Team members had  gaps in learning when customers picked up pre-ordered products. A game was created to match a customer action with the correct team member behavior. Versions of the responses were tested and this final version was presented during morning meetings. One example of the success of this game was that products were run out to team members instead of the customer so that post-purchase services and add-ons could be presented to the customer.   
My community was not trained to reduce, reuse, and recycle unwanted items. Trash and recycling bins around our town and in my workplace were mixed with trash, items that could be recycled, and green waste. 
After I created a training on how to reduce, reuse, and recycle for my instructional design capstone project, I gathered my coworkers on Earth Day 2024 to learn about the history of Earth Day. The presentation also showed our company's sustainability efforts and linked to a sorting game we played on best recycling practices. 
My co-workers now know how to sort trash, recycle, and green waste. They bring in larger recyclable plastic #1 and #2 containers to hold our small plastic packaging so our city recycling machines don't get damaged, and they are conscious of our company's initiative to reach carbon neutrality by 2030.
A research study identified a community-wide lack of knowledge regarding effective waste reduction, reuse, and recycling practices. This resulted in a significant influx of mixed recyclable, compostable, and waste items overwhelming local landfills. The task was to develop an instructional intervention to educate participants on best waste management practices. The study sought to pinpoint instructional deficiencies, establish clear objectives, and gather data through questionnaires, surveys, and interactive activities involving a sample group. Researchers designed and implemented a comprehensive research plan utilizing Microsoft Office and Apple iWorks tools. They conducted surveys, facilitated interactive activities, and analyzed participant responses to evaluate the effectiveness and reliability of the instructional approach. Learning theories were integrated into the instructional design to enhance educational outcomes. Findings indicated a significant educational gap, with only one out of six participants initially understanding proper waste management techniques. The action research study provided valuable insights into instructional design stages and underscored the importance of educational interventions in promoting sustainable waste practices within the community.
This lesson utilizes a straightforward ADDIE model to design and develop a training plan for dog owners. The course analyzes how the behavior of dog owners directly impacts their dogs' behavior. Each module focuses on a specific learning objective related to individual behavioral issues and reinforces positive behavior through Operant Conditioning. Learning outcomes are tested during development and evaluated with a blue check mark to indicate completion progress.
Learners can refine the technique to ensure effective training and subsequently modify behavior. Finally, they can consistently test and practice the method until their dog behaves safely and calmly.
Created using Articulate Rise.
This training program offers clear, step-by-step instructions for learners to brainstorm project ideas and collaborate effectively using Freeform, a digital whiteboard application.
Each module of the training breaks down specific tasks, guiding learners toward the goal of fully developing their ideas. As learners progress through each lesson, they incrementally build on their concepts until the final module showcases the completed project.
Learners are empowered through engaging and meaningful instruction, utilizing the software to conceptualize ideas and enhance their confidence with technology.
Created using Freeform.
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