Sub-Badge 2: Target Population and Environment

Planning and Analysis

Challenge 1: Determine characteristics of a target population and/or environment that may impact the design and delivery of instruction

Criteria for successful completion of this challenge: Evidence of assessing, testing, or surveying a population or environment in part of a learner or content analysis. Evidence must show data collection methods (such as survey, interview, observation, research or other data).  Reflection must address: How you collected your data, determined the characteristics of your target population, and how these characteristics impacted your design choices (cultural and educational background, learner skills, organizational performance factors, environmental characteristics, etc.).  

Examples: Conducting a learner or content analysis by survey, observation, inspection, study, interview, EDCI 572 Design Documents, Artifacts from EDCI 573 Practicum, Project Plan (EDCI 569 if taken in Spring 2021 or later), evidence based on the above criteria (design, performance, workplace, educational, other). 

Reflection

In my Small-Scale Design Experience for the Paul Lindley case, I developed an educational game titled "Resilience: The Internment Experience," designed specifically for alternative high school students. This target group, known for thriving in project-based and interactive learning environments, shaped the entire development process of the game. To accurately cater to this audience, I conducted a detailed analysis of their learning preferences, which highlighted their struggles with traditional educational methods and their engagement with dynamic and interactive content.

The game, set during the period of Japanese American internment in World War II, was designed to be not only a source of historical education but also a platform for developing empathy and critical thinking. Through the strategic RPG format, students are placed in decision-making scenarios that reflect the real-life choices faced by Japanese Americans during the internment, thereby aligning the game's educational goals with the unique needs and sensitivities of the target audience.

Data collection for this project involved consultations with educators who work closely with this student demographic, as well as reviews of existing literature on educational strategies that resonate with at-risk youth. This informed my instructional design decisions, ensuring that the game mechanics, narrative elements, and user interface were conducive to an engaging and effective learning experience.

The analysis and subsequent design choices were crucial in ensuring that "Resilience: The Internment Experience" was not only a tool for conveying historical facts but also a means for students to experience history through a personalized and impactful lens. This project highlighted the importance of understanding and integrating the characteristics of the target population into the instructional design process, ultimately resulting in a more tailored and effective educational tool.

Download the Reflection as a PDF.

Artifact: EDCI 672 Game Pitch titled “Resilience: The Internment Experience”

The game pitch showcases the thorough research and strategic planning that went into designing an interactive educational game targeted at alternative high school students. The pitch details the historical context, game mechanics, educational objectives, and the strategic use of role-playing elements to engage students in critical thinking about Japanese American internment during WWII. This artifact demonstrates the meticulous care taken to ensure historical accuracy and cultural sensitivity while providing a powerful educational tool.

View Game Pitch Presentation Slides and Speaker Notes PDF.