EDET 650 - Internship
This online course was created during the Fall 2022 semester as part of my internship with South Carolina Rural Water Association. I was unfamiliar with ClassCraft software before this project, and figured out how to use it and build in it over this course’s development.
This artifact was created to serve as an orientation module for a pilot pre-apprenticeship program that was being created out of the company’s existing apprenticeship program. The goal of this course was to both pique high school students’ interest in the water industry as well as familiarize them with becoming an apprentice.
I was the instructional designer and developer for this project, as well as the author of the content. SCRWA employees provided guidance on what topics to include.
This artifact involved every stage of the ADDIE process, but spent the most time in the Design and Development phases (“Addie Model,” 2018). This course was unique in that there were limited (but beautiful and engaging) visual design options set forth by the platform that I selected from. I was able to select background art, “quest” scenes, and character art and plug the content that I wrote into that framework. The development process was also different than normal; the platform comes with an entire framework and set of rules for student participation that is intended to be reminiscent of a video game. For example, if a student does not pass a quiz, is absent, or is disruptive, I as the instructor can tailor the game’s rules so that student loses a “life” or does not receive gold, which serves as a motivator and can be exchanged for in-game rewards. This system of behavior-based awards in a game platform helps evaluate student behavior and attitudes in addition to content knowledge (Morrison et al., 2019)
This course fulfills the requirements for AECT Standard #3 - Learning Environments (AECT, 2012). Creating, using, assessing/evaluating, and diversity of learners are the indicators that are met by this artifact. In combination with its treatment report, this artifact encompasses the research based creation of instructional design products and selection of processes and resources that optimize learning. ClassCraft found that video games as a social medium were “equally prevalent across all social-economic groups and is prevalent across all ethnic groups,” which helps foster diverse and equitable classrooms (Morris, 2021).
This course was intended to be used as the starting point for students entering SCRWA’s pre-apprenticeship program, which is a pilot program the company is starting in South Carolina to increase visibility and engagement in water industry careers. A main goal of this course was to get students interested and engaged in the pre-apprenticeship content. Therefore, I decided to use ClassCraft, a platform I was completely unfamiliar with, in order to create an entertaining and interesting format for this content. I enjoyed the challenge of figuring out a new platform and developing and experimenting with its capabilities. In terms of activities such as sorting flashcards or matching, this platform is lacking compared to Articulate, but the entire system is built to resemble a video game, with classwork achievements tied to in-game achievements and story progression. This method of delivery seemed like a great choice for high school aged students who are new to the topic.