
This is a proposed connectivist MOOC that would help teach storytelling skills in a novel community of practice, focused on the history of film and related technologies in the 20th century.
Click the above link to access the original design document, a PowerPoint presentation, and two sizes of a prototype created in Balsamiq Mockups, which has active links in the sitemap and on prototype pages (some of which open public domain films), all of which link through to each other.

This is a proposed immersive history game, focused in three stages on the American homefront during World War II. The purpose of the game is to help students engage in the social history of World War II, and to see if an immersive game can aid in the learning of metacognitive skills including historical empathy.
Click the above link to access the original game narrative design document and related presentation, advanced production and evaluation plans, including for formative development and assessment, and several prototype sketches, images (including from a 3d mockup in Sketchup) and a designed 3d avatar.

This game, created for a client and former colleague teaching film, literature and the humanities at the community college level, was designed to help students explore the “what if” nature of the humanities and their impact on popular literature and culture.
The client is a fan of Sid Meier’s CIVILIZATION V, and the game was built to let students role-play through key decisions in history, with small groups of students each having the chance to play major characters at the center of social history, government, and popular culture
Click the above link to access the original design document, a link to a Storyline 360 game scenario (featuring an overview scenario video, and four distinct “what if” outcome videos), paper and pen game play materials (for teachers, main game players,observing students), and a related study of how games have previously been used to teach history.

This proposed design retools the intensive, in-person case study, “What’s Wrong with Warren”, hosted by my former colleagues in Interprofessional Education team at University of Texas-Medical Branch. The Johns Hopkins’ P-Process is used to guide the development of an inquiry team that allows students and mentors to tailor a new version of the “Warren” game (or which could be used at another campus). Students will lead inquiry efforts into related topics, such as the Extended Parallel Process Model (EBBM). The inquiry group is also guided in making a meta-narrative of either simple content, or existing media “pearls”.
Click the above link to access the original design proposal paper, as well as an explanatory PowerPoint presentation.

The OCTBR (pronounced “October”) tool is a Creative Commons-licensed rubric developed originally and specifically for health science instructors, to provide perspectives and resources for building online courses, assessments and experiences.
Click the above link to visit the OCTBR website, which features four seasonal checklists and the full rubric.

This is a proposed game system to encourage master’s level occupational therapy students to reflect on their upcoming fieldwork, through the collaborative development of a digital toolkit for clinical learning. Click the above link to download a proposal design document.