Carello, J., & Butler, L. D. (2015). Practicing what we teach: Trauma‑informed educational practice. Journal of Teaching in Social Work, 35(3), 262–278. https://doi.org/10.1080/08841233.2015.1030059

​

CASEL. (2020). What is SEL? https://casel.org/what-is-sel/

​

Committee for Children. (2016, August 1). Social‑Emotional Learning: What is SEL and why it matters [Video]. YouTube. https://www.youtube.com/watch?v=ikehX9o1JbI

​

Hammond, Z. (2015). Culturally responsive teaching and the brain: Promoting authentic engagement and rigor among culturally and linguistically diverse students. Corwin Press. 140839_book_item_140839.pdf

​

School Mental Health Ontario. (2025). About student mental health in Ontario. Retrieved July 6, 2025, from https://smho-smso.ca/about-student-mental-health-in-ontario/

​​​​​

Case Study
​

Ramp a Thon: Application of a PBL approach to Learning

​

July 7, 2025

During lecture this week, the example of a Ramp a Thon was used to examine the instructional design process. In this Case Study, students participated in hands-on experiential learning to design and build ramps for Senior citizens. Using a Problem-Based Learning approach, classmates in our Innovative Digital Technologies course analyzed approaches to learning and digital tools used during the learning process. This activity was used to support our own critical analysis and instructional design process for our Unit Plan end task for the course.

​

The Ramp a Thon

The video was a newscast for a high school project designing and building ramps. Several students were interviewed and they shared the benefits associated with the learning in this project. 

​

What are the innovative digital pedagogy issues addressed by this example?

  • Authentic Learning in digital spaces

  • Equity and Accessibility in learning experiences

  • Digital Citizenship for responsible technology use

  • Student Agency of their learning using digital tools

  • Technology and Math in real world contexts

  • Authentic Assessment

  • Community of Learners

Teachers should devise a set of criteria or standards that address issues associated with learning and instruction.

​

What innovative pedagogical approaches are being leveraged?

  • Social Constructivism

  • Design Thinking

  • Problem-based Learning

  • Strategies for Learning - Scaffolding, the More Knowledgeable Other (MKO), Zone of Proximal Development (ZPD)

  • Social Justice approach - supporting marginalized groups, community building

  • Collaboration

  • Experiential Learning

  • Hands-On Learning

  • Student-Centered Learning- student agency and agency by design

  • Project-based Learning

Teachers should critically analyze the benefits and limitations of each pedagogical approach to determine the most effect methods for students learning.

​

What digital tools could be leveraged to facilitate these pedagogical approaches?

  • Google Workspace - collaborative platforms in Google Docs, Google Meet, File Sharing

  • Padlet - for collaborative sharing

  • Miro - for brainstorming and collaboration online

  • Canva - documenting learning, reflections on learning, to create posters, digital story-telling, advertising and marketing the program

  • TikTok - to share video of construction and community service

  • YouTube - video demonstration for technological skills in design

  • AutoCAD - build schematics of their designs

  • Engineering Software for design

  • Moddy/QRamp - online custom ramp builders

  • 3D modelling and the use of prototypes in design

Teachers should select meaningful tools that perform the social and academic tasks associated with the learning activity.

​

​​​​​This exercise introduced key concepts and skills necessary for completing the Unit Plan assignment.

​

References:

​

Hernández-Zavaleta, J. (2023, March 2). 11 Ramp a Thon and Youth Adults. [Video]. https://youtu.be/pv3Bmp_4mwM

​​​​​​​

Group Presentations
​

Digital Tools to Support Collaborative Learning

​

July 14, 2025

Tech Integration Through Collaborative Leadership: Faculty Engagement Plan

In our final group presentation we introduced digital tools that could support meaningful engagement and collaboration in professional learning communities. In exploring possible solutions, we considered various platforms and software currently used by educators. From collaborative whiteboards to social media and community-based websites, we determined how these tools can be used to enhance peer-to-peer learning through technology integration.

 

CRITERIA: Using pedagogy as our launching point, the digital tools that we select should meet the following requirements:

  • Support personal choice in learning from others (Peer-to-Peer)

  • Allow a group of professionals to regularly interact about a shared interest/goal (Community of Practice)

  • Provide connection and collaboration (Connectivism)

  • Push learning forward through shared collaboration (Social Constructivism, ZPD)

  • Usefulness and Easy to use (TAM)

 

Collaborative Platforms: Discord  

Initially built for gamers, Discord is a free communication tool used by over 550 million users to interact with others through text, voice channels, video calls, and file sharing.

Pros

  • Real-time connection, instant messaging, video chat, screen sharing

  • Organized discussions and allows file-sharing

  • Potential for peer support and mentoring

  • Community and Culture

  • Interdevice compatibility 

  • Cost-effective, free version available 

Cons

  • Steep learning curve despite user-friendly interface 

  • Distraction risk 

  • Privacy and moderation concerns

  • There is no formal structure for education (there are education communities)

  • Blocked by organizations (i.e. schools)

​

Educational Websites: Edutopia

An educational website founded by George Lucas Educational Foundation dedicated to sharing evidence- and practice-based learning strategies for K-12 education. Articles, videos, and resources are created by and for educators to inspire innovation, equity, and deeper learning. 

Pros

  • Research-based and practice lessons

  • Free and accessible (no login required)

  • Wide range of topics

  • Teacher-driven insights

  • High-quality videos

  • Promotes equity and innovation

Cons

  • Not peer-reviewed

  • Not region-specific (may not align with local curriculum)

  • Idealistic ideas (strategies not practical for everyone)

  • Depth can vary (articles are different in their guidance)

  • Comments not moderated (comments are helpful but can be off topic)

  • No shared collaboration (can't post your ideas)

​

Collaborative Platforms: Microsoft Teams and Google Workspace

Using platforms that are readily available in schools, are familiar to all staff, and perform the functions of collaboration offer a simple way to engage and integrate tools into professional learning communities.

  • Collaborative Work - Google Docs, Google Slides, and Google Sheets

  • File Sharing - Google Workspace, Shared Folders in Google Drive

  • LMS - Google Classroom for Team Teaching, acts as a Learning Space for Dept, PLC

  • Communication - Google Chat, Google Meet, and add comments on files

​

Collaborative Whiteboard: Mural

A collaborative whiteboard to enhance teamwork, providing a shared digital workspace. This platform enables teams to brainstorm, plan, and organize their ideas, thinking, workflow, and strategic plans.

Pros

  • Visual collaboration tools (sticky notes, text boxes, shapes, mind maps) 

  • Templates for various tasks

  • Integration capabilities (Microsoft Teams, Zoom, Google Workspace)

  • Mural AI features to automate and summarization of ideas

  • Facilitation Superpower (timers, voting, private mode)

  • Security conscious

Cons

  • Steep learning curve (understanding the interface and navigation)

  • Cost for full features (premium features)

  • Overwhelming for simple tasks 

  • Gets messy without facilitation (multiple users cause chaos)

  • Account management (user permission board organization, privacy management)

  • No teacher-created resources (i.e., lesson plans, etc.)

​

Online Learning Communities

Teachers can bring their personal learning experiences from the classroom and share expertise from online learning communities in collaborative sessions with colleagues at their home school or board.

  • Social media can transform professional development and ongoing professional learning 

  • Opportunity for peer-to-peer learning as teachers engage online with experts in the field

  • Personalized learning, adapt personal platforms to include professional learning

  • Chat Groups, Discussion Boards, File Sharing

  • Online Learning Communities in Education

  • TikTok, Instagram, Twitter, LinkedIn, YouTube, Discord, Pinterest 

  • Using Hashtags to identify or find specific content or learning communities

  • Facebook Groups: Subject area groups 

​

Social Media: Pinterest

A social media platform for sharing, finding, and organizing digital ideas and inspirations. Users find, organize, and share resources, activities, and tools as "pins" to place on their "boards". 

Pros

  • Visual and easy to navigate

  • Massive library of resources (covers any topic you can think of)

  • Organization with "pins" and "boards"

  • Collaborative potential (sharing boards with colleagues)

  • Inspiration and creativity (find new ideas or create your own)

  • Access to free and paid resources (businesses often advertise through blogs and videos)

  • Commenting and messaging capabilities 

  • Inter-device use (can use on phones and computers)

  • Link resources from Google and Microsoft

Cons

  • Quality can be inconsistent (old, outdated pins or unvetted materials)

  • Overwhelming (idea overload)

  • Commercial content (advertisements present)

  • Lack of depth of content (some "pins" lead to blogs or links that lack information or are sketchy)

  • Limited collaboration (no built-in collaboration aside from commenting on "pins")

​

WHAT WE LIKED:

  • Educational Website - Edutopia: has teacher-driven resources

  • Shared Workspaces - Google and Microsoft: has file sharing and communication

  • Collaborative Whiteboard - Mural: has visual collaboration tools and some integration with Google and Microsoft

  • Collaborative Platforms - Discord: has inter-device capability

  • Social Media Platforms - Facebook: has community and ease of use

  • Pinterest - easy to use, creative, collaborative sharing platform

​​​​​

The search and selection of digital tools should meet the criteria and standards derived through pedagogical analysis.

​

References:

​

Discord. (2025). Discord: Group chat that’s all fun & games [Website]. Retrieved July 14, 2025, from https://discord.com/

​

Edutopia. (2025). Edutopia – What works in education [Website]. Retrieved July 14, 2025, from https://www.edutopia.org/

​

Facebook. (2025). Home [Facebook page]. Facebook. Retrieved July 14, 2025, from https://www.facebook.com/

​

Google. (2025). Google Workspace: Secure online productivity & collaboration tools [Website].

​

Mural. (2025). Work better together with Mural’s visual work platform [Website]. Retrieved July 14, 2025, from https://www.mural.co/

​

Pinterest Canada. (2025). Pinterest Canada [Website]. Retrieved July 14, 2025, from https://ca.pinterest.com/

​​​​​

Digital Tools
​

Innovative Digital Technologies

​

July 21, 2025

Innovative Tools and Technologies

This course brought awareness, knowledge, and practice related to digital tools. These innovative technologies and tools could be integrated into personal learning and professional practice. Here are some of my favourites over the course. 

​

Mentimeter: is an online presentation tool used to poll responses from your online audience. It provides a variety of answer formats including multiple choice, ranking, rating scale, word cloud, and open response. This tool is easy to set up and encourages participant engagement in your presentation.  

​

Canva: is an online content creation platform. It can be used to design posters, documents, and presentations. It can be used for social media, phot editing, and video. Canva provides templates to get you started in designing your digital artifact.

​

Learning Management Systems (LMS): Both Google Classroom and D2L act as the learning environment for online course delivery. D2L is the platform of choice for most School Boards in Canada for e-learning courses. D2L allows you to create and deliver personalized learning with integrated tools and customized content. D2L is easy to use for both teachers and students with online supports available. Google Classroom is a desirable LMS for individual classrooms or courses. Teachers can integrate Google tools into the LMS and enhance collaboration and engagement in learning.  

​

Virtual Reality: is a simulated three-dimensional environment that let's users explore objects and experiences with their senses (Yasar and Sheldon, 2024). The alternative reality is created through technologies such as hardware and software that allows individuals to use headsets, goggles or bodysuits to interact with the environment. Virtual reality was demonstrated in this course for pharmacology students and in science and math related learning.

​

MindMeister: is an online platform used to design mind maps individually or with a group. Mind maps allows learners to conceptualize their ideas into a visual arrangement of connected ideas that can be used to collaborate and organize thinking. 

​

​Padlet: is a collaborative board to collect, organize, and share content. The platform provides a digital canvas to create whiteboards, lessons and activities to create mind maps, storyboard ideas, and create games.

​

Perusall: is an online social media platform for annotating text through an interactive format. The platforms builds classroom community and engages students through interactive dialogue related to readings uploaded for course instruction.

​

Screencastify: is an onscreen recorder that can use used to create and edit interactive video content. This tools can assist with lesson delivery and online demonstrations that are engaging and personalized.

​

Wayground (formerly Quizzez): is an interactive teaching resource. It allows students to interact with learning through quizzes, flashcards, videos and lessons. Teachers can use prepared resources or design their own customized content. 

​

YouTube: can be used as an online resource for learning or as a public or private space to share custom videos.

​

Pear Deck: is an interactive tools used in conjunction with Google Slides to engage students in active learning. Customized questions and actions from students provides real time feedback about student learning. Student interactions can be public or private, synchronous or asynchronous. 

​​​​​

A variety of digital tools can be used to support learning in many different ways.

​

References:

​

Canva. (2025). Canva: Online graphic design platform [Website]. Retrieved July 6, 2025, from https://www.canva.com/

​

​D2L. (2025). Brightspace learning management system. In D2L. Retrieved July 6, 2025, from https://www.d2l.com/brightspace/

​

​Google. (2025). About Google: Our products, technology and company information. Retrieved July 6, 2025, from https://about.google/

​

Mentimeter. (2025). Turn presentations into conversations with interactive polls that engage meetings and classrooms [Website]. Retrieved July 19, 2025, from https://www.mentimeter.com/

​

​MindMeister. (2025). MindMeister: Create your mind maps online – on any device [Website]. Retrieved July 10, 2025, from https://www.mindmeister.com/

​

Padlet. (2025). Padlet – Visual collaboration for creative work and education [Website]. Retrieved July 10, 2025, from https://padlet.com/

​

Pear Deck. (2025). Interactive lessons for active learning [Product page]. Retrieved July 10, 2025, from https://www.peardeck.com/products/pear-deck/

​

Perusall. (2025). Perusall: Increase student engagement with social learning [Website]. Retrieved July 10, 2025, from https://www.perusall.com/

​

Power, R. (2023). Useful Tools and Resources. In Everyday Instructional Design: A Practical Resource for Educators and Instructional Designers (pp. 253–258). Sydney, NS, Canada: Power Learning Solutions. Retrieved from https://pressbooks.pub/everydayid/back-matter/useful-tools-and-resources/

​

Screencastify. (2025). Screencastify | Screen Recording and Video Editing [Website]. Retrieved July 10, 2025, from https://www.screencastify.com/

​

Wayground. (2025). Motivate every student to mastery with easy‑to‑customize content plus tools for inclusive assessment, instruction, and practice [Website]. Retrieved July 6, 2025, from https://wayground.com/homepage?lng=en

​

Yasar, K., & Sheldon, R. (2024, August 14). What is virtual reality? How it’s used and how it will evolve. TechTarget. Retrieved July 6, 2025, from https://www.techtarget.com/whatis/definition/virtual-reality

​

​YouTube. (2025). YouTube [Website]. YouTube. Retrieved July 6, 2025, from https://www.youtube.com/

​​​​​

Unit Plan Assignment
​

Families in Canada

HHS 4UE

​

July 28, 2025

In this course, students employed a problem-based learning (PBL) approach to design effective instruction. This approach aligned curriculum goals with pedagogical practices to support meaningful student learning. Only after thoroughly examining the learning approach and context for learning, were digital tools and platforms selected. These resources were integrated to enhance learning and complement the chosen teaching strategies. The question of how and when to integrate digital tools should emerge only after the learning goals and instructional approach has been clearly established. 

​

I used this assignment as an opportunity to start thinking about my teaching assignment for Fall 2025. I have been assigned an online, e-learning, asynchronous course in Families in Canada (HHS4UE), where the 'E' in the course code designates e-learning. Although I have taught this course for many years, our school has not offered this course since 2018, and at that time, it was delivered in person. Considering my years of experience with the curriculum, my personal learning in my Master's of Education, and the increasing need for online learning opportunities as stipulated by the Ministry's graduation requirement, I have asked for this opportunity to put my learning into practice by designing and delivering online instruction to grade 12 post-secondary stream students. I also teach a Dual Credit and an Introductory Psychology course at a college, making this experience a valuable consolidation of my knowledge and skills and to think about this course as preparation for post-secondary learning.

​

Teachers design courses, unit plans, and lessons using a problem-based approach. Thinking about the end goal, while considering the variables in learning can help teachers make effective decisions regarding instructional design. The practical guide to instructional design created by Power (2023) is an excellent guide to assist teachers with instructional design. Here are some questions that need to be considered when designing courses.

 

Questions about Curriculum, Learners, and Pedagogy

i) What are the Ministry's curriculum expectations and standards for learning

ii) Who are the Learners? Investigate who the grade 11/12 students are as a cohort? How old were these students during the COVID-19 online learning period? What potential gaps in learning should I pre-assess? What are their experiences with digital learning?

iii) What are some effective pedagogical approaches for the social sciences? Which approaches are most important to and effective with this delivery model?

iv) What are some effective pedagogical practices for online learning? What has the Ministry of Education prioritized for online learning? What are good practices in online learning?

v) What are my end goals for students in this course? What should students know? What should they be able to do? How can I promote deep thinking? How can I scaffold the learning over the course to help student achieve their end goals?

By setting standards and criteria for learning, the integration of digital tools is the next step in the instructional design process.

​

Questions about Digital Tools and Technology

i) The Learning Management System (LMS) operates as the physical environment for learning. How can I design the LMS to make learning easier to navigate, less overwhelming by design, and accessible?

ii) How can I support 21st century skills in this delivery model and through the social science curriculum?

iii) Which digital tools support and enhance learning? Do not include tools for the sake of using tools, the tools need to be meaningful and applicable to learning outcomes

iv) Digital tools should not overwhelm or increase the cognitive load on students.

v) Teacher should investigate the safety and security of digital tools. Power (2021) provides a sample table that analyzes the safety and security policies for online tools and platforms. Educational Technology Integration Copyright and Privacy Considerations.

Online content should be accessible to all learners. Use this Digital Accessibility Cheat Sheet as a guideline (Power, 2020) 

​Decisions about learning resources, including the use of digital tools and platforms for learning, should undergo an extensive analysis to ensure that a tool is meaningful and safe for student use. 

​

Questions about Social-Emotional Learning in Online Education

What strategies can be put in place to proactively manage the health and wellness of students in online learning environment?​

How can I support students with self-regulation of online behaviour?

What supports could alleviate the stressors in online learning. For example, time management tools can help with course pacing and assignment completion.

​​​

Opportunities for Reflection and Analysis: The influence of the Online world on individual development

This course and delivery model offer an opportunity to explore how technology has influenced human development. Making connections between the social structures of the physical and online world can help students analyze the role technology plays in not only their own development, but in the development and evolution of humanity. In Unit 2: Individual Development, the following questions can guide students in their thinking. What are the contributing influences that shape individual development? How does technology and online behaviour shape individual development and identity? How has technology and online behaviour contributed to challenges in development?

​​​​​​​

Prioritize pedagogy before making decisions about integrating digital tools into instructional design.

​

References:

​​

Power, R. (2023). Useful Tools and Resources. In Everyday Instructional Design: A Practical Resource for Educators and Instructional Designers (pp. 253–258). Sydney, NS, Canada: Power Learning Solutions. Retrieved from https://pressbooks.pub/everydayid/back-matter/useful-tools-and-resources/

​

Power, R. (2023). Everyday Instructional Design: A Practical Resource for Educators and Instructional Designers. Power Learning Solutions. ISBN: 978-1-9993825-8-2. https://pressbooks.pub/everydayid/

​

Power, R. (2020, February 13). Helping everyone access your online learning resources [Web log post]. Power Learning Solutions. https://www.powerlearningsolutions.com/blog/helping-everyone-access-your-online-learning-resources

​

Power, R. (2020). Digital accessibility cheat sheet [PDF]. Power Learning Solutions. https://www.powerlearningsolutions.com/uploads/4/9/1/0/49108827/digital_accessibility_cheat_sheet.pdf

​

​Power, R. (2021, February 26). Finding the right digital tool is not enough: Addressing copyright and privacy considerations [Web log post]. Power Learning Solutions. https://www.powerlearningsolutions.com/blog/finding-the-right-digital-tool-is-not-enough-addressing-copyright-and-privacy-considerations​​​​

​

© 2023 by Ontario Education Hub. All rights reserved.

bottom of page