Designing and scaling professional education programs, translating complex ideas into practical learning experiences, and building the systems, technology, and teams that make them work.
15+ years leading professional education
14 courses / 42 credit hours architected and delivered
~3× program enrollment growth
238 learners served simultaneously
>80% graduation rate
100% internship & graduate placement
>$4M annual program revenue supported
Curriculum Strategy · Experiential Learning · Adult Education · Learning Design
When I began teaching in the PGA Golf Management program at the University of Nebraska–Lincoln, much of the educational model was familiar: instructors had content to cover, students had information to learn, and class time was largely devoted to presenting that information.
I became increasingly convinced that covering material wasn't the same thing as creating learning.
So I began redesigning the experience around a different question:
What should students be able to do with this knowledge when they leave the room?
That question fundamentally changed the way I teach.
Instead of using class time primarily for lectures and presentations, I moved much of the foundational learning outside the classroom. Students were expected to engage with core material before arriving.
Class time became the laboratory.
We used discussion, experimentation, scenarios, demonstrations, problem-solving, peer interaction, technology, and practical application to explore what the material actually meant.
The approach was heavily influenced by Kolb's Experiential Learning Theory and my graduate study of andragogy. Learners encounter an idea, experience it, reflect on what happened, develop a better mental model, and then test that model again.
Rather than simply telling students how something works, I want to create conditions in which they can discover, test, question, and apply it themselves.
That philosophy also changed how I think about audiences.
A classroom of college students and a room of experienced professionals may need to understand the same concept, but they shouldn't necessarily experience the same learning design.
Experienced learners bring years of observations, successes, failures, assumptions, and mental models into the room. Good learning design uses that experience rather than ignoring it.
I've therefore designed highly structured experiences for developing learners while approaching similar material much more conversationally with experienced PGA Professionals—using their existing knowledge as the starting point for deeper exploration.
The objective isn't to find the perfect way to present information.
It's to design the best environment for a particular group of people to learn.
The ultimate test of the approach wasn't whether students enjoyed class or whether I believed they understood the material.
They eventually had to demonstrate it on assessments developed and proctored externally by the PGA of America.
Our students routinely produced approximately 80–90%+ pass rates on these assessments, including periods when comparable programs using more traditional instructional approaches were experiencing pass rates below 50%.
I had no access to the assessment questions or item-level results.
That made the assessments particularly valuable to me: they were an independent measure of whether our students could transfer what happened in our classrooms to a standard we didn't control.
And they consistently could.
This work changed my understanding of education.
Learning isn't the transfer of information. It's the development of capability.
The instructor doesn't need to be the center of the experience. The learner does.
Technology can make difficult concepts visible. Experience can make abstract ideas tangible. Discussion can expose assumptions. Failure can become useful data. And the right environment can turn information into understanding.
That philosophy now shapes how I approach curriculum, professional education, coaching, technology, and learning-system design:
Give people enough foundation to begin—and then create experiences that allow them to build the rest.
Growth Strategy · Recruitment · Brand Positioning · Program Leadership · Customer Experience
For years, the PGA Golf Management program at the University of Nebraska–Lincoln typically welcomed incoming classes of roughly 15–25 students.
We knew we had a strong educational product. The challenge was getting the right prospective students to see it—and helping them imagine themselves as part of it.
Our approach to recruitment needed to change.
The breakthrough came when we stopped thinking quite so much about selling the program and started thinking about how it should feel to be recruited into it.
Traditional recruiting often looks a lot like traditional selling.
Set up a booth. Display some materials. Wait for someone to approach. Deliver the pitch.
I wanted our presence to feel different.
At junior golf events, we increasingly focused on simply being present, visible, and engaged. We wore Nebraska PGA Golf Management gear. We watched players compete. We talked with families. We answered questions. We helped when we could.
But the interaction didn't have to begin with a sales pitch.
I wanted a prospective student to look across the golf course, notice someone from Nebraska watching them play, and experience a little of what an athlete might feel when a college coach is standing nearby:
Maybe they're watching me.
Maybe I could belong there.
That subtle change reframed the relationship.
Instead of asking prospects to let us sell them something, we worked to create an experience that made the right students curious about us.
My undergraduate education was in marketing, and one principle has continued to shape how I approach growth:
Promotion can't compensate for a weak product.
Recruiting mattered, but recruiting only worked because there was something meaningful behind it.
My primary responsibility remained the educational experience students encountered after they enrolled: curriculum, instruction, technology, professional development, advising, and the systems surrounding their progression through the program.
Growth therefore wasn't simply a marketing problem.
It was a product problem, a customer-experience problem, and ultimately an organizational problem.
If we were going to invite dramatically more students into the program, the experience had to be worthy of that growth.
The results changed the scale of the program.
Incoming cohorts that had historically been approximately 15–25 students grew into the 50–60 range, eventually reaching the 90s.
Rather than returning to historical levels after that initial surge, incoming classes have remained around the mid-80s.
That meant we hadn't simply created a successful recruiting campaign.
We had changed the trajectory of the program.
And that created a new challenge.
When enrollment triples, the systems designed for the old organization don't simply become busier.
They begin to break.
More students meant more sections, more advising, more internships, more communication, more scheduling complexity, more faculty coordination, greater technology demands, and more pressure on every system supporting the learner experience.
The strategic question therefore changed from:
How do we grow?
to:
How do we grow without losing what made the program worth joining?
My work increasingly shifted toward building the curriculum, processes, technology, and learner support necessary to operate successfully at the new scale.
And eventually, our attention shifted again—from acquisition toward retention, progression, and student success.
Growth had solved one problem and revealed the next.
Scaling a professional program reinforced something I've come to believe strongly:
Marketing, product, and customer experience aren't separate systems.
The promise creates interest.
The product creates value.
The experience determines whether people believe the promise was true.
Sustainable growth requires all three.
Our most effective recruiting strategy wasn't simply learning how to attract more students. It was creating something people wanted to belong to—and then doing the much harder work of making sure the experience lived up to that desire.
The goal isn't to sell people something. It's to build something good enough that the right people want to be part of it.
Learning Technology · Innovation · Experiential Learning · Data Visualization · Technology Integration
Golf instruction presents an unusual learning challenge.
Some of the most important things happening during a golf swing occur too quickly to see, involve forces the learner cannot feel accurately, or take place within fractions of a second at impact.
A student can understand the theory intellectually and still struggle to connect it to what is actually happening.
That made our learning lab at the University of Nebraska–Lincoln an opportunity to ask a larger question:
How can technology help learners see, measure, and experience things they otherwise couldn't?
Over time, that question changed both the technology in the lab and the way I designed learning around it.
Technology alone doesn't create better education.
A sophisticated piece of equipment sitting in a laboratory is just an expensive piece of equipment.
Its value comes from what learners can do with it.
As new technologies became available, I worked to integrate them into the curriculum not as demonstrations or novelties, but as tools students could use to investigate questions.
Launch monitors could turn ball flight into measurable data.
High-speed cameras could slow impact down enough to reveal what the human eye misses.
3D motion capture could transform movement into a model that could be examined from different perspectives.
Force plates could make interaction with the ground visible.
Simulation technology could create controlled environments for experimentation.
Each technology gave us another way to connect concept → observation → experimentation → understanding.
Over several years, our instructional capabilities expanded significantly.
I incorporated technologies including launch monitors, golf simulators, high-speed video, Qualisys 3D motion capture, 3D ground-force measurement, Smart2Move force plates, PuttView, and AI-enabled swing-analysis tools into different parts of the learning experience.
The objective wasn't to teach students how to operate a collection of machines.
It was to help them learn how to ask better questions of the data those machines produced.
What happened?
Why did it happen?
What changed when we manipulated a variable?
Does the measurement support what we thought we saw?
How would we explain this to another person?
That last question was particularly important. Our students weren't simply learning golf science. They were preparing to become professionals responsible for helping other people improve.
Understanding the data was only the first step.
They also had to translate complexity into something useful.
Sometimes the most valuable innovation wasn't acquiring new technology.
It was finding a better way to use technology we already had.
A high-speed Phantom camera, for example, gave us the ability to capture extraordinary detail at impact—but simply showing students slow-motion footage wasn't enough.
I incorporated the camera into instruction around concepts such as gear effect, off-center contact, and club-ball interaction, allowing students to see physical principles they had previously encountered primarily through explanation.
We also created a simple way for students to take those experiences with them: branded flash drives that allowed them to leave the lab with their own high-speed impact footage.
The technology made the phenomenon visible.
The learning design made it meaningful.
One of the most powerful developments came through our use of 3D motion capture and ground-force data.
For roughly five years, I incorporated Qualisys motion-capture data and 3D force reports into advanced instruction.
Students could move beyond describing a golf swing primarily through positions and appearances and begin exploring movement through measurable relationships between the golfer, the club, and the ground.
More recently, we expanded those capabilities with Smart2Move Dual 3D force plates, providing another platform for students to investigate how force is produced and transferred during movement.
The goal was never to replace observation or professional judgment with data.
It was to give learners another lens through which to test those judgments.
The same philosophy led naturally into artificial intelligence.
I collaborated with Sportsbox AI as the company explored indoor swing-analysis applications, providing data and domain expertise that could help improve model performance in simulator-bay environments.
That experience was particularly interesting because it moved me from simply using a technology to thinking about how the technology itself learns.
It also reinforced a principle that has become increasingly important in my teaching:
AI is most valuable when it expands what a capable person can see, understand, or create—not when it replaces the need for capability.
Building a technology-enabled learning environment taught me that innovation isn't about accumulating the newest tools.
It's about identifying a learning problem and asking whether technology can create an experience that wasn't previously possible.
Sometimes that means measuring something.
Sometimes it means visualizing something.
Sometimes it means slowing something down, simulating it, modeling it, or allowing a learner to experiment with it.
And increasingly, it may mean collaborating with intelligent systems that can recognize patterns humans cannot easily see.
But the technology remains a means rather than the end.
The best learning technology doesn't draw attention to itself. It helps the learner see something they couldn't see before—and then gives them the opportunity to do something with what they've discovered.
Curriculum Strategy · Change Management · Learning Technology · Systems Thinking · Continuous Improvement
Professional education has an unusual challenge: the target keeps moving.
Industries evolve. Technology changes. Employers expect different capabilities. Accrediting organizations revise standards. Assessment models change. And new learning technologies change what is possible in the space between instructor, content, and learner.
Over more than a decade leading curriculum within the PGA Golf Management program at the University of Nebraska–Lincoln, I've worked through multiple major generations of the PGA's educational model.
Each transition required more than updating course content.
It required rethinking how an entire learning system fit together.
As one of a limited number of PGA-accredited university programs, our curriculum operates within an external professional framework.
Students must satisfy university academic requirements while simultaneously developing the knowledge and capabilities required by the PGA of America.
Those requirements don't arrive neatly packaged as university courses.
They have to be translated.
My role has been to take professional competencies, learning objectives, assessment requirements, university standards, sequencing constraints, and the realities of student development and turn them into a coherent educational experience.
That means continually asking:
What should students learn?
When should they learn it?
What experiences will help them understand it?
How should one experience prepare them for the next?
And how will we know whether the entire system is working?
Earlier versions of the PGA curriculum were comparatively fragmented.
Professional topics often functioned as individual units with their own content, instruction, and assessments.
That structure made individual subjects relatively easy to identify, but it also encouraged learners to think about professional knowledge in pieces.
Learn the material.
Pass the assessment.
Move to the next topic.
But professional practice doesn't work that way.
Real problems rarely announce which chapter they belong to.
As the PGA's educational model evolved, so did ours.
The curriculum became increasingly integrated, while assessment still occurred largely around individual subject areas. Topics such as Business Planning, Golf Car Fleet Management, and Teaching & Coaching could each have their own assessments.
At the same time, the learning environment itself was beginning to change. More supporting materials and educational resources were moving into digital formats, changing how students accessed professional content and how instructors could incorporate it into courses.
Within our program, I continued working to connect individual requirements to a larger developmental sequence across courses and academic years.
The challenge was no longer simply ensuring that everything was taught.
It was ensuring that the pieces formed a coherent whole.
The move to PGA Curriculum 3.0 represented a much larger structural shift.
Instead of numerous assessments attached to individual subjects, students progressed through three educational levels with larger cumulative assessments covering broad domains such as Facility Management and Teaching, Coaching & Player Development.
That fundamentally changed the learning problem.
Students could no longer treat professional education as a series of isolated topics that could be learned, tested, and forgotten.
Knowledge introduced earlier needed to remain accessible and become increasingly connected to material encountered later.
Our curriculum therefore needed to support retention, integration, and transfer over time.
Courses couldn't function as islands.
They had to operate as parts of a system.
I approached the transition as an architecture problem.
Individual learning outcomes had to map into courses.
Courses had to sequence logically across the program.
Foundational concepts needed to appear before students were expected to apply them.
Later experiences needed to deliberately reactivate and extend earlier learning.
Experiential activities had to support both immediate understanding and eventual cumulative assessment.
And all of it had to coexist with internships, university requirements, accreditation standards, staffing realities, and the practical constraints of an academic calendar.
A change in one part of the curriculum could create consequences several semesters later.
That required thinking beyond individual courses and considering the learner's entire journey through the program.
The transition to Curriculum 3.1 is different.
The professional content itself hasn't fundamentally changed.
The way learners interact with it has.
Across successive curriculum generations, more of the learning ecosystem has moved from traditional printed materials toward digital resources and platforms. Curriculum 3.1 accelerates that evolution with the introduction of an AI-assisted learning and assessment platform.
That creates a different kind of curriculum challenge.
When content moves into an intelligent digital environment, the technology isn't simply another place to store the same information. It can change how learners practice, receive feedback, prepare for assessment, identify gaps in understanding, and navigate their own learning.
For an educator, implementation therefore can't stop at providing access to the platform.
The larger question becomes:
How should the surrounding learning experience change now that this capability exists?
What belongs in the classroom?
What can learners explore independently?
Where does AI-assisted feedback improve learning?
Where is instructor judgment still essential?
How should classroom activities complement rather than duplicate the digital experience?
And how do we make sure technology improves learning rather than simply making content more convenient to deliver?
Curriculum 3.1 represents an important shift in how I think about curriculum evolution.
Sometimes the knowledge a professional needs doesn't change dramatically.
But when the tools available for learning that knowledge change, the learning system should change with them.
One of the most important lessons I've learned from curriculum leadership is that implementation isn't the end of design.
It's another source of data.
Assessment performance, student questions, instructor observations, employer feedback, accreditation reviews, new technology, and changes within the profession all provide information about how the system is functioning.
The goal isn't constant change for its own sake.
It's deliberate evolution.
Some things should change quickly.
Others should remain stable until there is a compelling reason to change them.
The responsibility of the curriculum leader is to understand the difference.
Working through multiple generations of professional curriculum changed the way I think about learning systems.
A curriculum isn't a collection of courses.
It's an interconnected system designed to move someone from where they are to what they need to become capable of doing.
Every learning experience exists within that larger journey.
Change one component and you have to understand what happens upstream and downstream. Change the assessment model and you may need to reconsider the learning model. Change the technology through which people learn and you have to reconsider what the instructor, classroom, and independent learner should each contribute.
The content matters.
The architecture matters.
The delivery matters.
And none of them exist independently.
Build. Implement. Observe. Learn. Improve.
The version number may change.
The cycle never does.
Artificial Intelligence · Learning Strategy · Assessment Design · Critical Thinking · Future of Education
When generative AI became widely accessible, education faced an immediate question:
How do we stop students from using it?
I thought that was the wrong question.
Students were going to use AI. More importantly, the professionals they were preparing to become were going to use it.
Trying to preserve an educational environment in which AI didn't exist seemed increasingly disconnected from the world we were preparing students to enter.
So I began from a different premise:
Use AI. But you have to stand on top of it.
If artificial intelligence makes the first 80% of a task easier, I don't want students using that capability to do less.
I want to know what they can do with the additional capacity.
The existence of a better tool should increase our expectations for what a capable learner can produce.
Education has encountered disruptive technologies before.
Calculators changed mathematics. Search engines changed access to information. Smartphones put enormous amounts of knowledge in every student's pocket.
AI feels different because it doesn't simply retrieve information.
It can participate in the work.
It can explain, summarize, brainstorm, critique, organize, analyze, simulate conversations, generate examples, challenge assumptions, and produce increasingly sophisticated first drafts.
That creates legitimate concerns around academic integrity and assessment.
But it also creates extraordinary possibilities for learning.
My response has been to make AI increasingly visible within the learning process rather than pretending it isn't there.
I talk about it with students.
We use it together.
We examine what it produces.
We question it.
And most importantly, we ask what the human learner needs to contribute after AI has contributed everything it can.
The phrase I use with students is simple:
You can use AI, but you have to stand on top of it.
AI output isn't the finish line.
It's the new starting point.
If a student can generate a competent response to an assignment in seconds, then producing that response can no longer be the highest level of performance I expect.
Can they recognize where the response is weak?
Can they identify an incorrect assumption?
Can they connect the answer to something AI doesn't know about the situation?
Can they make a judgment when several reasonable answers exist?
Can they improve the work?
Can they defend it?
Can they turn information into action?
And perhaps most importantly:
Do they actually understand what they're submitting?
Those questions move assessment away from simply measuring production and toward measuring judgment, understanding, application, and ownership.
Some of my most interesting experiments have involved using conversational AI live with students.
Rather than presenting AI as something they interact with privately while completing an assignment, I've brought it into classroom discussions as another voice in the room.
We can ask it a question.
Listen to its reasoning.
Challenge the answer.
Add information.
Push back.
Change the conditions.
Ask it to defend a position.
Then discuss what happened.
That changes the learner's relationship with the technology.
AI stops being an answer machine and becomes something closer to an intellectual sparring partner.
The interesting part isn't necessarily what the model says.
It's what happens when students have to decide whether they agree with it and why.
AI also forces educators to confront an uncomfortable possibility:
Some assignments became vulnerable to AI because they were already measuring something technology could easily reproduce.
If an AI system can complete an assignment successfully in seconds, simply banning the tool doesn't necessarily make the assignment better.
It may mean we need to reconsider what we're measuring.
That doesn't mean foundational knowledge becomes irrelevant.
Quite the opposite.
A learner needs knowledge to recognize when AI is wrong, incomplete, inappropriate, or overly confident.
But assessment increasingly needs to move beyond:
Can you produce the answer?
toward:
Can you understand, evaluate, apply, improve, and defend the answer?
That is a harder educational problem.
I also think it's a better one.
AI hasn't made me less important as an educator.
It has changed where I can create the most value.
If students can obtain explanations, examples, summaries, and practice opportunities on demand, then the instructor doesn't need to spend as much time functioning as the primary distributor of information.
That creates more room for something else.
Designing experiences.
Asking better questions.
Creating productive challenges.
Giving context.
Recognizing misconceptions.
Facilitating discussion.
Connecting ideas.
Providing judgment.
Helping learners understand why something matters.
And creating opportunities for students to practice doing things that require more than simply knowing the correct answer.
In many ways, AI accelerates a transition I was already making in my teaching:
away from delivering information and toward designing learning.
There is another distinction I think matters.
AI literacy isn't simply knowing how AI works or learning how to write better prompts.
It is developing the judgment necessary to work effectively alongside an intelligent system.
When should I use it?
What should I ask it?
What context does it need?
What should I verify?
Where might it fail?
What am I uniquely responsible for?
And when should I ignore it entirely?
Those aren't primarily technical questions.
They're questions of judgment.
And judgment develops through experience.
That means learners need opportunities to actually work with these systems, make mistakes, evaluate results, and discover where human expertise still matters.
AI is going to make many forms of intellectual production easier.
I don't think education should respond by asking learners to pretend that capability doesn't exist.
We should respond by asking more of them.
More judgment.
More curiosity.
More application.
More verification.
More creativity.
More responsibility for the final product.
The educational opportunity isn't to protect students from AI.
It's to help them become the kind of people who can use increasingly powerful tools without surrendering their own ability to think.
The standard shouldn't be:
Can you do what AI can do?
It should increasingly become:
Now that you have AI, what can you do that you couldn't do before?
That's why I don't believe AI lowers the bar for education.
It gives us an opportunity to raise it.
Coaching · Leadership · Performance Development · Feedback · Human Potential
I've spent much of my career coaching people.
Sometimes that has happened in a university classroom. Sometimes on a golf course. Sometimes behind the bench of a hockey team. Sometimes across a desk from a student trying to figure out what comes next.
The environments are different, but the fundamental challenge is remarkably similar:
How do you help someone become capable of doing something they cannot yet do on their own?
Over time, I've come to believe that great coaching isn't about having the best answers.
It's about helping someone develop the ability to find better answers for themselves.
There is no universal coaching method.
Two golfers can hit nearly identical shots for completely different reasons.
Two students can struggle with the same concept because of entirely different gaps in understanding.
Two athletes can receive the same feedback and respond in completely different ways.
Effective coaching begins with diagnosis.
What does this person already understand?
What are they experiencing?
What do they think is happening?
What are they trying to accomplish?
What is preventing them from getting there?
And what intervention will actually help this person, right now?
That requires technical knowledge, but it also requires curiosity.
Before I can help someone change, I need to understand the problem from their perspective.
Golf taught me this lesson particularly well.
The visible outcome isn't necessarily the underlying problem.
A ball flies to the right.
The instinct might be to immediately change the golfer's movement.
But ball flight is an effect.
Something caused it.
Good instruction requires working backward through the system—understanding what the club did at impact, what movement produced that condition, and ultimately which intervention might improve it without creating three new problems somewhere else.
I've carried that mindset far beyond golf.
Don't immediately fix what you can see. Understand the system producing it.
That principle applies to learning, leadership, organizational performance, and human behavior just as readily as it applies to a golf swing.
A coach can create change by simply telling someone what to do.
But instruction without understanding can also create dependence.
If every problem requires the coach to diagnose it and prescribe the next move, the learner may improve while the coach is present without becoming much more capable on their own.
I want feedback to do something more.
Whenever possible, I want the person receiving it to understand:
What happened?
Why did it happen?
What are we changing?
Why might that change work?
How will you know whether it worked?
That turns feedback into a framework the learner can eventually use without me.
The objective isn't simply better immediate performance.
It's greater independence.
Coaching golf is highly individualized. The feedback loop can be almost immediate: make a change, hit another shot, observe what happened, adjust.
Coaching hockey introduces a different problem.
Individual development matters, but every decision occurs inside a dynamic system involving teammates, opponents, space, time, and constantly changing information.
You cannot script every situation a player will encounter.
So rather than trying to provide an answer for every possible scenario, I've increasingly focused on helping players understand principles.
What are we trying to create?
What information should you notice?
What options do you have?
What does the situation require?
That philosophy has influenced my thinking about more fluid, even positionless approaches to hockey, where players understand responsibilities and relationships rather than simply memorizing where a particular position is supposed to stand.
The goal is a player who can read the environment and make a good decision when the coach has never shown them that exact situation before.
The same idea shapes my work with students.
Professional education cannot prepare someone for every conversation, customer, employee, facility, or problem they will encounter during a career.
Trying to provide every answer would be impossible.
Instead, we can develop frameworks.
We can create realistic experiences.
We can expose learners to ambiguity.
We can let them make decisions.
We can allow mistakes to become information.
And then we can help them reflect on what happened.
The measure of success isn't whether they can reproduce what I would have done.
It's whether they can make a thoughtful decision when I'm no longer there.
One of the hardest parts of coaching is resisting the urge to coach.
When you recognize the problem, giving someone the answer can be incredibly efficient.
It can also rob them of the experience of solving it.
Sometimes the right intervention is instruction.
Sometimes it's a question.
Sometimes it's changing the environment.
Sometimes it's allowing someone to struggle a little longer.
And sometimes it's simply getting out of the way.
Knowing the difference requires judgment.
The coach's job isn't to demonstrate how much the coach knows.
It's to determine what the learner needs next.
Capability also has a psychological dimension.
People perform differently when they believe they can solve problems.
That confidence shouldn't come from empty encouragement. The strongest confidence is earned through evidence.
I encountered something difficult. I figured it out. I can do that again.
Good coaching creates opportunities for those experiences.
Challenge someone enough that growth is required.
Support them enough that progress is possible.
Then gradually remove the support.
Over time, the learner begins replacing the coach's judgment with their own.
That's when development becomes durable.
Across classrooms, golf courses, hockey rinks, and countless individual conversations, coaching has taught me that developing people isn't primarily about transferring what I know to them.
It's about building what they can do without me.
The best coaches eventually become less necessary.
Their questions become the learner's questions.
Their feedback becomes the learner's internal feedback.
Their frameworks become tools the learner can adapt to situations neither of them anticipated.
That's the kind of development I'm interested in creating.
Don't just solve the problem in front of someone.
Help them become the person who can solve the next one.