Learning Design & Technology - Competency Based Portfolio

Ritika Bhargo

About
With over five years of experience in the learning and development space, I am passionate about designing and delivering impactful and engaging learning programs that foster a culture of growth and innovation. As a Learning & Development professional, I lead and collaborate with cross-functional teams to create and implement learning solutions that align with the company's strategic objectives and values. I leverage my skills in stakeholder management and relationship building, change management, project management, and developing strategic communications to build and facilitate learning opportunities that enhance the performance and potential of the diverse and talented workforce. I hold a Certified Associate in Project Management (CAPM) from the Project Management Institute and a Bachelor of Arts in Honour's Speech Communication and Rhetoric with a triple minor in French, International Studies, and HRM from the University of Waterloo. Additionally, I am currently pursuing a Master of Science in Instructional Design and Technology at Purdue University Global.

1


Honesty

To me, honesty is all about being truthful, sincere and direct with the others around me in both personal and professional situations.

2


Collaboration/Teamwork

I value working with others and am a great team-player. In past professional and personal experiences, I have been called the "glue" that holds or binds teams and people together. Trust and relationships take time so it's important to be patient.

3


Diversity

To me, diversity is all about embracing others' differences, perspectives, and experiences. Our differences are our strength not our weakness.

4


Can-do Mindset

I head every challenge with a positive mindset. Even if I can't achieve the result I wanted, I can rest assured that I gave it my 100%. Additionally, my patience and resilience help me recover and bounce back quickly from difficulties in both personal and professional situations.

5


Continuous Learning

I'm constantly learning and surrounded by knowledge. I am learning from my peers, my family, social media, television, articles... you name it. I value investing in my continuous growth, improvement and learning.

Over the course of the Master of Science in Education in Learning Design and Technology - online program, students are required to complete a set of 20 challenges. These challenges are divided into four different competency categories also called "Supra-Badges" and each Supra-Badge has a set of sub-badges, which then have challenges associated to them. Each challenge requires a reflection and a supporting "artifact," which shows the completion of the challenge and can be attained through the means of class projects or professional experiences.

See this deck for a detailed overview of my selected challenges. 

All artifacts are accessible through download at the bottom of each reflection. Note that it may ask you to rename the file upon download.


Challenge #1: Comply with organizational and professional codes of ethics

Artifact: Plagarism Certificate 

Reflection:

As part of the Master of Science in Education in Learning and Technology program at Purdue University, I was required to complete a plagiarism course. The course discussed the importance of avoiding plagiarizing as students, recognizing plagiarism and shared best practices on how to detect plagiarism through a series of tutorials. To proceed in the course, it was imperative that I passed and received the plagiarism certificate, which I am glad that I did. As part of challenge one I am going to share my artifact which is my plagiarism certificate. Following a Code of Ethics is important not only as an Instructional Designer but in any role and in any profession. A Code of Ethics is a guiding document that brings awareness and helps professionals understand how to behave or conduct themselves under a specific set of and generally non-negotiable rules or guidelines. A Code of Ethics may differ by type of industry, field, or job. As a working professional with over five plus years of experience, I have read and obliged to many “Code of Conduct” policies in the organizations where I have worked. A “Code of Conduct” or Code of Ethics is widely enforced by many organizations to ensure good behavior and conduct in the workplace. 

How Following a Code of Ethics Affects my Decision-Making Process in Instructional Design/Other Aspects of my Work

There are several ways in which following a Code of Ethics affects my decision-making processes in instructional design: 

  • Designing with the user experience in mind: By adhering to a Code of Ethics, I must design content that fosters a positive and seamless user experience. This means both respecting and understanding that all learners learn differently and may require certain experiences to make learning more accessible to them. Developing accessible, inclusive, and engaging learning experiences are some ways in which I can develop content that will equally benefit all learners.

  • Respect for diversity and perspectives: By adhering to a Code of Ethics, I must design content that applies to all learners. The audience is very crucial – can they relate or understand the content? Knowing the language preferences, gender or other biases to ensure that the learning is inclusive. Some ways to do this is by including scenarios that are reflective of all gender types, offering content that is available in various languages, including closed captioning and so forth.

  • Collaboration and communication: A Code of Ethics encourages collaborative relationships as well as clear and friendly communication. Collaboration and communication both result to better outcomes and overall strong working relationships.

  • Continuous improvement: As an Instructional Designer I must constantly update and refine my work to keep it relevant. Regularly seeking feedback from my stakeholders to adjust the content to continue meeting learner needs and to improve the overall effectiveness is key.

The artifact I am sharing with you is my plagiarism certificate from course EDCI 60001: Introduction to Demonstrating Professional Competencies in LDT. 

This artifact was achieved because I demonstrated that I understood and will apply what I have learned in the course to my work not only in this master’s program but also as a learning professional in the workplace. In my current role as a Learning and Development Specialist but also the only Instructional Designer on the team, I am responsible for supporting business stakeholders by developing instructional materials such as job aids, elearning courses, videos etc., which may require conducting external research. As an Instructional Designer it is my responsibility to ensure that the work I produce is free of plagiarism and is reflective of my own knowledge and experiences. In the events where I am required to do research and seek out external resources, they must be properly cited.


Challenge #2: Aquire and apply new technology skills in instructional design practice

Artifact: This site is the artifact - website Development, LDT Portfolio

Reflection:

As part of the Master of Science in Education in Learning and Technology program acquired a new skill: Website Development / Web Design. In this reflection, I will share my process of developing a website, my experience developing a website for the first time, what skills I acquired, am continuing to build or can improve through this experience, and how I have or will apply (and will continue as I enhance my website) my existing ID knowledge in my website development. 

Website Development Process

To develop my website, the first thing I did was storyboard or build a high-level “strawman” of how I envisioned my website. To storyboard my website plan, I used my Remarkable 2 notebook to sketch a few rough images of my website homepage and the remaining pages/tabs. The sketches identify what my vision is for each page using the various blocks available on the website tool. When I was ready to develop a first draft of my site, I used this outline to develop my website on Site123, which is a free site development tool. See my rough work below:

My Experience Developing a Website

As a Learning professional who has been in the industry for over five years now, I have thought of developing a website to display my work or portfolio. However, I never got the opportunity to do so. When I found out that it’s the LDT program requirement to develop a portfolio, I was thrilled! Though I am in the early stages of building out my website, I would say that it has been a good learning experience so far. I am using Site123 to develop my website and it has been quite seamless to use the different blocks (text, about, contact, timeline etc.) and overall to use the website as well as adjust/move items around. While I have experience in HTML (self-taught through my experience with developing Zendesk articles for a previous job), coding skills were not required to develop this website. 

Skills Acquired and Applying My ID Skills

The idea of building a website on itself is a new skill that I have gained through this challenge. However, I have existing experience with design and development as I have developed and designed SharePoint pages, Zendesk articles, eLearning courses, job aids, guides, and infographics for professional and job-related work. There are several design considerations that I put into use while developing this website such as: 

  • User experience: Anyone that visits my website should have a seamless and easy user experience. I have designed my website such that it’s easy to navigate and not cumbersome or overwhelming. Sometimes, simplicity is key!

  • Color theory/backgrounds: The website should be accessible to all. One thing I have done to ensure that is if you look at my homepage, it’s white color font over a darker colored background so that it’s easily legible. It’s not an accessible experience if the font color is light and so is the background. However, I see opportunity to increase the overall text font size so it’s a little more legible as well as use better and more images to display my thoughts.

  • Creativity: I display creativity using various available block components. My website includes several elements such as an about section, text blocks, timeline, contact, multimedia (images and video), and I have inserted a couple of links as resources for people to download.

  • Clear and concise communication: Effectively articulating my work experience and my progress in the LDT program is necessary for peers, instructors, and employers that may view my website. It is imperative I write clear, well articulated, and concise messages as I continue to build my portfolio. Additionally, I want my portfolio to reflect my personality so this is an area I can continue to reinforce and work on. I should consider “What do I want others to know about me and how can my website best reflect that?” For example, while it is not a requirement to add my personal “core values” I think it adds value and context to who I am and my work.

In summary, these are some skills that are applicable and important to remember as an Instructional Designer in the workplace as well. Creating unique learning experiences that are accessible and easy to navigate is critical for developing engaging and effective learning experiences and journeys. I am looking forward to continuing to build my website and sharpen my ID skills in the process!


Challenge #3: Solicit, accept, and provide constructive feedback

Artifact: EDCI 531 Final Project: Job Aid, Peer Feedback

Reflection:

In this challenge I demonstrated requesting and providing constructive feedback to a peer. In this reflection, I will share my process of requesting feedback, utilizing the feedback received, and reciprocating or providing constructive feedback to a peer.

Requesting Feedback

For the EDCI 531: Job Aid final project, I was required to write a 4–5-page paper and develop a supplementary job aid. I wanted feedback from a peer in my class on my paper to ensure I was on the right track and didn’t miss any rubric requirements. The following is an overview of my process when requesting, utilizing, and providing feedback: 

  • Identify who to ask for feedback: Over the course of the class, I developed a great relationship with one of my peers. For another final project called “Designing with the Theories” in the class, we were divided into “peer feedback groups” where we’d reflect on that week’s theory and apply it to our topic of choice. Then at the end of the week we’d get feedback from our peers and we’d participant in some back-and-forth conversations. There was three of us in that group. During the period of peer feedback groups, I developed a good relationship with one of my peers. For this project, I requested her for feedback. When identifying who to ask for feedback, it’s important you pick someone who is genuinely interested in giving good feedback as opposed to someone who is biased towards you or your work. This person offered great constructive feedback, which overall helped me improve my work.

  • Request for feedback: Once the individual is identified, it is important to request for the feedback. I requested feedback over an Instant Message in Brightspace first before I sent over my assignment for feedback. By doing this, I was able to gauge my peer’s interest and availability in being able to provide me with feedback.

  • Schedule a call: This can be done prior to or after the official feedback has been received and provided. A call can be useful to discuss the feedback in detail or provide additional context for why a certain comment was made as not everything can be explained in the way one intends or interpreted by others over written messages. In my scenario, this step is multipurpose as we used the call to both communicate and provide/clarify our feedback to one another.

  • Provide constructive feedback: My peer kindly requested feedback as well, so I made sure I provided her with constructive feedback. In our call, I went over my comments, and she was very receptive of the feedback and informed me they were things she didn’t even think about and will greatly help her improve her project. To provide constructive feedback, I went over her paper and reviewed her job aid in detail. Then I left comments directly on her paper of things I suggest she can do to enhance her overall project. Additionally, for grammar related feedback, I made direct track changes in her document. Once I completed providing my feedback, I sent her an email with my revisions and then we had our call.

  • Go though the feedback/apply as needed: I went through each of the comments provided and applied them to enhance my paper. My peer left several comments on my paper. Once I read through each of the comments, I selected the ones I could implement. It is not necessary to accept every piece of feedback as the intention is to provide constructive suggestions. To notify my peer I left replies with my actions/next steps, so they knew what feedback I accepted or rejected and why.

Prior Knowledge and Reflection on Experience: Requesting Feedback

I have had various opportunities in both my academic and professional careers to solicit feedback from peers has been valuable in refining my work. Having peers review my work who have fresh perspectives has helped me in identifying blind spots that I may have missed. As a designer it is very o easy to get sucked into what you're developing because you've looked at it so many times.  For example, in my current role as an Instructional Designer, I get my subject matter experts (SMEs) to review the instructional products I develop for them in two rounds of review - alpha review and beta review. The key is to ask with intention, which also sets an expectation for the SME on what to review and how. The alpha review is an opportunity for my SMEs to provide feedback on the content, the design, overall structure and flow of the content as well as grammer and puncuation. During beta review, the SMEs are asked to focus on the overall flow and structure of the content as well as share anything they may have missed during the alpha review. These review structures have helped me refine the outputs I deliever, greatly.


Challenge #4: Write and edit messages that are clear, concise, and grammatically correct

Artifact: EDCI 531 Job Aid

Reflection:

In this challenge I demonstrate writing a job aid as part of my EDCI 531 final project called Designing with the Theories to convey ideas in a consumable format that were shared in my paper. In this reflection I will describe the format and techniques I used to develop my job aid and general principles I take into consideration when developing job aids in the context of a workplace as well. I have also attached another sample job aid template that I like to use in a workplace context. Based on my general knowledge of developing job aids and what I seen in the workplace, job aids are two-three-page documents that act as resources and are developed to help a learner complete on-the-job task, learn how to access a certain platform or tool, or to educate learners on a given topic. Like quick reference guide, it acts as a “cheat sheet” to help the learner gain information on a topic or to do their job better. It is important to keep job aids brief so that it is easy for the reader to digest the information and use it as a reference document in the future. Job Aid Design Since my job aid is not an on-the-job resource, I did not include any specific images or step by step instructions. Rather, my job aid design is simple, and I use clear titles and headings so that the readers can navigate with ease. I had to summarize the different learning theories I discussed in my paper (this was the task) into a job aid style document.     

Job Aid Tools 

I have developed job aids in various tools such as MS Word, PowerPoint, Adobe, and Canva Pro. For this assignment I used Canva, which is a graphic design tool. I prefer Canva over a lot of other tools because of its simplicity and ease of navigation and use. It’s a very intuitive graphic design tool. 

Techniques/formats I used to write a QRG 

  • Headings and sub-headings: I use headings to help inform the reader of the topic. I use capitalization of words and highlighted my headings in blue, so they are easy to distinguish from the rest of the job aid. Additionally, each heading has a corresponding number assigned so it’s easy to follow as there are six theories that I explore.

  • Chunking information: Job aids should be easy to read and glance as needed so I use bullet points and brief sentences instead of writing large paragraphs.

  • Bold, italicize, color words to help them stand out: I choose to bold the subheadings so they’re easier to distinguish from the actual content of the job aid. In addition, I bolded certain key words that I wanted to emphasize and use the color to red so it’s easier to identify.

  • Write short and concise messages: I have used a combination of full but brief sentences or bullet points to convey my messages.

Overall, job aids can be helpful resources for sharing bite-sized information with learners or for on-the-job training.


Challenge 5: Apply systems thinking to instructional design and performance improvement projects

Artifact: EDCI 672 Paul Lindley Case Study Analysis

Reflection: 

In this reflection I will share and discuss how my artifact shows the breakdown of the design process into individualized pieces. My artifact is a case study assignment from the EDCI 672: Advanced Practices in Learning Systems Design class. I will discuss how I began the process of using a systems thinking approach to arrive at a recommendation or solution to the case study that I evaluated.

What is the Paul Lindley Case?  

The Paul Lindley case is a case study in The ID CaseBook: Case studies in instructional design (5th ed.)., edited by Peggy A. Ertmer, James A. Quinn, and Krista D. Glazewski. The case itself is focused on designing an educational video game for history education on the topic of the role of sport, specifically Baseball, for the Japanese Americans during World War 2. In EDCI 672, students completed a total of three case studies to carefully analyze the case to understand the design issue at hand before offering any instructional design related recommendations. Sometimes the solution isn’t the answer to solving the design or instructional issue at hand. This competency focused on teaching us how to evaluate all the parts of the scenario (in this case, the case study) prior to providing any final recommendations or solutions.

Applying Systems Thinking

My case analysis applies a systems thinking approach by understanding how different parts of the case study interact with one another within a larger case rather than treating issues in isolation. This allowed me to analyse a series of questions prior to jumping to final conclusions or recommendations. By reviewing each question before making a final recommendation, I analyzed the problem holistically. Even in the context of a workplace, systems thinking is essential for tackling challenges in a holistic and organized way.   

Many of the key questions I used in my case study analysis placed greater emphasis on the analysis phase of the ADDIE model as they helped identify where the core design issue or gap is. All the case study questions helped me better understand the role of each stakeholder and how their expertise or goals may influence the design and delivery of the learning content. Ultimately, this helps in defining the scope of the project, the learning objectives, and the constraints that need to be considered during the design and development phases.

  Below is the list of questions I explored in my case study:  

  • “Who are the key stakeholders in the case and what are their primary interests and/or concern?” 

  • “Describe important details regarding each stakeholder regarding the context of the project.”

  • “What are the key instructional design challenges in the case?”

  • “What has the designer been tasked to do?”

  • “Where in the ID process does the main design challenge fall?”

  • “How might other case-specific challenges impact the ability of the designer to address the design challenges?”

  • “Think of the constraints in the case that make it hard for the designer to complete his/her ID tasks.”

  • “How would you prioritize the design challenges and case-specific challenges you identified and explain why you would choose this order?”

  • “Provide a concise reflection on how previous experiences have attributed to your understanding of the case.”

  • “Many potential solutions exist for a given ill-structured problem. Outline two different but reasonable solutions/recommendations for the designer in the case.”

  • “How do these solutions/recommendations address the challenges described in question #2?”

  • “What is your final recommendation?”

Prior Knowledge and Reflection on Experience: Systems Thinking

I have come to appreciate the value of systems thinking in navigating complex challenges. In hindsight, especially when I worked at a start-up, I can say that several situations could have benefited from a more deliberate, systems-oriented approach. 

One professional experience that stands out to me is the "Rockstar" program when I was working in the Customer Experience team at a start-up. The initiative aimed to cross-train employees across five or six internal teams to create a flexible support system during peak business periods. While this structure temporarily increased team coverage and offered exciting incentives like free meals and stock options, it eventually led to burnout and disrupted work-life balance. 

A systems thinking approach could have helped the team see beyond the short-term efficiency gains and examine how different elements such as eam dynamics, incentive structures, workload distribution, and long-term employee wellbeing all interacted within the larger organizational system. Recognizing these interdependencies may have prompted adjustments to the program design, such as implementing wellness safeguards or capping the number of overtime hours an employee could do in a week, ultimately fostering a healthier, more sustainable way to support the business.


Challenge #6: Analyze the Characteristics of Existing and Emerging Technologies and Their Potential Use

Artifact: Scorecard Matrix

Reflection:

I worked for an organization, which was a large distributor of HVAC, plumbing and industrial products as a Learning and Development Specialist. When I joined the organization, one of my primary projects was to investigate and later oversee the LMS integration of an online learning provider. The online learning that would be provided by the vendor would be incorporated into the company’s LMS where employees could go in and complete courses for professional development. An online learning provider is an organization that offers educational content in a cloud-based platform. Some examples of online learning providers include LinkedIn Learning, OpenSesame, Udemy, and Coursera, Skillsoft Percipio etc. In addition to the exchange of many emails and calls with the various vendors, I developed a scorecard matrix to aid my leader and director’s decision-making process.

What is a Scorecard Matrix?

A scorecard matrix can be used in various ways; I developed mine in excel. The way in which I used the scorecard was to assess the online learning providers on a series of determined criteria (the “wish list”) such as cost, SSO integration, LMS pairing capabilities, language options etc. As I received information from the vendors on the questions I had about their platform and as their platform satisfied the needs of my organization, they received a score from 1-3 (1 = does not meet needs, 2 = partially meets needs, 3= meets needs). Additionally, each criterion also was associated with an area weight, which I expressed as a percentage. The higher the percentage, the more significant weight of that criterion. At the end, each vendor received a total score, which I used as a basis for my recommendation to my leader.

Scorecard Matrix Criteria

My scorecard matrix included the following criterion:

  • Language options: The company is a Canadian company with an office in Quebec, which required translation of all training, emails, or videos that were created in English to also be produced in the French-Canadian language. Therefore, the vendor was assessed on their ability to cater to the company’s varying language needs to ensure that the courses available in the English language were also available in French-Canadian.

  • Single-Sign-On (SSO) Integration: Like many companies, the company used SSO to enhance user experience as well as maintain security. This criterion focused on understanding the following:

    • How easy is it to enable SSO?

    • Is SSO enablement included in the integration or is this an additional cost?

  • Integration with Human Resources Information System (HRIS): This criterion focused on how compatible the HRIS/LMS used at the company was with all the online learning platforms. The idea here was to ensure that employees could access the learning content from a single source of truth (HRIS) as opposed to accessing multiple websites for different things.

  • Cost: The company was working with a set budget, so I needed to ensure that the learning technology fell within the organization’s needs. The vendor was assessed on their competitive pricing.

How I Determined the Benefits and Limitations of Each Learning Technology

Developing the scorecard was the final step. Prior to developing it, I facilitated my own research of the following online learning providers: 

A great place to start my research was the websites of each of these learning providers, which helped me learn more about the platform, initial pricing or plan information, and explore available courses or catalogues to understand if what they offered aligned with the organization’s needs. Once I had foundational knowledge about the online learning provider, then I reached out to a primary contact, who was able to schedule a meeting with an assigned Customer Relationship Manager (CSM). Especially the meetings with the CSMs are what informed me of the benefits and limitations of the learning technologies. I leveraged email and over a series of calls and questions & answers, I was able to develop my scorecard and present my findings and final recommendations to my manager and to the director of Learning and Talent development.


Challenge #7: Use Appropriate Techniques to Analyze Various Types and Sources to Validate Content

Artifact: EDCI 531 Research Paper

Reflection:

As part of my final assignment requirement for EDCI 531, I submitted a paper on the topic of Learning Theories along with my job aid. To write my research-based paper I had to use various validation techniques to ensure that the sources I was using were strong sources and authentic.

Research Validation Techniques 

Author’s Credibility

In this reflection I will share what research validation techniques I use related to evaluating the credibility of sources and authors when writing academic or professional papers. First it is very important to understand the author’s background and expertise. What is their educational background? What is their educational background? What is their expertise in the field? For example, an article by a professor in a peer-reviewed journal is more reliable than one by an anonymous blogger or an article on Wikipedia.

To validate this information, if information about the author isn’t already readily available through the website, I would google their name and the site on which their article has been published. In my paper “Learning Theories”, I cited Saul McLeod, PHD and his article, “Behaviorism in Psychology”. At first glance, the article was published on a website called “Simply Psychology” which I had never heard of. However, after researching McLeod I learned that he has a BSc in Honors Psychology, a Master of Research in Experimental Psychology with Data Science, from the University of Manchester, and a PhD in Psychology from the University of Manchester. Already I know he has an impressive and credible educational background. Moreover, he had referenced over 15 publications and many of his citations are journals, which adds to the article’s credibility.

Publication Source

Next, I review the publication source. Is the article published in a reputable journal, a media outlet, or academic press? For example, Forbes or The New York Times, are held to higher editorial standards than Wikipedia or personal blogs. The way to validate the publication is by reviewing of the source is peer-reviewed or editorially reviewed. Simply Psychology, which is the website where I found McLeod’s article, has an about section, which further validated the resource. Upon researching, I learned that the website is aimed as psychology students with the purpose of writing informative articles in an academic style. Like I mentioned earlier, each topic article also provides links to relevant journals and academic studies, related research and topics, to provide a wealth of additional information to aid learning. Simply Psychology also has a “Why you should trust us” section on the website essentially explaining the credibility and trustworthiness of their content.   

Citation Metrics

Finally, it is crucial to check how often the author or article has been cited by other credible sources as high citation counts suggest influence and recognition in the field. On Simply Psychology’s website, it is highlighted that the website has roughly four million monthly visitors worldwide and it has been linked to by thousands of schools and universities, professional associations and research organizations, reference sources and other information authorities, newspapers, magazines and other news services. To name a few: 

  • Berkeley University of California

  • Harvard University

  • Cambridge University Press

  • University of Toronto

  • London School of Economics

  • University of Manchester

  • The Guardian Newspaper

Through this challenge, I realize even more that is it essential to identify the credibility of sources in research. Resource credibility is essential for maintaining academic integrity, supporting valid conclusions, and building trust in the accuracy and reliability of the information presented.

Challenge #8: Gap Analysis 

Artifact: Performance Assessment

Reflection:

My artifact for this challenge is my EDCI 528 performance assessment that covers my analysis for Company X – an edtech start-up company. Gap Analysis  A gap analysis is an approach used to identify the difference between the current state of a performance and the desired future state. There are three key components of a gap analysis: The current state, which recognizes what is happening in present time; the future state, which identifies where an organization wants to be; and the performance gap, which essentially compares the current state to the future state. Identifying the Learning or Performance Problem As part of the performance assessment, I developed The Human Performance System Diagram, to complete an environmental and system analysis. This helped me identify the external environment and internal environment factors outside and inside the organization that support or hinder employee learning and customer satisfaction. To identify the learning problem, I: 

  • Defined what the current state performance was with regards to the two goals I highlight in my performance assessment - Ineffective employee training and low customer satisfaction scores. This would be done through conducting observations, training workflow analysis, assessing employee engagement survey results, assessing employee training survey results, assessing customer satisfaction surveys etc.

  • Defined what the future state should be - This would include setting goals and benchmarks for performance as well developing an overall strategic plan, which I have done in the performance assessment by showcasing the interventions I would take.

  • Assessed the potential root cause(s) - This is done through developing the Human Performance System Diagram as well as through facilitating focus group discussions with the employees to identify the gaps in the existing company culture, organizational processes, structure and training processes.

 Demonstrating Competence   In developing my performance assessment report, I demonstrated competence across several key performance statements by applying structured methodologies and solution-oriented thinking. To identify and analyze performance gaps, I used the Human Performance System Diagram, which helped me map out the external and internal environmental and factors influencing decisions and performance. Additionally, my report identifies targeted interventions designed to address the identified learning and performance gaps. These include strategies such as conduct root cause analysis and streamline content, shift to a blended learning approach with scalable digital resources, and integrate post-training performance support & feedback loops to closely align with organizational goals. This demonstrates my ability not only to assess performance challenges but also to propose actionable, evidence-based solutions. 

Prior Experience and Future Growth  As a former L&D Specialist, I regularly conducted gap analyses or also referred to as “needs analysis” to identify learner knowledge and skill gaps, which informed the design of targeted learning solutions. Using the ADDIE framework, I developed and delivered blended trainings that directly addressed those gaps, driving measurable improvements in employee performance. During my transition into an Instructional Designer role within a tech/software company, serving the sales organization, this experience positions me to continue to assess learner needs and identify product knowledge gaps for the projects I am involved in allowing me to develop scalable and meaningful learning experiences that align with agile and fast-paced development cycles.

Challenge #9

Artifact: Focus Group Survey Questionnaire

Reflection:

When I worked for a start-up company, I was tasked to build a New Manager Onboarding Program for new people leaders joining the company and newly promoted individuals from an individual contributor to people leader role. The purpose of this program was to provide training and resources so they could better support their direct reports especially in situations where individual contributors who had no prior leadership experience were promoted into leadership positions. Before designing a manager new hire onboarding program, I conducted a focus group interview as my primary data collection method. 

Data and Data Collection Method

My method of data collection was several virtual focus group interviews with groups of 5-10 people at a time: sample size of 30. I did not conduct any formal surveys to avoid survey fatigue but more importantly I wanted authentic answers and create a forum for leaders and individual contributors to share their personal experiences and expectations, which can be difficult to capture in a limited question survey. 

How I Determined my Target Population

I engaged tenured managers who had not received formal onboarding, as well as individual contributors who regularly interacted with managers, to gather insights into knowledge and skill gaps. Through these discussions, I identified key characteristics of the target population, including varying degrees of leadership experience, diverse and global team structures resulting in varying team and individual needs across multiple time zones, and differing expectations around managerial performance. Individual contributors emphasized gaps in communication and lack of coaching, while tenured managers highlighted the lack of resources when they get asked questions and knowledge available to navigate basic tools like the HRIS to further support their teams. These insights had a direct impact on my design decisions, leading to the development of a program that responded to the needs of both groups. The final design included two key components: targeted soft skill development and structured training on essential resources and tools.

Reflection of Previous Experiences

Like I shared in my reflection, I have had experience with collecting data through focus groups, which is another type of surveying method. As an instructional designer, I can continue refining my surveying skills by incorporating more structured frameworks, expanding my use of surveys and performance metrics. This will allow me to design programs that are not only learner-centered but also measurable and strategically impactful.

Challenge #10

Artifact: Jet Blue Content/Audience Analysis

Reflection:

In EDCI 577 I completed a brief proposal to share with Lucy from jetBlue, a case study student were asked to evaluate and then provide recommendations. Students were asked to review the case study from a consultant’s perspective offering Lucy recommendations to develop a program evaluation of the POL training

Process for Determining Subordinate and Pre-Req Skills/Knowledge for an Audience

To determine subordinate and prerequisite skills and knowledge required for the jetBlue POL training audience, I emphasize the importance of goal analysis, learner analysis, data analysis, and evaluation analysis. 

  • Goal Analysis

    • This is twofold:

    • What are your goals for the training program and what do you hope to achieve through the program? How do these goals align with the strategic imperatives of the organization?

    • Clear learning outcomes need to be identified as well – what should the learners be able to accomplish after they complete the training?

 This helps define the desired outcomes and performance expectations. Breaking down these goals allow IDs to pinpoint the subordinate skills or competencies that support each learning objective. 

  • Learner Analysis

    • Conduct a learner analysis to understand the POL trainees’ prior experience, current competencies, and learning preferences

    • Who the learners are (background, roles, experience)

    • What they already know (prior knowledge)

    • What gaps exist (learning needs)

    • How they prefer to learn (modalities, constraints)

 This helps identify gaps between what learners already know and what they need to know, revealing the prerequisite knowledge and skills necessary for successful participation in the training. 

  • Data Analysis:

    • Conduct “data mining” by reviewing all the feedback and determine if there are any patterns or trends on what was shared by all stakeholder groups.

    • Map the stakeholder feedback against your list of evaluation criterion – are there any alignments?

    • Begin thinking about next steps or possible solutions. Do you have everything you need to make an informed recommendation, or do you need to have a secondary call with each or a select stakeholder group?

    • Support decision-making e.g., if the program needs to be changed in the future with results from the data analysis.

 For this analysis, it is critical to review available performance data, feedback from previous training sessions, and any relevant metrics. This provides insight into common areas of struggle or success, helping validate which skills are truly foundational versus those that could be developed during the training itself. 

  • Evaluation Analysis:

    • Determine success criteria.

    • What does success look like?

    • Determine what evaluation model to use e.g., Kirkpatrick

    • Develop a criterion matrix based on what you know about the training program and the organizational goals/objectives.

    • Completing this task first will also ensure that the input is unbiased as the next stage is to collect feedback and discuss with stakeholders.

Consider how the training would be assessed and what criteria would be used to measure success. This helps to ensure that the identified prerequisite and subordinate skills aligned with both learning outcomes and evaluation benchmarks.

Reflection of Previous Experiences In previous roles, I’ve regularly conducted goal analysis to align training objectives with organizational outcomes, and used learner analysis to assess audience backgrounds, skill levels, and learning preferences to tailor instruction effectively. I’ve also applied data analysis to identify performance trends and inform instructional improvements. However, I’ve had limited direct experience with full-scale evaluation analysis, and this has largely been the case due to organizational priorities being focused more on content development and delivery than formal program evaluation. As an instructional designer, I see evaluation analysis as a valuable opportunity to strengthen the impact of training by connecting learning outcomes to measurable performance results.

Challenge #11: Use Appropriate Message and Visual Design Principles

Artifiact: EDCI 672 Small Scale Lit Experience (kiosk design)

Reflection:

In EDCI 672 I developed a brief kiosk design as part of a small-scale literature experience. The assignment was part of a case study where the designer had to design a kiosk to accommodate learners at different age levels, with different levels of expertise, and different native languages.  There are several ways in which I incorporated message and visual design principles into my kiosk design. I will first review the message principles I applied followed by the visual design principles.

Message Design Principles

The first message design principle I use in my design is clarity and simplicity. I use plain language, avoid using abbreviations or language that may not be comprehensible by the audience, and structure information logically. Additionally, I chose to reduce cognitive load by limiting the amount of text on the kiosk slide, which makes the message easier to process and remember.

The second message design principle I use in my design is cognitive load management. I do this by presenting information in digestible chunks and I use various visuals to support the text on the kiosk slide. This helps the audience retain information by connecting the text and the imagery, while preventing overwhelm.The final message design principle I use in my design is developing an audience-centered design. The scope of my audience for this assignment was large as it ranged from children and families to educators and students to environmental enthusiasts to tourist’s and the public who are all likely to visit a marine museum. In my design, I chose to tailor the message to the needs, preferences, and background of the target audience as people are more likely to engage with and understand messages that feel relevant to them. For example, I added “fun facts” to keep the messaging relevant to the audience.

Visual Design Principles

The first visual design principle I use in my kiosk design is repetition of colors and fonts. For example, my color choices are tied to the topic at hand and I tend to maintain and repeat the colours. I also repeat the font, which is called Barlow. The purpose of doing this is to reinforce consistency and unity in the design.

The second visual design principle I use in my kiosk design is contrast. The purpose of doing this is to make elements stand out and improve readability. For example, on dark backgrounds, I use a white color font, so it stands out. If I chose a light color background and a light color font then that makes the design very difficult to see. Similarly, I have added various image backgrounds to my kiosk design. If I didn’t add an additional colored block on top, then the text would become very difficult to read on top of the image.

These design practices also ensure that the design is accessible by all audiences and is ADA compliant. The final visual design principle I use in my kiosk design is proximity. The purpose of doing this is to group connected elements together to improve the overall organization of the design. For example, on the “Welcome to the Wetlands Exhibit” slide I ask the user to pick a language. All the language options are grouped together on one slide as opposed to having different language options on different slides. Another example is on the “Learning Centre” slide I group the images and the text together. It wouldn’t make sense from a visual design standpoint if I showcased an image of a wetland, but I grouped it with the great barrier reef caption or if the image and text are too far apart.

Prior Knowledge and Reflection on Experience: Message and Visual Design Principles

Before stepping into the Instructional Design field, my understanding of message and visual design principles was limited. I selected fonts, colors, and designs based on my personal preference. But as I began working in the field and collaborating with senior content developers/writers and designers, it helped me formulate knowledge on these topics and the importance of message and visual design. I quickly realized how powerful these principles are in shaping clarity, engagement, and learner outcomes. I'm still sharpening and refining my design choices and most importantly to design with the learner in mind!


Challenge #12: Select or Create an Instructional Design Process Based on the Nature of the Project

Artifact: EDCI 577 Evaluation Plan

Reflection: 

For this challenge, I will showcase my Evaluation Plan to explain the how I determined which instructional design model I used and why. As part of the evaluation plan project in EDCI 577, my partner and I decided to use the Kirkpatrick model of evaluation to determine ways in which we could evaluate existing Breast Cancer Survivorship Programs at the Breast Cancer Education & Survivor Support Program (BCESSP) at a large, regional Health System in Michigan that has been in existence for over 25 years. Our evaluation plan had three parts, which includes an Evaluation Plan Proposal and a plan part 1 and part 2, which are versions of the original proposal but enhanced and more complete versions. The Kirkpatrick Model of evaluation breaks evaluation down into four levels: 

  • Reaction: This measures how participants respond to the training

  • Learning: This assesses what knowledge, skills, or attitudes learners have gained

  • Behavior: This evaluates whether participants apply what they learned on the job

  • Results: This considers the overall impact on organizational goals.

The Kirkpatrick model of evaluation helps organizations understand not just whether participants enjoyed the training, but also whether it led to meaningful changes and improvements. The ADDIE Model, which stands for Analysis, Design, Development, Implementation, and Evaluation, while it is incredibly useful for guiding an instructional design process, its evaluation phase tends to be built into each phase, rather than offering a standalone, comprehensive structure for measuring training outcomes.

The ADDIE model is an excellent choice for designing learning experiences, but it doesn’t offer the same depth as Kirkpatrick when it comes to analyzing post-training impact, such as changes in behavior or organizational results. Similarly, the Dick and Carey Model focuses on the systematic design of instruction, emphasizing the relationships between context, content, and learner needs. It's strong in identifying instructional goals and assessing learning through aligned objectives, but its evaluation tends to be limited to instructional effectiveness and learner achievement, without extending into behavioral or organizational metrics.

The Kirkpatrick Model was the best choice for developing an evaluation plan because of its holistic and layered approach. It moves beyond surface-level feedback and digs into whether learning occurred, whether it led to behavior change, and whether those changes produced measurable results for the organization. Its clear structure makes it adaptable across industries, and it encourages evaluators to think strategically about both short-term engagement and long-term outcomes.

Prior Knowledge and Reflection on Experience: Selecting an Instructional Design Process 

My first exposure to the Kirkpatrick Model was in the EDCI 577 class, where we had to apply the model to an existing real-life program. Prior to this class, while I have had experience with the different levels of the Kirkpatrick model especially level 1: Reaction and level 2: learning, I never knew there was a learning model for it nor did I have any hands-on experience applying it to any formal instructional design processes. Now I understand how much depth and structure it could bring to evaluating training effectiveness within the workplace setting. However, I’m still learning how to use it with intention and how to ask the right questions, collect meaningful data, and design programs with evaluation baked in from the begining rather than the later stages like the ADDIE model.



Challenge #13: Identify and Select Existing Materials That Support the Content Analyses Proposed Technologies, Delivery Methods, and Instructional Strategies

Artifiact: EDCI 556 Game Design Document

Reflection: 

For this challenge, I will showcase my Game Design Document and game design prototype to explain the connection between my content analysis and instructional materials I selected. I am an adult educator who works in the Learning, Design and Development (LD&D) space and I find it’s always challenging to curate engaging learning experiences for adults vs. younger audiences. For this project I was tasked to develop a game prototype, and I chose to develop a game that I found was suited for my audience called 'Team Up.'

Selection & Creation of Instructional Materials 

Team Up is designed to promote active or cooperative learning that is engaging and interactive; a game that focuses on soft skill development and promotes key skills amongst the group of learners seemed like the best solution. My game offers various categories that represent soft skills and have related team-based challenges that mimic real-life scenarios that the players must ‘Team Up’ to solution. Generally, hard skills are easier to develop through on-the-job training, shadowing, teach-backs and so forth. 

On the other hand, teaching adults’ soft skills in the workplace often proves more challenging than hard skills because it requires shifting deeply ingrained behaviors, attitudes, and mindsets, which are things that aren’t easily measured or mastered through standard training. While hard skills follow logical steps and can be practiced with clear outcomes, soft skills demand emotional intelligence, self-awareness, and consistent interpersonal feedback. 

Hence, my game hopes to target soft skill development and allows learners to develop these skills in an interactive game format and using scenarios that they may be presented with in their role. Since the game is targeted at adult learners in the workplace and specifically those who are interested in the management level or at the management level, the game is designed to be available online as well as in-person. The game would be most effectively played in-person but again that option for working professionals in available through a Teams or zoom meeting.

Reflection on my Experiences

I have worked in the learning and education space for over five years now where I have had the opportunity to develop training on soft skill development. I have also completed a lot of online training available through LinkedIn Learning, OpenSesame and other online learning platforms to upskill myself on soft skills like communication and teamwork. However, I don’t think watching courses has been as effective for me versus the opportunity to engage in real conversations or work on actual projects with others. I learn by doing or what one may refer to as “hands-on learning.” That is exactly the experience I hope to recreate through my game - teach learners who play ‘Team Up.’ It’s about imagining yourself in a scenario and working with your team members to come up with the right solution to a situational problem, and through the process you build on skills (or new ones) that will be useful in a workplace context.


Challenge #14: Identify and Sequence Instructional Goals

Artifact: Game Design Document 

Reflection:

For this challenge, I will showcase my Game Design Document and game design prototype to explain the how I developed learning objectives for my game and how they were sequenced. As a recap, in EDCI 556 I designed a prototype for a team-based game called ‘Team Up.’ The idea is that this game would be played by adult learners within a corporate workplace setting who are aspiring leaders as it promotes scenario-based soft skill development. 

Learning Objectives

The learning objectives I developed as part of my game design documentation are the following: 

  • Recognize the role of effective communication in fostering teamwork and achieving shared goals by identifying verbal and non-verbal communication techniques and by adapting leadership style to align with diverse audiences

  • Apply conflict resolution strategies in leadership scenarios by identifying conflicts, explore resolution styles, and collaboratively select appropriate strategies to navigate workplace tension

  • Apply effective interpersonal communication by practicing active listening and empathy to build trust and facilitate productive dialogue during challenging interactions

  • Demonstrate strong collaboration and communication skills to enhance team dynamics and productivity by engaging in team-based challenges to practice inclusive collaboration, and navigate differing viewpoints

  • Implement key soft skills to lead and support team members effectively in a leadership role by applying emotional intelligence, active listening, and decision-making skills to delegate tasks, mediate team conflict, supporting peer growth and more

  • Develop a leadership action plan for how you will actively embed or integrate these skills into your role

  • Reflect on your leadership style and team contributions by analyzing your role and decision-making process within team activities, identifying strengths and areas for growth in leading and supporting others

Objective Sequencing

These learning objectives are meant to act as a guide so that learners know exactly what knowledge or skills they should accomplish by the end of the gameplay. The purpose of sequencing the learning objectives in this order is to then design a game where it gradually progresses and builds off the first learning objective. Progressively, the scenarios/challenges in the game become more challenging. Additionally, I sequenced the learning objectives of the game in a way that focuses on building cognitive scaffolding starting with verbs from Bloom’s Taxonomy. For example, I begin with informing the learner that they need to first recognize, demonstrate and showcase the ability to apply a certain skill. Then, the learner is informed that they will need to implement what they have learned into their role, reflect, and eventually develop an action plan that summarizes their plan of action.

Prior Knowledge and Reflection on Experience: Identifying and Sequencing Instructional Goals 

Prior to the EDCI 556 class, I never developed a gameplay experience for a learning audience. My experience in developing and sequencing instructional goals has primarily been in traditional course formats both eLearning modules and instructor-led training (ILT). In those settings, I focused on aligning objectives with measurable and actional outcomes such as "by the end of this course, you should be able to", and Bloom’s Taxonomy to develop outcomes that are actionable and start with a verb. The learning outcomes/goals were typically structured to support knowledge acquisition, skill development, and performance improvement. 

When transitioning into game-based learning, I applied a similar lens, particularly because the game I designed focused on adult learners and soft skill development. That context shaped how I approached the learning goals: instead of reinventing the wheel, I adapted familiar course-based objectives to suit the interactive nature of gameplay. For example, instead of a passive objective like “explain the role of effective communication in fostering teamwork” I focused on encouraging learners to apply, demonstrate, develop and implement newly learned skills through game scenarios.

However, I believe that learning objectives or goals in games need to balance cognitive outcomes with engagement and playability. I’m still building experience in this space and will continue to build on my knowledge on how I can blend instructional strategies with game mechanics especially in a workplace enviornment.

Challenge #15

Artifact: CX on-the-job checklist, job aid, post-training survey, and pitch-deck (additional supporting document).

Reflection:

In EDCI 528, I developed several resources to support my Solutions & Change Management report – a paper/digital based on-the-job checklist for trainers, a job aid for learners, and a survey questionnaire for post-training evaluation. In addition, I developed a blended-learning pitch deck for the executive sponsors which aims to highlight the current state and desired future state and how my planned interventions will help the organization achieve it. 

The resources I developed:  

  • Customer Experience Personnel Checklist, Applicant Documentation Process: This checklist is designed as a solution to support the trainers within CX and is beneficial for several reasons such as:

    • Improved Consistency and Quality: A checklist ensures that tasks are completed in a standardized way every time. This consistency helps maintain high quality across operations, reducing errors and missed steps.

    • Better Accountability and Tracking: With an on-the-job checklist, it's easier to track learner progress and hold them accountable for completing their assigned tasks. It provides a record of what has been done and what needs attention, which is useful for performance reviews or audits.

  • Job Aid: This job aid is designed to support learners as they complete a given task. 

    • Reduces errors and increases error accuracy: A well‑designed job aid gives learners a quick, reliable reference now they need it, which helps them follow the correct steps and avoid mistakes especially in complex processes.

    • Improves efficiency and saves time: Instead of relying on memory or searching lengthy manuals, learners can complete tasks faster by following a concise, step‑by‑step guide.

  • Survey: This survey is designed for program managers/supervisors to collect data about the impact and effectiveness of the training.  

    • Measure Training Effectiveness: Surveys help assess whether learning objectives were met, they reveal how well learners understood and retained the material, and they identify gaps in knowledge or areas that may require additional reinforcement.

    • Enhance Future Training Programs: Surveys enable data-driven decisions for curriculum updates; they help tailor future sessions to better suit learner needs while building a culture of continuous improvement and responsiveness.

 The on-the-job checklist and job aid I designed as a part of this project are effective due to their clean layout, intuitive flow and ensuring minimal cognitive load on the learner. What worked particularly well was applying principles of visual design and content chunking, which make it easier for the learner to consume the content in the resources. One challenge in the design process was ensuring the materials remained accessible and intuitive for a wide range of users with varying levels of experience. Overall, as an instructional designer, I can continue refining the effectiveness of the instructional products I design. This means regularly seeking input from end users, keeping accessibility top of mind, and staying current with design trends and technologies that enhance overall learner clarity and engagement. Prioritizing simplicity, consistency, and adaptability across formats will help me ensure that materials remain practical and relevant to the learners I am designing for. 

Building Instructional Materials in a Variety of Formats  

Developing instructional materials in a variety of formats ensures that diverse learning styles and needs are met, making education even more inclusive and effective. Whether it's job aids/quick reference guides, eLearning, video or simulation, each format offers unique ways to engage learners and reinforce understanding. Flexibility in design also allows instructional designers or educators to adapt content for different environments such as synchronous or asynchronous. Ultimately, this enhances accessibility, retention, and learner motivation.

Reflection of Previous Experiences

Reflecting on my experience as a Learning & Development Specialist, I’ve had the opportunity to design instructional materials that drive performance and engagement across diverse learner audiences. Whether crafting job aids to support on-the-job learning, developing on-the-job checklists to reinforce job/role-based accuracy, or designing surveys to assess training effectiveness, I’ve applied a learner-centric approach rooted in adult learning principles. Additionally, developing pitch decks to communicate training initiatives to stakeholders has furthered my ability to align L&D strategies with overall business goals, ensuring that every resource I develop is both practical and impactful.   

Challenge #16

Artifact: Game Design Document and Prototype

Reflection

In EDCI 556, I developed a video game prototype to for a game called “Team Up!” I believe people develop their soft skills through exposure to situational experiences and my game is designed to help adult learners within a workplace setting to develop and strengthen their soft skills through the game. 

The Instructional Goals of the Project

The key instructional goals of the project were: 

  • Evaluate and Test Game Mechanics: This goal is tied to creating a prototype that allows others to successfully play and evaluate the game’s rule base and mechanics. It’s meant to give the game developer/student (in this case me) gives the opportunity to test if the game works as intended, identify any issues, and make improvements based on player feedback. Students were asked to submit a test report based on the testing experience and feedback with the intended audience of the game.

  • Communicate Game Vision: This goal is tied to developing a prototype that clearly communicates the developer/students’ (in this case me) vision for the game. Overall, the goal for me was to demonstrate I could convey the intended experience, theme, and mechanics to others, so they can better understand and engage with the game.

  • Scope Representation: The third goal of the project was to ensure that the prototype represents a reasonable scope of my game.

 Process of Selecting Instructional Strategies

In selecting instructional strategies for my game, I focused on promoting collaboration and teamwork, which is why I chose a cooperative learning style. I considered how gamifying usually difficult topics such as developing communication skills, managing team conflict, developing empathy etc., that are easy to learn through attending workshops or completing courses, but harder to practice and embody. The intention of the game was to encourage players to work together toward common objectives, rather than compete against one another. This approach ensures that players must communicate, strategize, and rely on each other's strengths to succeed, which aligns with the goal of creating an engaging, team-based experience. I also made sure the rules and game design facilitated equal participation and allowed players to take on different types of roles, giving everyone a chance to participate, promoting teamwork and problem-solving. 

Benefits of Cooperative Learning

  1. Enhanced Social Interaction: Cooperative learning encourages players to interact, share ideas, and work through challenges together, improving their interpersonal communication skills. This fosters a positive group dynamic and can build a sense of community among players.

  2. Increased Engagement and Motivation: When players are working toward a shared goal, they are more likely to stay motivated and engaged. Cooperation creates a sense of collective responsibility, where success or failure is a group effort, making the experience more meaningful and rewarding for everyone involved.

Reflection of Previous Experiences My experience in the video game design class has been both challenging and enlightening. Although I don’t have much experience in the field of game development, I decided to approach my project from the perspective of an Instructional Designer (ID). I focused on creating a game prototype that could help develop soft skills, something I often see as a challenge in the workplace. While the project wasn’t exactly a "video game" in the traditional sense, it gave me the opportunity to think critically about how games can be used as tools for learning and skill-building. While I found the process to be a little more difficult then I expected or hoped, especially given my lack of technical experience, it provided valuable insights into how gameplay can be structured to address real-world challenges in professional environments.   

Challenge #17

Artifact: Game Design Document

Reflection:

In EDCI 556, I developed a game design document to support my game concept. In the design document I outline key concepts such as the intention of the game, the target audience, implementation context, learning objectives, game mechanics and elements, how AI will be leveraged, story overview, and how the user interface will look like. In this reflection I will describe my process for establishing clear and measurable learning outcomes to help the learners understand the learning processes within the game and how the learning outcomes relate to the overall instructional plan to support the learning processes identified.

Establishing Actionable Learning Outcomes 

The audience of my game is adult learners so my goal was to developed learning outcomes/objectives that would suit their needs. To establish clear and measurable learning objectives for an adult learning-based game, I identified the specific knowledge, skills, or behaviors learners should be able to demonstrate after gameplay. I use action-oriented verbs from Bloom’s Taxonomy (e.g., recognize, apply, demonstrate, develop) to ensure objectives are observable and assessable. I then aligned each objective with key soft skills learners would develop in the game to further reinforce relevance. The learning objectives I developed for my game are: 

  • Recognize the role of effective communication in fostering teamwork and achieving shared goals by identifying verbal and non-verbal communication techniques and by adapting leadership style to align with diverse audiences

  • Apply conflict resolution strategies in leadership scenarios by identifying conflicts, explore resolution styles, and collaboratively select appropriate strategies to navigate workplace tension

  • Apply effective interpersonal communication by practicing active listening and empathy to build trust and facilitate productive dialogue during challenging interactions

  • Demonstrate strong collaboration and communication skills to enhance team dynamics and productivity by engaging in team-based challenges to practice inclusive collaboration, and navigate differing viewpoints

  • Implement key soft skills to lead and support team members effectively in a leadership role by applying emotional intelligence, active listening, and decision-making skills to delegate tasks, mediate team conflict, supporting peer growth and more

  • Develop a leadership action plan for how you will actively embed or integrate these skills into your role

  • Reflect on your leadership style and team contributions by analyzing your role and decision-making process within team activities, identifying strengths and areas for growth in leading and supporting others

How Learning Activities in the Game Supports the Learning Process 

The learning activities in the game are designed to support the cooperative learning process by placing learners in realistic workplace scenarios where they must work together to solve challenges. For instance, by assigning different roles within the group, each participant contributes unique perspectives and skills, fostering engagement. Through opportunities for collaboration, reflection, and structured decision-making, learners practice key soft skills such as communication, conflict resolution, teamwork etc., in a safe environment.

Reflection of Previous Experiences

I have had many opportunities in my current and previous roles with developing clear, actionable and specific learning objectives to drive engaging and meaningful learning experiences delivered through synchronous and asynchronous learning experiences. However, I found developing LOs for a game-based learning experience to be a bit more challenging. In traditional formats, the focus is often on clear, measurable outcomes that align with specific content delivery, making it easier to define success. However, with a game, there’s a need to strike a balance between creating objectives that are measurable and specific, while also ensuring they are motivating and engaging for learners given the exciting and dynamic nature of games.  

Challenge #18: Create a Plan for the Dissemination and/or the Diffusion of the Interventions 

Artifiact: EDCI 528 HPT Performance Assessment

Reflection:

My artifact for this challenge is a report that is addressed to stakeholders/the client regarding a performance assessment for Company X. For context, founded in 2015, Company X is a small scale-up organization in Canada in the education technology industry. My performance assessment report describes the performance system within Company X, goals of company X as well as the goals for the intervention initiative, identification of drivers of performance gaps within Company X, and finally, potential barriers and supporters.

Performance Issue

There are two key performance issues that I analysed for Company X. The first, is an instructional issue, which is a result of training inefficiencies causing poorer training retention resulting in an increase in student application errors. As a result of this instructional issue and directly correlated non-instructional issue is a spike in poor customer experience feedback resulting in frustrated and unhappy customers. In my performance assessment, I focus on two goals that are critical to the success of Company X. The first goal is to increase employee training retention and results to 85% from 65%. As its currently standing, senior employees spend weeks delivering solely ILT-based training and then delivering retraining (if needed) but it appears to be ineffective as employees are making continuous repeated mistakes, which are found later through application audit checks. This is a concern for the company for several reasons such as: 

  • Increased number of applications with errors

  • Creates backlog of applications due to the additional time spent on fixing errors + reduces the number of employees that could be doing the job

  • Backlog of applications results in longer waiting times for customers

  • Increase in application errors and longer waiting times results in overall poor customer satisfaction and experience

The second goal is to increase customer satisfaction scores as it currently sits at 65%. As found in a recent customer feedback survey, a large majority of customers were unhappy with the level of errors and mistakes found in their applications. The goal is to increase the customer satisfaction score to 75% or more.

Proposed Interventions and Impact

In my report, I proposed several interventions to address these organizational performance challenges. These interventions initiatives include: 

  • Conduct Root Cause Analysis and Streamline Content. It is possible that training may be overloaded, outdated, or misaligned with what employees need to know to do the job. This intervention in my plan for dissemination and diffusion is appropriate for the needs and culture of Company X because it focuses on addressing inefficiencies by diagnosing whyperformance gaps exist, not just treating symptoms. This supports the culture of the company for various reasons such as:

    • It supports a continuous improvement mindset

    • It focuses on building trust so that employees know their time and efforts are respected

    • It encourages transparency in identifying what's not working

  • Shift to a blended learning approach with scalable digital resources. Relying solely on Instructor-Led Training (ILT) drains time between both the senior employees/trainers and the trainees as it’s not a scalable approach to support independent performance once the training meetings end. Additionally, this allows Company X to align to different learning styles and opens the opportunity to curate digitized content that is available in various languages to meet the needs of a global audience. Note: As a result, this reduces dependency on senior employees/trainers and improves knowledge retention and reference with ongoing on-demand reinforcement. This intervention in my plan for dissemination and diffusion is appropriate for the needs and culture of Company X because it focuses on reducing reliance on senior staff for every knowledge transfer moment and it enhances accessibility, which is great for hybrid, remote, and global teams, like Company X. This supports the culture of the company for various reasons such as:

    • It promotes autonomy and ownership of learning

    • It encourages and promotes digital transformation, which is a new norm

    • It supports inclusive environments by accommodating different learning styles and/or languages

  • Integrate Post-Training Performance Support & Feedback Loops. Without feedback or coaching, learners can’t calibrate their performance, and mistakes will continue to persist. Note: Feedback channels convert training into continuous learning opportunities rather than one-off events. This intervention in my plan for dissemination and diffusion is appropriate for the needs and culture of Company X because it reinforces learning through real-time correction and guidance, allows feedback, which promotes skill refinement and behavior change, and creates the possibility of opportunities for coaching and mentorship within the organization. This supports the culture of the company for various reasons such as:

    • Fosters a feedback-rich environment and continuous growth

    • Reduces fear of failure, where mistakes become learning moments or “aha” moments



Challenge #19: Evidence of implementing a formative evaluation plan to provide information that can be used to make adjustments and improvements in the design.
Artifiact: EDCI 528 HPT Performance Assessment
Reflection: 

In EDCI 528, I completed a performance assessment for Company X and subsequently built an HPT Solutions and Change Management Plan and an Evaluation Plan for the organization. This assignment was based on the experience and knowledge I had of the organization and its processes while I was employed there. This plan could be tweaked and applied to any other organization; however, it has not been fully implemented yet as no such opportunity has emerged. 


Formative Evaluation 

I have designed a comprehensive evaluation plan that I could use if I were to implement this in an organization to address an existing HPT problem. The formative evaluation in my plan spans several phases from needs analysis, design and development to pilot testing and post-launch and ongoing feedback collection. My formative evaluation plan is designed to ensure that I can capture the feedback of both the trainees and trainers throughout the training development to ensure I design a training program that meets their needs and is tailored to address the learning and performance gap. While real data collection has not yet occurred, the evaluation tools required, and the plan are in place once a program enters the implementation phase. The questionnaire I developed (refer to appendix of my performance assessment plan) is structured to collect data in key areas such as the clarity, accuracy, and relevancy of the content, trainee engagement and attitudes, and trainee preparedness post completion of the training to ensure it helps with completing on-the-job tasks and learners are motivated to use it. Once implemented, the tool will provide actionable feedback to refine the training program and/or instructional products. Since the formative evaluation plan has been developed but not fully implemented, there are no tangible results to present at this time. However, the evaluation plan is in place to ensure once the feedback has been gathered that it will inform the changes or revisions that need to be made to the training design.


Reflection of Previous Experiences

I have not had previous experience with developing a comprehensive evaluation plan or with developing extensive formative evaluation tools in previous roles. However, as part of my on-the-job projects I have had the opportunity to conduct formative evaluation to collect feedback to make enhancements to the instructional product or training that I am developing. This has occurred in two ways – 1. I am re-designing a program e.g., new hire onboarding, so for this I conducted a formative evaluation focus group discussions where I asked targeted questions to gather feedback and then during development collected feedback and 2. I design and develop an instructional product e.g., eLearning course and gather feedback in two stages/rounds of feedback to inform my design choices and overall learning experience. Through this assignment I gained a better understanding of how to evaluate an HPT problem and write a change management and evaluation plan. The hope is to utilize these tools in the workplace and apply this learning to my future roles.

Challenge #20: Evidence of implementing a summative evaluation plan to evaluate the effectiveness of the instruction and decide whether to continue to use instruction. 

Artifiact: EDCI 577 Kirkpatrick Evaluation Plan
Reflection: 

EDCI 557 was designed to have a partner to complete the project where we had to work together to develop an Evaluation Plan for an organization of our choice. I worked with Cindy Malerba, and we collaborated for the creation of the project. Cindy worked at a hospital, specifically in Breast Cancer Education and Support and we chose to do our project for a program that she was leading at the time. We did not use the real name of the program and in the documents we refer to it as the Breast Cancer Education and Survivor Support Program (BCESSP). In the plan we outline general background information about the program, provide a detailed instructional product analysis, an overview of the audience and instruction context, and a comprehensive evaluation of the instructional product using Kirkpatrick’s four levels of evaluation.


Summative Evaluation Plan

Although the Evaluation Plan is fully built out, it was not implemented, so it was not possible to fully realize whether the evaluation process met expectations in practice. However, the evaluation plan was carefully designed to align with the training objectives and included appropriate tools such as post-training assessments and feedback surveys to measure the effectiveness and impact of the program. However, if implemented, the plan would provide data on whether learners achieved the intended learning objectives and whether the training justified continued investment. It would have also helped with making modifications to the program or discontinue it based on effectiveness. I know my colleague Cindy recently submitted a grant application, and she informed me that she used parts of the Evaluation Plan as part of the grant application, so it is not that the plan is completely untested. 


Reflection of Previous Experiences

I have not had previous experience with developing a comprehensive evaluation plan in the past. In previous roles, unknowingly, I have integrated Kirkpatrick Model’s levels 1 and 2 in my summative evaluations, however, this class taught me what the model is and how to truly apply it to a workplace training program. I hope to continue to apply the learnings from this class to future work projects to realize the full effectiveness of the instructional products or training programs that I do design.


 

University of Waterloo

Educational Institution: University of Waterloo Year of Graduation: June 2018 I completed my Honors Bachelor in Arts - Speech Communication Major with a triple minor in French Studies, International Studies, and Human Resources Management.

13/06/2018
 

Admissions Coordinator - Customer Experience @ApplyBoard

In this role, I: resolved application issues, empathetically communicated, and addressed application process ambiguities for customers. Cultivated positive relationships with customers and 30+ Educational Institutions. Designed, developed, and evaluated job-specific instructional materials for new team members such as instructional guides, quick reference guides, step by step videos, and slide-decks. Delivered role-based training to 26+ team members. Delievered cross-functional training to 20+ coordinators/specialists in CX for high-volumn educational institutions.

22/05/2018
 

Training & Enablement Specialist - Customer Experience @ApplyBoard

In this role, I: Conducted on-site classroom-based New Hire Onboarding for new employees joining the Headquater office. Standardized technical training materials and processes for 10 teams within the Customer Experience department such as training guides Developed and maintained training articles on the company knowledge base - Zendesk, using HTML code for the Customer Experience department Authored software release documentation in partnership with the Product department for the Customer Experience department to indicate new product changes and use cases. Conducted on-site classroom-based New Hire Onboarding for new employees joining the Headquater office.

19/10/2019
 

Learning and Development Specialist @ApplyBoard

In this role, I: Partnered with Instructional Designer and Content Writer to develop eLearning courses (storyboarding, content/audio scripting) using Articulate 360. Maintained and facilitated company onboarding for 1100+ new hires, globally. Transitioned the New Hire Onboarding program from on-site to fully remote to align with new working norms with a 95% overall experience rate. Led 30+ global team members to ensure a successful transition to remote onboarding learning experience. Created, implemented and maintained a 90-day blended-learning framework for new hires by partnering with SMEs and program sponsors. Managed the recruiting and training of 60+ participants for the New Hire Buddy Program as part of the New Hire Onboarding program. Managed and converted social and cultural committee events to virtual formats (kahoot).

01/07/2020
 

Program Manager - Learning and Development @ApplyBoard

In this role, I: Built and executed courses using ADDIE (A+ Customer Experience and Interviewing Skills). Designed and led New Leader Onboarding Program for 100+ people leaders, achieving 87% experience rate. Transitioned New Hire Onboarding to video-based/self-directed learning and quick reference guides. Led a global COE team of 10+ people, improving pre-boarding pre-boarding, on-boarding, and off-boarding Implemented evaluation processes to measure KPIs and conducted datamining to drive continuous program improvement.

01/11/2021
 

Certified Associate in Project ManagementCertified Associate in Project Management

Completed my CAPM certification.

19/07/2023
 

Learning and Development Specialist @ Canadian Hospital Specialties

Enhanced existing New Hire Onboarding program by developing consistent and concise instructional materials (for employees and leaders) achieving an overall 90% experience rating. Administered and utilized LMS technology to increase adoption rates and improve new hire and employee learning experiences. Collaborated with subject matter experts and cross functional teams to perform needs analyses in support of business objectives. Served as a learning business partner to the Customer Service and Marketing groups (needs analysis, developing training & design plans, coaching).

11/10/2023
 

Purdue University

Candidate for Master of Science in Education Learning Design and Technology program.

19/08/2024
 

Learning & Development Specialist @ Wolseley Inc Canada

In this role, I: Design and facilitate instructionally sound learning programs that support identified knowledge and upskilling needs with a focus on leading practices and current trends in adult learning. Programs are centered around talent management, employee and leadership development, employee engagement, and organizational effectiveness. Act as a learning partner for strategic projects and product launches by collaborating with internal stakeholders and subject matter experts to assess target audience’s learning requirements, develop recommendations, programs, learning activities, and action plans. Manage the entire life cycle of talent management programs and projects i.e. develop project plans, work back schedules, roadmaps, and communication plans for the launch of learning programs and program improvement, ensuring deliverables are of high-quality, on time and within budget. Research new and appropriate learning content, delivery methods, learning materials and assessment instruments as needed. Manage relationships with external vendors, including training providers to ensure the delivery of high-quality programs and services.

06/08/2024
Curious about the Learning and Development field? Learn more by watching this video from the L&D Academy!