sunset sunlight behind tree and over building in town

A Moment with MALXD: Leading with Purpose, Designing for Growth

Introduction and Context

My original goals for completing the Master of Arts in Learning Experience Design (MALXD) at Michigan State University were centered around becoming a better teacher for my students. However, during my first semester, I took a class on Adult Learning; it was through this course I was first introduced to theories of adult learning like andragogy and theoretical frameworks such as Context-Based Learning (Curtis, 2021; Hansman, 2001). I came to understand that adult learning could occur with the same care, thought, and implementation of evidence-based practices as the learning experiences I created for my teenaged students. As such, my goals quickly expanded. I set forth through the rest of my master’s program with an additional goal to learn how to create impactful professional development opportunities for myself and my colleagues. 

One of the primary grievances I hear as a practicing teacher in regards to professional development is that it is often too broad and not tailored with the teacher’s needs in mind. Determined not to let my designs fall into the same category, I synthesized several theories and frameworks I learned in my MALXD courses to create five principles to guide me through all phases of a design, from brainstorming to execution and reflection. In short, I: 

  • believe in dignity and agency for all humans 
  • design experiences to nurture curiosity
  • ground in frameworks of social justice and universal design
  • evaluate technologies for ethical and academic use 
  • critically examine my own work to ensure I keep growing as a designer  

With these principles in mind, I began thinking of what my fellow high school teachers would find useful in regards to professional development. Over the course of a semester, as I took Learning Design Leadership and Current Topics and Trends in Learning Design, I developed an Illuminated Leadership Plan that covers all aspects of a meaningful professional development: from brainstorming and information gathering, working with stakeholders to initial prototyping, researching best practices and effective facilitation to making a project scope and timeline with an evaluation and timeline for completion. 

Ultimately, this project centered around a professional development opportunity to bring gamification to the high school history classroom. It grew from conversations with colleagues, a desire to keep helping my school provide the best education for its students, and the drive to bring relevant and personalized professional development to my colleagues. I feel that this project especially highlights the theories and frameworks that inform my designs and speaks to my skills as a designer. 

Global Vision for Learning and Design 

In my global vision for learning and education, I raise the issue that students increasingly need to cultivate soft skills like communication and collaboration to succeed as students, workers, and citizens in a globalized and digital world. One way to authentically bring these skills into the K-12 classroom is through project-based pedagogies like gamification and game-based learning. These pedagogies not only provide opportunities to develop soft skills, they are also more equitable approaches that garner student interest and value students as individuals. 

To begin implementing my global vision for learning, I focused on the school I currently work at. While considering how to bring change to my organization in regards to pedagogy, I spoke to a few of my colleagues and students. In these conversations I discovered a few additional needs: the history department has a lower pass rate among core classes; and, teachers at the school want applicable and relevant professional development that is treated with fidelity. These are important elements that need to be considered, but without careful planning, my vision could easily become unmanageable. 

Illuminated Leadership Plan 

With this in mind, I developed a project scope to address these ideas while still remaining manageable for the team working with the project. I outline what is in scope and out of scope for the project while working with current organizational constraints and stakeholder considerations. For example, this project needs administrator approval, input from subject matter experts, and alignment with current district objectives. I also provide a timeline and rough estimation of budget. 

Screenshot of Milestones, Deliverables, and Meetings. The table goes from the project start through to final meeting.

Image: proposed timeline and milestones for the project 

I then created an implementation plan in three parts. The initial part of the project consists of creating a team, getting input from the history department staff, prototyping, and then testing the professional development. The midpoint of the project is the actual professional development session where staff will have the opportunity to acquaint themselves with gamification or game-based learning. I created a prototype for the professional development session to demonstrate how facilitating a session for teachers with varying levels of experience could provide opportunities for learning and growth for all participants. 

Project Background and Objectives 

To address the need for improved pass rates as well as applicable and tailored professional development for experienced teachers in the secondary history classroom, I developed a professional development learning module: Games and Gamification in the History Classroom. 

Intended for the history department at the school I work at, this module takes into account the varied levels of experience with gamification and gamified learning the staff members have, allowing for individual exploration as well as group discussion to ensure the staff is able to plan together. This module has four parts: introduction to gamification and learning gaming theory, ways to apply it, examples of application, and brainstorming for application in the staff member’s classroom. Staff members can explore modules individually or with grade-level teams and then discuss their findings with the department as a whole. By the end of the module, 80% of staff members should be able to, with accuracy and self-efficacy:

  • define gamification and gamified learning
  • explain how to apply the methods in effective ways
  • apply the methods in their classrooms 

Informed by theories of andragogy and respect for the experiences staff members bring, this slides deck allows teachers to guide the session based on their interests, and then work with their colleagues to discuss the practicality of implementation. Finally, in order to assess the success of the professional development, the last portion of the project is devoted to getting feedback from the staff members. 

Evaluation and Feedback from Learners

Evaluating a project throughout its duration is critical to helping the project stay within scope, provide accountability for those working on it, and ensure the project meets the outlined goals. As this project is broken down into three parts, I focused on three areas for evaluation. During the pre-project phase, evaluation is centered on following the workflow and sticking to project objectives. While this seems fairly rigid, spaces for teamwork and initiative can be brought in through collective leadership styles and supportive coaching. 

With the implementation phase, evaluation comes directly after the professional development session in the form of feedback from the participants. While this type of feedback can give some initial ways for the facilitators to know what went well and what can be improved, it does not show what the participants learned and how they implemented it. In order to evaluate the success of the project, I created an evaluation plan in the form of a self-reflection survey for staff members to complete after they used either a game-based lesson or a gamification element in the classroom.

Screenshot from the evaluation survey. Staff are asked to submit a lesson plan for the gamification or gamified learning they created.

Image: A section from the Google Survey Evaluation asking staff to submit the work they created

A self-reflection ensures the staff member is able to authentically use the information from the professional development, while also showing the professional development team how the information was taken and applied in context.

Project Phases and Evaluation from a Leadership Lens 

As the goal of this professional development is independent application of the pedagogy, I chose Thalheimer’s (2018) Learning-Transfer Evaluation Model (LTEM) for evaluation purposes. At the top levels of the LTEM model, learners are able to transfer the skills on their own to create change and at the highest level, impacting the environment and culture around them. However, this project has several phases, so it must be evaluated in parts. 

The project timeline is broken down into three phases. The first phase is pre-project: a small professional development team will recruit staff, gather data, create the professional development, revise, and refine the project for implementation at a district-wide professional development. The presentation I created is merely a working prototype and should be adjusted based on teacher input; therefore, pre-project evaluation needs to be centered on adherence to project scope, timeliness, quality of the professional development, and alignment of project with learner objectives. Effectiveness at this step means the needs of the history department have been ascertained and addressed through the creation of the slides. 

During the project, which is the actual professional development session where a facilitator will guide staff members through the module, the teachers will self-report their ability to meet the objectives via exit ticket. However, according to LTEM, this is not an accurate measure of application, so staff will need to complete a final self-evaluation upon completion of using gamification/gamified learning in the teacher’s classroom. 

Post-evaluation of this project utilizes Thalheimer’s (2018) Learning-Transfer Evaluation Model. In accordance with the LTEM model, I will be looking at step seven, where the “learner demonstrat[es] full agency of the learning” by performing the learning objectives in authentic context. This method focuses on the authenticity of implementation by granting teachers full-agency to choose a time and content area that works best for them and their students. Learners will fill out a Google Survey that will be shared with the professional development team. This self-reflection requires full-transfer of meaningful gamification/gamified learning in the classroom (Thalheimer, 2018). Once data has been collected, it will be coded for effectiveness and areas for improvement. Effectiveness looks like alignment between learning objectives, the gamification or gamified learning element, and assessment. Based on the reflection, if staff meaningfully implemented gamification/gamified learning, the next steps will be to continue refining resources. If it appears there is a disconnect between two or more of the elements, future professional development can address these discrepancies. 

Conclusion 

Though I am proud of many of the designs I created across the time spent in the Master of Arts in Learning Experience Design program at Michigan State University, this project stands out. Grounded in my beliefs about learning, informed by stakeholder needs, and planned using field-specific frameworks and models, the professional development I created centered around gamification in the history classroom highlights my ability to create informed professional development experiences from both a facilitation and leadership perspective.

References

Center for Creative Leadership. (2025, September 25). The 6 principles of  leadership coaching, based on assessment – challenge – support. Center for Creative Leadership. https://www.ccl.org/articles/leading-effectively-articles/the-six-principles-of-leadership-coaching/ 

Curtis, S.M.S. (2021). Acting out the shared heritage: Towards a pedagogical model for liberatory education. Dialogues in Social Justice, 6(1), 22-36. 10.55370/dsj.v6i1.1164 

Evans, N. et al. (2024, September 9). How to reimagine education for the 21st century. Brookings. https://www.brookings.edu/articles/how-to-reimagine-education-for-the-21st-century/ 

​​Freire, P. (2009). Pedagogy of the oppressed. Race/Ethnicity: Multidisciplinary  Global Contexts 2(2), 163-174. 

Gee, J. P., & Price, A. (2021). Game-design teaching and learning. Strategies,  34(3), pp. 35-38.

Hansman, C. A. (2001). Context-Based adult learning. New Directions for Adult & Continuing Education, 2001(89), 43. https://doi-org.proxy2.cl.msu.edu/10.1002/ace.7

Knowles, M. (1980). The modern practice of adult education: From pedagogy to andragogy. (2nd ed.). New York: Cambridge Books.  

Ladson-Billings, G. (1995). Toward a theory of culturally relevant pedagogy. American Educational Research Journal, 32(3), 465-491. https://doi.org/10.2307/1163320

O’Neil, C. & Brinkerhoff, M. (2018, February 1). Five elements of collective leadership. NPQ. https://nonprofitquarterly.org/five-elements-collective-leadership/.

Pappas, C. (2025, June 23). Ethical considerations in AI-driven learning: ensuring fairness and transparency. eLearning Industry. 

Santa Clara Markkula Center for Applied Ethics. (2021, November 8). A framework for ethical decision making.

Thalheimer, W. (2018). The learning-transfer evaluation model: Sending messages to enable learning effectiveness.

group of people sitting on chair on stage

“What did I miss when I was gone”: Addressing face-to-face student needs for instruction in asynchronous formats

Picture this: you are a secondary school teacher. The warning bell has rung signalling the last students in the halls should scuttle into class. You are at your station, attempting to get settled for your second prep. Three students are attempting to ask for bathroom passes, four more need their accommodated assignments, someone is trying to skip class to hang out with the football coach while the majority of your students are chatting in their seats, trying to sneak phones and in the midst of this barely-organized chaos you get asked “I was gone yesterday, what did I miss?” 

This question is one I am asked with increasing regularity. While it is relatively simple to hand out a worksheet or instruct a student to read a few pages from the textbook, catching a student up on a lecture often feels like an uphill battle. I usually do not have the time to go through all the points again, and my slides rarely reflect the full amount of information shared during the lecture. To address this problem, I wanted to explore ways for students in a traditional brick-and-mortar classroom to learn asynchronously if they missed the information, or even provide opportunity to go back to the lecture for reference or review purposes. 

However, to make sure students could actually learn from an asynchronous opportunity, I needed to explore how to better utilize technology and principles of design. Many of my students will not flip through a long slide deck, while others will find ways to be distracted if a video is not engaging. 

To keep myself on track and ensure I created an artifact that was actually effective for my students, I created the following objectives for myself:

  • I can apply Mayer’s 12 Principles of Design to one of my presentations to create a more effective and engaging experience for my students 
  • I can create a video of the redesigned presentation for students to learn from asynchronously

I chose to work with one of the few lectures I give in my intro to drama class.

Looking through the slides, I noticed a few issues with the design itself. A lot of the slides were text heavy, or included different points that should have been broken up into separate slides. In a face-to-face setting, students would likely struggle with the amount of text, so I knew students would struggle with it in an asynchronous setting. 

Therefore, in my first iteration, I focused on Mayer’s 12 Principles of Design, cognitive learning through multimedia, and WCAG accessibility guidelines. Specifically, I wanted to improve coherence, work with the modality, segment the information, and personalize the delivery (Cullinane, 2023). By cutting out extraneous information, reducing the amount of text, and focusing on the video format, I hoped the design would keep student attention, and improve the likelihood of students remembering the information (Mainero, 2020). With this lecture, I needed students to realize they can apply some of the skills they learn in English class to theatre, and then assimilate this knowledge into their schema for analyzing a play (Cherry, 2024). In an asynchronous format, I knew I could increase these odds by giving audio and visual cues (Mainero, 2020). Storing the information in long-term memory could further be helped by the visuals in the video, so I used WCAG guidelines to ensure proper contrast, and additional design principles of proximity to make sure the slides were logically ordered and accessible (Moore, 2025; W3C, n.d.).

In this video, I used my voice to increase personalization. I have found in the past students appreciate my voice compared to whatever videos I can find on Youtube or Khan Academy. When I taught the Iliad for example, students would wait for me to record myself reading the assigned books, rather than use the the audio I found on YouTube. Therefore, I went into this knowing I wanted to record myself.

Additionally, I broke the information into smaller segments to help attention and retention (Cullinane, 2023). I explored different editing styles, but ultimately ended up using Canva’s match and move to create simple yet effective animation. I now had a video that worked visually but lacked interaction. I knew most of my students would need some sort of worksheet to ensure they paid attention to the video. To me, this defeated my original purpose. 

I went back to the drawing board. I had experimented with Genially in the past and wondered if I could use it to drive engagement, and also provide precise pages for students to use for reference. When I made my first Genially, students liked that they could pop around to the pages they needed, rather than have to scrub through an entire video, or scroll through slides. Though the free version questions are not as customizable as the premium version, students liked that the knowledge checks were embedded directly into the presentation.

With these past experiences in mind, I researched how to connect Canva to Genially and imported my slides to Genially to make them more interactive.

Compared to my last time working with the program, I built the course from the ground up. I figured out how to add tool tips, windows, and assessment checks. While I originally wanted to learn a different video editing style, I discovered earlier that I favor clean and simple designs for accessibility and learning purposes, so I kept transitions minimal and did not add superfluous elements. Finally, I went in and added audio for each slide, so students can go through the information lecture-style, or mute the audio as needed.

Though it is not a true video, I prefer this final version to the first two. With this, students have the opportunity to “learn directly” from me via the audio recordings, or simply return to the material as needed. Ultimately, it was not too difficult to put together, and I could see myself creating these for other lectures that I give. The integrated knowledge checks can be used as formative assessments and also drive engagement. 

Now, when I am asked “what did I miss?” I can provide students with an effective opportunity to catch-up without adding stress to myself or taking additional time out of class. 

References

Cherry, K. (2024, May 13). What is a schema in psychology?. verywell mind. https://www.verywellmind.com/what-is-a-schema-2795873

Cullinane, E. [Instructional Design Tips]. (2023, March 7). Design principles for designing better learning content (mayers 12 principles) with emmett cullinane [Video]. YouTube. https://youtu.be/aewFpp75q9I?si=MxrveOjOrOtLmygl 

Mainero, R. [Rachel Mainero]. (2020, October 6). Understanding the cognitive theory of multimedia learning [Video]. YouTube. https://youtu.be/pxTbZffhIhQ?si=nAjpugT6H8Lq5hGh 

Moore, E. (2025, September 28). Simple, high-impact visual design principles every instructional designer should know. eLearning Industry. https://elearningindustry.com/simple-high-impact-visual-design-principles-every-instructional-designer-should-know 

W3C. (n.d.) Introduction to understanding WCAG 2.2. Web Accessibility Initiative. https://www.w3.org/WAI/WCAG22/Understanding/intro#understanding-the-four-principles-of-accessibility