Sheila Schatzke
University of North Texas
United States
Mrstechnology@gmail.com
Abstract: Utilization of the backward design, by Wiggins and McTighe (2000), to design an
interactive game for the University of North Texas PhD Learning Technologies Distributed
Program proved to be both effective and user friendly. The backwards design model is discussed
and the process of the game development will be shared with readers in the following reading. The
game itself is designed with the game show Jeopardy mind. The goal of the interactive game is to
reinforce information given to new cohort members during the introductory presentation each
summer. Information inserted into the game is drawn from the online presentation that was
disseminated during the 2018 cohort meeting
The desired outcome for the interactive game is to reinforce basic program information
pertaining to the University of North Texas PhD Learning Technologies Distributed Program.
The development team utilized a presentation presented in the 2019 cohort orientation that
disseminated pertinent information to new students (Jones, 2014).
Pre-Instructional Design and Analysis
Presenter Media is included in the template due to the ease of use and the ability to use
personally and commercially with the paid subscription. The format of the game follows the
popular game show Jeopardy where contestants ring in to answer questions. Under each
category, there are five questions or important points to be chosen by the players. When a player
selects a square, the pertinent piece of information will pop up and the player will have to
provide the answer in a question form. During the game, the presenting professor might divide
the students up into two or three teams. The game is meant to be interactive, informative, and
light-hearted in nature. The answers on the game do not have to be word-for-word. It is up to the
presenter on which answers to accept. It is important that the students understand what is
expected of them as a doctoral student at the University of North Texas. The figure below
demonstrates the layout of the game.
Figure 1
The design and development of the initial concept was more difficult than anticipated.
With the template in place, the team contemplated which pieces of information would be most
pertinent for a new program member to remember as they began their doctoral program. A table
was developed which would serve as the underlying template for the game. The question in table
two, below is in black text and the corresponding answer (question) is in blue. Under each
category, an analysis of pertinent information to include the following:
Table 1
Portfolio Dissertation APA or RIP PhD Survival T/F What not to say
The number of The defense of The place you Everyone who You received a
needed items to your dissertation can turn your begins the PhD 50% on your
be included in is final with a paper in to program will assignment
the portfolio. pass or fail ensure you do graduate.
What are at least grade. not have any What is false? What is you made
12 but no more What is false? accidental Attrition rate is this assignment
than 18? The committee plagiarism. high for those too hard?
will have What is without grit
questions, Turnitin draft?
feedback, and
corrections.
The defense of The number of Putting your The contents in
At least three of your dissertation people who PhD before the syllabus that
the six sections means defending should proof everything will gives you
of your portfolio. your research to read your paper ensure success. important
What are your the panel? before you turn What is false? It information
CV, Scholarly What is yes? But it in? will ensure
Writing, they will be with What is at least burnout, stress, What is I did not
Creative Works, you every step of one? strife, and read that part?
Professional the way failure. Balance,
Overview, focus, and an
Presentations emphasis on
and additional growth and the
works? process are key
Census Bureau. 2015. Educational Attainment in the United States: 2013 - Detailed Tables -
People and Households
-https://www.census.gov/hhes/socdemo/education/data/cps/2014/tables.html
Childre, A., Sands, J. R., & Pope, S. T. (2009). Backward Design. Teaching Exceptional _
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Covey, Stephen (1989). The Seven Habits of Highly Effective People. New York: Simon and
Schuster.
Henderson, S. (2006). BACKWARD APPROACH TO INQUIRY. Science Scope, 29(4), 30.
Linder, K., Cooper, F., McKenzie, E., Raesch, M., & Reeve, P. (2013). Intentional Teaching,
Wiggins, Grant P, and Jay McTighe. Understanding By Design Study Guide. Alexandria, Va.:
Association for Supervision and Curriculum Development, 2000. Print.