About Me

| Who I am

Hi! I’m Jamie.

I’m an Instructional Designer from Chicago, IL.
You may be asking yourself,

Jamie, you seem like a really cool guy, but I’ve never heard of an Instructional Designer. Are you sure you didn’t make it up?

I can hardly take credit for founding my field! In fact, I’ve spent years studying the minds of those that did create the field. Simply put, my job is to guarantee that people learn, regardless of context or content.

I’ve built 3D video games for children learning the values of nutrition, written social learning materials for graduate students exploring rapid prototyping, and designed simulations for engineers building cutting-edge GPS maps. As you can see, there is literally no learning challenge a fearless Instructional Designer cannot handle.

 

Are you in need of an Instructional Designer? I’d love to hear about your project!

Methodology

| What I do

Learning is an experience.

 

Think of the single most powerful learning experience you’ve had. Maybe it was a high school class. Maybe it was an on-the-job training course. Maybe you even had a profound moment of enlightenment while playing with your child!

Do you remember the

textbook
or your
instructor?

grades
or your
classmates?

stress
or the
fun?

Most of us can probably relate more to the items in the right column. We crave memorable experiences, especially when learning. For this reason, the context in which we learn is perhaps more important in retaining knowledge than the content itself. As an instructional designer, my job is to create a context that will breed learning.


First and foremost, I am a constructivist. That is, I believe we learn best when we construct our own understanding of the world around us. My role in this type of learning is to create an experience that allows a learner to explore content and practice skills. I am not an “instructor” in the traditional sense; rather, I am a “facilitator,” providing resources, coaching, and discourse to guide discovery. Boring lectures, flash cards, and pop quizzes rarely have a place in my instruction.

 

How do I create achieve this experience?

I employ a strategy called Problem-Based Learning (PBL). In PBL, “learning takes place within the contexts of authentic tasks, issues, and problems that are aligned with real-world concerns.” An authentic task is an action that a learner will need to perform successfully in the real-world.
In other words, I give learners a real-world problem they are likely to encounter, and ask them to construct a solution given coaching, resources, and guidance. In PBL, a learner can (and should!) fail, because there are no real-world consequences for failure in simulated scenario. We all know that failure can often lead to some of the most powerful learning experiences.


So what does a PBL course look like?

Consider the needs of a PBL course we’ve discussed so far:

  1. A controllable context
  2. An immersive, real-world problem
  3. A stress-free environment
  4. Self-paced, exploratory resources
  5. A memorable experience
Conveniently, the most appropriate instructional method is also the most fun: Video games! In the instructional design world, we call them serious games and simulations, because the objective is education over entertainment. Games allow us to create a world meant for exploration.

We can easily build resources and guidance into the game, while still allowing learners to accomplish authentic tasks at their own pace. And best of all, if a learner fails, they aren’t reprimanded in the real-world! Most importantly, well-designed serious games can create profound memories. All of these ingredients increase the likelihood of a learning experience, which is the ultimate goal!

 

Of course, serious games and PBL aren’t appropriate for all instructional challenges. As a dynamic instructional designer, PBL is but one tool in my box of strategies and methods. Take a look at my portfolio to see examples of PBL and my other strategies, and I’d love to hear your comments!

Portfolio

| What I've done
Left Right

Instructions

Action Mapping

Project Objective

Design a flexible instructional system that allows the instructional design team to develop training materials for both Agile and traditional, waterfall-based projects.

Constraints

Modules must be rapidly built with constant, iterative updates. Training should focus more on what people “do” instead of what they should “know.” Design plans and progress must be visible for project owners, instructional designers, trainers, and managers.

Results

Led a special task group assigned to research Agile-environment training methods. After several iterations and pilot projects, the system, as introduced above, was fully implemented by the Nokia L&C Instructional Design team in early 2012.

Impact

The Agile Action Mapping system has increased the production capabilities of the ID team by roughly 30% by reducing wasted time and redundant tasks. In addition, we expect to see a drastic improvement in learning gains by learners, although this data is not yet available.

Science Olympiad

Project Objective

Educate K-12 children in a variety of scientific fields through the form of Science Olympiad competitions and similar events.

Constraints

Competition-style events must follow national tournament rules. While event difficulty shouldn’t stretch far beyond state and national science education standards, the events should challenge even the top minds in the nation to creatively practice and demonstrate science community best practices. Events must be FUN and encourage students to pursue the sciences.

Results

Co-coordinated a national event (Storm the Castle, 2006), coordinated several Indiana state events (Experimental Design 2009, 2010, 2012), and created a new event for the Indiana Science Olympiad Summer Camp (New Media 2009). Founded the Indiana University Science Outreach Society, whose primary mission is to promote science education and outreach to local public schools.

Impact

In regards to the 2012 Indiana State Science Olympiad tournament:

WOW. Having a tournament of this quality makes me feel like my job is worth it. I can’t even tell you how strong an experience that was for my students. Some of my students are very gifted and had never, in their entire lives, been asked a question that was truly difficult for them. None of them can say that now. It was amazing for their development. A great mix of accolades and also realizing that there’s a bigger ocean out there and it is possible to be even better. THANKS for an awesome tourney.
Patrick O'Neill Munster High School

ADDIE design process

Project Objective

Establish a formal instructional design system that is uniform for all technical training at Nokia. In addition, create a documentation process to track and communicate projects in this system.

Constraints

No prior documentation or formal design system to use as a foundation. ID document must include all analysis and design information, as well as all development, implementation, and evaluation plans.

Results

Introduced and implemented a basic ADDIE instructional design system, including an ID Document to record and communicate each step of the ADDIE process.

Impact

The ADDIE-based ID Doc was used for approximately two years by all technical training groups at Nokia. While a drastic improvement over the non-existant prior ID system, the ADDIE process grew outdated as the software development teams adopted a more fluid Agile methodology. The ADDIE process became the first step toward the Agile Action Mapping system, also documented in this portfolio.

Basketball Simulation (Capstone)

Project Objective

Design a simulated training environment for the Indiana University men’s basketball team.

Constraints

Worked with head and assistant coaches to identify the team’s immediate decision-making skill gaps. Prioritized these gaps in order of importance and correctability. Simulation must mirror game-like, stressful environment, and allow players to practice (and fail) in a safe, private environment.

Results

Designed and developed a proof-of-concept Flash demo and pilot program.

Impact

Due to sudden, sweeping changes to the client’s organization, the program was never fully implemented. However, the coaches reiterated the potential value of the simulation throughout the project’s lifecycle.

Résumé

| My background

Contact

| How to reach me

Your Name (required)

Your Email (required)

Your Phone Number

Subject

Your Message

Input this code:
captcha