Checking Average Response Time
This video was embedded in a lightbox that displayed inside GHX’s My Exchange application via a digital adoption platform called WalkMe. It describes a new feature named Average Response Time, which calculates how long on average supplier organizations take to acknowledge their customer healthcare providers’ orders. The feature’s objective is to offer more visibility into e-commerce processes, re-direct healthcare providers’ misguided support calls about missing order acknowledgements to their vendors (rather than GHX), and encourage better customer service by suppliers.
This video was developed in Summer 2019 and displayed in the My Exchange application for five business days.
Lunch n’ Learn Presentation
This presentation describes Mitchel Resnick’s creative learning methodology as defined in his award-winning book Lifelong Kindergarden: Cultivating Creativity Through Projects, Passion, Peers, and Play. It offers Resnick’s “4Ps” as a solution for passive learning shortcomings and outlines the importance of the creative learning spiral, interest-drive learning, “remix” culture, playpen vs. playground, portfolios and more!
This presentation was developed in early 2019 as part of a lunch n’ learn session with colleagues. I read Lifelong Kindergarten and wanted to share my new knowledge and insights.
eInvoicing Invoice Failure Troubleshooting for Suppliers
GHX’s eInvoicing e-commerce solution reports to accounts receivable departments when their electronic invoices fail to be delivered. These departments can troubleshoot the problem and discover why the electronic invoice failed. This job aid offers GHX “integrated” and “non-integrated” customers methods for troubleshooting invoice failure.
The job aid was developed in early 2019 as new eInvoicing customers needed help checking why their electronic invoices failed to be delivered.
My Exchange Webinar Series Education Usage
Because of lower than expected customer satisfaction scores and concern for the success of GHX’s My Exchange general availability launch in May 2017, GHX hosted a series of hour-long webinars with the goal of providing customers more information and clarity about My Exchange functionalities.
The Product Education team had two main objectives for the web series: Increase customer awareness about the My Exchange education resources and increase customer usage of the My Exchange education resources. This data analysis report concentrates on the latter objective by measuring My Exchange How-to videos viewership and eLearning user enrollment.
The Fake News Phenomenon
Virtual Teacher Capstone
Deliberate fake news and accusations of fake news are obscuring truth and tailoring perspectives to align with political biases and agendas. As university students begin to solidify their political identities, they must learn to recognize and filter fake news and base their ideals on facts.
This learning experience design plan was developed as the capstone project for the Virtual Teacher Specialization series of courses taught by the University of California Irvine and hosted by Coursera.com in 2017.
Virtual Teacher Specialization
Unbalanced gradebooks unfairly grade students and expose opportunities for students to miss crucial learning experiences. Gradebooks must weigh formative and summative assessments according to their meaningfulness reflected in the student’s final grade.
This gradebook analysis was drafted as part of the Virtual Teacher Specialization series of courses taught by the University of California Irvine and hosted by Coursera.com in 2017.
How to Engage the Brain for Online Synchronous Learning
Dot facilitates online synchronous learning experiences. She uses methods inspired by John Medina’s book, Brain Rules, to engage her distracted students.
This video was developed collaboratively by Mitchell Woll, Emily May, Heather Schelt, and Lainie Hoffman (the “Will Work for Brains” Working group) for INTE 5250 - Facilitating Online and Blended Learning at the University of Colorado Denver in Spring, 2016.
ShareAll is a products and services bartering application with a user engagement problem. Gamification techniques can mitigate disengagement by rewarding ShareAll users for what they do naturally.
This gamification design plan was developed as the capstone assignment for the online Gamification course taught by the Wharton School at the University of Pennsylvania and hosted by Coursera.com in 2015.
4 Cs of Mobile Learning
Because mobile learning (m-learning) dwells in smaller, on-the-go devices, it’s learning experience differs from typical e-learning. Clark Quinn recognized m-learning’s distinct modality and invented the “4 Cs” as a framework for designing learning experiences that utilize mobile devices’ unique tools and limitations.
I used Piktochart to create this infographic as part of my professional expansion into learning technologies and instructional design in 2014. In 2018, Greg Lewis, a sessional instructor at Vancouver Island University, asked to use the inforgraphic for his Mobile Technologies and Game Based Learning course.