Final Project
In this final module, we assembled our course packet—repurposing our deliverables from Modules 1–5—into a polished PDF or digital portfolio showcase (Google Sites is only one of the options; choose what works for you!), and add a course reflection section. This reflection documented our growth from Module 1 through the capstone, tying together your foundational work, emerging-tech prototypes, data-informed assessments, media collaborations, and peer-feedback experiences.
Throughout this course, my instructional design journey unfolded in a coordinated and meaningful progression. Each module, beginning with foundational theory and culminating in the application of complex technologies, built upon the last, helping me grow as an EdTech master in Physical Education. In Module 1, I developed a solid understanding of instructional design models such as Backward Design and Universal Design for Learning (UDL, my favorite). These frameworks helped me write measurable learning objectives and align them with authentic performance tasks. In Module 2, I refined those ideas by exploring accessibility and inclusivity, explaining UDL checkpoints and how they could be used to revise a lesson excerpt and designing a peer-review strategy to support collaboration and continuous improvement through an infographic.
Module 3 introduced emerging technologies and challenged me to critically evaluate their fit, especially in the context of equity and access. Augmented reality (AR) and virtual reality (VR) stood out as transformative tools that could bring new dimensions of engagement and immersion to PE instruction; it allows learners to practice physical skills even in space-constrained environments. Module 4 then emphasized assessment design. I created a choice-based summative assessment infographic offering multiple formats—video, quiz, infographic, or paper—to honor learner variability. You could also develop an ethical analytics dashboard to track learner progress while maintaining data privacy and transparency. In Module 5, I synthesized everything into a fully realized instructional product: a Google Site featuring an H5P branching scenario, technology-enhanced assessments, and learner-centered design principles throughout.
Among the most transformative learning experiences was the creation of the interactive H5P branching scenario. This tool empowered me to simulate authentic decision-making in basketball shooting technique, guiding learners through a self-paced, feedback-rich learning path. I also found great value in analyzing AR/VR as tools to overcome logistical and spatial barriers in Physical Education. These technologies revealed how virtual simulations can offer equitable opportunities for all learners, regardless of physical space or resource constraints. Designing the ethical learning analytics dashboard also pushed me to consider how data can be used not just to measure, but to empower and support learners.
Several course outcomes were demonstrated through this work. I met Course Outcome 1 (CO1): Analyze digital environments by evaluating AR/VR using the SECTIONS framework in Module 3, determining their affordances, costs, and instructional benefits. I addressed CO3: Design inclusive online learning experiences in Module 2 by integrating UDL principles through an infographic into a revised lesson plan and peer feedback strategy. I also achieved CO5: Collaborate and give/receive peer feedback effectively by engaging in iterative review cycles that improved both content and accessibility.
This course also aligned closely with the ISTE Standards for Educators, particularly Standard 5a (Designer), which encourages educators to use technology to design learner-driven experiences. My instructional artifacts, especially the branching scenario and multi-format assessments, demonstrate this standard by giving learners autonomy over how they engage with content, show understanding, and track their progress.
Moving forward, I will apply these skills to transform my PE classes into more dynamic, inclusive, and digitally connected environments. I plan to use AR/VR to simulate game scenarios, interactive modules to teach movement skills, and dashboards to help learners set and monitor fitness goals. Above all, I will continue to design learning experiences that consider choice, accessibility, and engagement, ensuring every learner has the opportunity to thrive both digitally and physically.
References
CAST. (2018). Universal Design for Learning guidelines version 2.2. http://udlguidelines.cast.org
Ferguson, R. (2019). Ethical challenges of learning analytics: Privacy, consent, and transparency. Journal of Learning Analytics, 6(3), 25–42. https://doi.org/10.18608/jla.2019.63.2
Pardo, A., & Siemens, G. (2014). Ethical and privacy principles for learning analytics. British Journal of Educational Technology, 45(3), 438–450. https://doi.org/10.1111/bjet.12152
Roberts, L. D., Howell, J. A., Seaman, K., & Gibson, D. C. (2016). Student attitudes toward learning analytics in higher education: “The Fitbit version of the learning world.” Frontiers in Psychology, 7, 1959. https://doi.org/10.3389/fpsyg.2016.01959
Trust, T., & Pektas, E. (2018). Using universal design for learning to support digital equity. TechTrends, 62(4), 413–421. https://doi.org/10.1007/s11528-018-0281-4