top of page

My Graduate Journey

Portrait photo

About My Graduate Experience

Beginning in January 2025 at Penn State World Campus, I started the Master of Education in Learning, Design, and Technology program to strengthen how I design instruction and use educational technology. The program, scheduled through December 2026, has helped me connect research and theory to the daily work of teaching. Balancing graduate coursework with teaching and coaching has been challenging, but it has also made the work more meaningful because I can apply new ideas immediately.

Across the program, I have studied instructional design, learning theories, emerging technologies, game-based learning, makerspaces, artificial intelligence, and online learning environments. Each area has pushed me to look beyond whether a tool is interesting and ask whether it supports a clear objective, improves access, and helps learners think more deeply.

My Professional Growth

Through graduate study, I have grown from primarily using educational technology to designing learning experiences with a clearer purpose. I have become more confident evaluating tools, questioning popular trends, and deciding when technology truly adds value. My growth includes stronger skills in instructional design, technology integration, critical thinking, creativity, and professional leadership.

Course readings and projects have also encouraged me to reflect on the difference between student engagement and student learning. A lesson can be exciting without being effective, so I now pay closer attention to alignment among objectives, activities, assessment, accessibility, and the support learners need.

My Graduate Coursework and Projects

Learning Theories and Instructional Design

My coursework in learning theories and instructional design helped me understand how different theories lead to different instructional decisions. Constructivism emphasizes active meaning-making, cognitivism focuses on how learners organize and process information, and sociocultural perspectives highlight collaboration, context, and communities of practice.

Comparing these ideas has helped me plan lessons that move beyond memorizing facts. I consider how learners can investigate a question, connect new information to prior knowledge, discuss evidence, and apply what they understand. I have also learned that effective instruction begins with knowing the learners and ends with checking whether the design actually supported their understanding.

Game-Based Learning and Emerging Technologies

Exploring game-based learning, simulations, augmented reality, and virtual reality allowed me to consider how history can become more interactive. Projects involving Assassin's Creed Discovery Tour, Minecraft Education, Roblox, and augmented reality showed me how students might explore environments, examine perspectives, and interact with content in ways a traditional textbook cannot always provide.

At the same time, I learned to separate engagement from learning. A game or immersive experience needs a clear objective, thoughtful structure, and opportunities for students to explain or apply what they learned. I am especially interested in using these tools to make historical places, artifacts, and events more accessible while keeping the learning goal at the center.

Makerspaces and Hands-On Learning

My makerspaces coursework introduced me to 3D modeling and printing, paper circuits, digital fabrication, dye-sublimation, and beginner-friendly programming tools. These experiences showed me how creating, testing, and revising can help learners demonstrate understanding in ways that traditional assessments may not capture.

I also considered how hands-on design could connect to historical content. Students might build a model of an important structure, design a historical artifact, or use digital tools to represent an event. Makerspace activities still need clear expectations, accessible materials, and a strong connection to the objective, but they can give students meaningful ownership of the learning process.

Learning Management Systems and Online Learning

In my work with learning management systems, I explored how platforms such as Canvas can support organized, accessible, and independent learning. I practiced designing course overviews, adding content and assessments, connecting external resources, and thinking about how learners move through an online course.

The Blue Sky Paper challenged me to imagine a more useful learning management system—one that personalizes learning, connects tools more smoothly, and reduces unnecessary work for teachers. This work reinforced that a strong digital course should be easy to navigate and focused on learning rather than on making students search for what they need.

Instructional Activities and Assessment

William Horton's Absorb, Do, and Connect framework helped me think more carefully about the role of activities and assessment. Learners need opportunities to absorb information, practice skills, receive feedback, and connect new ideas to meaningful situations. I applied these ideas while examining presentations, guided notes, storytelling, virtual field trips, simulations, and assessment questions.

This work changed how I evaluate instructional materials. Instead of asking only whether an activity looks polished, I ask what learners are doing, what evidence will show understanding, and how the activity prepares them for the next step. Effective instruction does not have to be complicated; it has to be purposeful and give learners a chance to practice and demonstrate growth.

Social Learning, Digital Communities, and Educational Ethics

My work with social learning, digital communities, and educational ethics examined how learning continues beyond the classroom. Through projects involving the Crash Course Government community, communities of practice, informal learning, and funds of knowledge, I explored how people learn through shared interests, relationships, and experiences.

I also considered the responsibilities that come with educational technology. Questions about artificial intelligence, privacy, surveillance, accessibility, inequality, and algorithmic bias reminded me that innovation must be evaluated carefully. Digital tools can expand opportunity, but they should also be fair, understandable, and respectful of learners.

Applying My Graduate Learning to My Classroom

The most valuable part of my graduate work has been applying it to my classroom. I have continued developing presentations, guided notes, assessments, map activities, inquiry projects, historical simulations, and virtual field trips. These experiences have helped me connect theory to practical instructional decisions.

I now look for technology that solves a problem, improves accessibility, or creates a learning opportunity that would otherwise be difficult to provide. I also recognize that not every lesson needs a new application. Sometimes a discussion, map, primary source, or carefully designed question is the most effective choice.

My Teaching Philosophy

I believe effective teaching should be engaging, structured, accessible, and meaningful. Learners need to understand what they are expected to learn, participate actively, and connect new information to their existing knowledge and experiences. Technology should support those goals rather than distract from them.

I also believe educators should be willing to experiment while recognizing that no strategy works for every learner or classroom. My goal is to create learning experiences that balance clear expectations with opportunities to explore, collaborate, create, and make thoughtful choices.

Final Reflection

As I move toward completing my master's degree at Penn State World Campus, I can see how much my understanding of teaching and technology has developed. I began wanting to become more knowledgeable about educational technology and explore future professional opportunities. I am finishing with a stronger understanding of how to design meaningful learning experiences, evaluate instructional tools, and support student success.

The biggest change in my thinking is that I no longer begin with the question, “What technology can I use?” I begin with what learners need to understand and whether technology is the best way to support that goal. That shift will continue to guide my classroom practice and my future work in learning design.

bottom of page