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Implementation

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Below, I will show you how I will implement my instructional design based on blended learning and gamification in Pre-kindergarten.

Overall Course Objective: Students will count up to ten (10) items and demonstrate cardinality by communicating that the last number indicates the number of items in the set.

 

• Platforms: I will use Google Classroom as the primary platform, combined with Google Calendar to organize five-week instructional delivery and Google Meet for parent conferences and Google Doc. Google Classroom is accessible. a free and easy-to-use tool that seamlessly integrates multimedia resources and interactive tools and provides a safe and controlled environment for students. I will also use platforms such as ABCya, Arbolabc, Boomlearning, Readtoday.net, YouTube videos, Khan Academy Kids, and Jr. Brainpop to implement gamification and foster motivation.

 

• Content of my Google classroom: It will include a welcome presentation by the instructor, a brief course description, the Finks 3-column table, the course structure, and the lesson plan outline for each week. Also, links to digital tools will be provided, and a forum (students/parent lounge) will be created for parents to add questions or suggestions.

 

• Modules: The first module will focus on reciting and recognizing numbers 1-5. The second module will focus on recognizing numbers 6-10, the third and fourth on reinforcing, practicing, and integrating, and the last module five on reviewing and mastering concepts about number sence . Modules will include educational videos on counting, interactive counting exercises, association activities (number-object), and online games to reinforce concepts. Students will complete online activities and receive immediate feedback.

 

Use of Media to Support and Enhance Learning

• Multimedia: Explanatory videos and interactive games will be used to teach and reinforce concepts and will be used to make learning more dynamic and engaging.

 

• Module-based instructional design approach: The course will follow a student-centered Blended Learning with Gamification approach that encourages active learning through repeated practice and immediate feedback. I will use gamification elements to keep motivation high and ensure learning is dynamic and engaging.

 

Sharing the main objective and outcomes of the course

• Communication of objectives: The objectives and outcomes of the course will be shared at the beginning of the Overview/Introduction/Start Here module and continually reinforced throughout each module.

 

Alignment of outcomes

• Alignment: Each module will include activities designed to reinforce specific course objectives, such as interactive games for number recognition or exercises to demonstrate cardinality. Formative assessments will be implemented to monitor student progress.

 

Learner-centered or teacher-led

• The course approach is learner-centered, promoting autonomy in learning through self-directed activities and opportunities for individual exploration within gamified activities, and the teacher will primarily act as a facilitator and mentor, guiding students through the activities, providing personalized support when needed and fostering a collaborative learning environment.

 

Course modality

• Modality: The face-to-face teaching methodology combines online learning activities and interactive digital game elements to help motivate and engage young learners.

 

Course presentation and building the learning community

• Presentation: The course will be presented through an introductory video made by the professor, explaining everything related to the course and building a learning community

Synchronous and asynchronous collaboration relationship

• Synchronous and asynchronous collaboration: An estimated 30% of synchronous activities (live sessions, debates, tutorials) and 70% of asynchronous activities (videos, exercises, interactive games) are expected.

How will you address the infrastructure, system, and support needs and issues the learner may face?

• By providing troubleshooting guides, detailed instructions in the Parents and Student/Lounge, and being available for tech support via email or office hours.

If you would like more details on how to implement this, look at the Three-Column Table below and the lesson plan outline. These break down the weekly goals, starting with a simple, straightforward format for each week's content in Google Classroom. You can also find extra insights in the instructional design, which offers a deeper dive into the structure.

3 Column Table 

Implementation Outline 

References

     Bates, A. W. (2019). Teaching in a Digital Age: Guidelines for designing teaching and learning. http://opentextbc.ca/teachinginadigitalage.

     Fink, L. D. (2003). A self-directed guide to designing courses for significant learning. https://www.bu.edu/sph/files/2014/03/www.deefinkandassociates.com_GuidetoCourseDesignAug05.pdf.

     Harapnuik, D. (2019, February 20). Competency-based vs Outcomes-based education. It’s About Learning. https://www.harapnuik.org/?p=7889.

     Harapnuik, D. (2018, July 14). COVA. It’s About Learning. https://www.harapnuik.org/?page_id=6991/

     Harapnuik, D. (2021, August 16). Assessment OF/FOR/AS Learning. It’s About Learning. https://www.har

apnuik.org/?page_id=8900.

     Texas Prekindergarten Guidelines. (2022). https://tea.texas.gov/academics/early-childhood-education/2022-texas-pkg-comprehensive-guide.pdf.

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