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instructional_design_s08

Page history last edited by PBworks 15 years, 11 months ago

What is instructional design?

 

Instructional design is the practice of arranging media and content to help learners and teachers transfer knowledge most effectively. The process consists of broadly determining the current state of the learner understanding, defining the end goal of instruction, and creating some media-based "intervention" to assist in the transition.

 

History of Instructional Design

 

As a field instructional design is historically rooted in cognitive and behavioral psychology. Much of the foundation of instructional design was laid in World War II, when the United States military faced the need to train large numbers of people to perform complex technical tasks such as navigating across the ocean or constructing a bomber. Drawing on the research and theories of B.F. Skinner on conditioning, and training, tasks were broken into subtasks and each subtask treated as a separate learning goal. Training was designed to reward correct performance and remediate incorrect performance. Mastery was assumed to be possible for every learner, given enough repetition and feedback. After the war, the success of the wartime training model was replicated in business, industrial training and to a lesser extent in the primary and secondary classroom.

 

In 1955 Benjamin Bloom published influential research of what he termed the three domains of learning: cognitive (what we know or think), psychomotor (what we do, physically), and affective (what we feel, or attitudes we have). During the latter half of the 20th century, learning theories began to be influenced by the growth of computers. In the 1970s, many instructional design theorists began to adopt an "information-processing" approach to the design of instruction. Later in the 1980's and 1990's cognitive load theory began to find empirical support for a variety of presentation techniques.

 

Cognitive load theory developed out several studies of learners as they interacted with instructional materials. Sweller and his associates began to measure the effects of working memory load and found that the format of instructional materials has a direct effect on the performance of the learners using those materials. In the past decade, cognitive load theory has begun to be internationally accepted and revolutionize how instructional designers view instruction.

 

Criticism

 

A criticism of instructional design is that learning is an outcome. Instructional design focuses on outcomes, while properly accounting for a multi-variable context that can be predictive, researchers acknowledge that given the variabilities of human capacities a guarantee of reliable learning outcomes is improbable. For example automobile engineers may design an automobile that under specific conditions may achieve 50 miles per gallon. The engineers cannot guarantee that the drivers of the automobile they designed will operate these vehicles according to the specific conditions prescribed.

 

youtube video

 

http://www.youtube.com/watch?v=m-GpKSN36Eg

 

 

 

Phases in designing an instructional design project

 

 

 

 

 

 

Usability Testing

 

Different methods of usability testing (adapted from "Usability Assessment Methods beyond Testing"

MethodStage in ProcessUsers NeededAdvantagesDisadvantages
Traditional TestingIterative design, formative evaluation, final testing3 + Time consuming and expensive
Heuristic evaluationCompetitive analysis, final testingNoneFinds individual usability problems. Can address expert user issues.Does not involve real users, so does not find "suprises" relating to their needs.
Performance measures 10 +Hard numbers. Results are easy to compareDoes not find individual usability problems.
Thinking aloudIterative design, formative evaluation3-5Pinpoints user misconceptions. InexpensiveUnnatural for users. Hard for expert users to verbalize.
ObservationTask analysis, follow up studies3 +Ecological validity; reveals users' real tasks. Suggests functions and features.Appointments hard to set up, No experimenter control
SurveysTask analysis, follow-up studies30 +Finds subjective user preferences. Easy to repeatPilot work needed (to prevent misunderstandings).
InterviewsTask analysis5Flexible, in-depth attitude and experience probing.Time consuming. Hard to analyze and compare
Focus groupsTask analysis, user involvement6-9 per groupSpontaneous reactions and group dynamics.Hard to analyze. Low validity
Logging actual product useFinal testing, follow-up studies20 +Finds highly used (or unused) features. Can run continuously.Analysis programs needed for huge mass of data. Violation of users' privacy
User feedbackFollow-up studiesunlimitedTracks changes in user requirements and viewsOrganization needed to handle responses

 

Instructional Design Models

ADDIE Model

 

Perhaps the most common model for creating instructional material is the ADDIE model. This acronym stands for the 5 phases contained in the model

 

A - Analyze - analyze learner characteristics, tasks to be learned

D - Design - develop learning objectives, choose an instructional approach

D - Develop - create instructional or training materials

I - Implement - deliver or distribute the instructional materials

**E - ****Evaluate - make sure the materials achieved the desired goals 4C-ID Model (Jeroen van MerriĆ«nboer) Algo-Heuristic Theory (Lev Landa) ADDIE ModelARCS (John Keller) Criterion Referenced Instruction (Robert Mager) Dick and CareyInstructional Systems Design ISDOrganizational Elements Model (OEM) (Roger Kaufman) Objective TaxonomiesCognitive Domain (Benjamin Bloom) Affective Domain (David Krathwohl) Psycho-motor Domain (Elizabeth Jane Simpson)

 

 

Modern Models (Behaviorist, Cognitivist, Prescriptive Models)

 

 

 

 

Behaviorism

 

  • Ivan Pavlov

 

  • Edward Thorndike

 

  • John Watson

 

  • B. F. Skinner

 

 

Cognitivism

 

  • Advanced Organizers (David Ausubel)

 

  • Cone of Experience (Edgar Dale)

 

  • Information Processing

 

  • Dual Coding Theory (Allan Paivio)

 

  • Concept Mapping (Joseph Novak)

 

 

Web-Based Instructional Design Model (WBI)

 

 

Davidson-Shivers (2006) explains that web-based instruction is a form of distance instruction that exists entirely online. In a WBI environment, the interaction between instructor and student do not meet face-to-face and that all of the instructional material and assignments are delivered through the web (Davidson-Shivers, 2006).

Uses for the WBI model include:

  • WebQuests
  • Online chatrooms for student learning
  • threaded discussion boards
  • online software for drill and practice quizes

 

Prescriptive Models**

 

Prescriptive models provide guidelines or frameworks to organize and structure the process of creating instructional activities. The following are commonly accepted prescriptive design models:

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  • A.S.S.U.R.E. (Heinich, Molenda, Russel, and Smaldino)
  • Backward Design (Wiggins & McTighe)
  • Conditions of Learning (Robert Gagne)

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  • Elaboration Theory

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YouTube Video

 

 

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References

 

1. Dabbagh, N. Instructional Design Knowledge Base. Retrieved May 8, 2008, from Instructional Design Knowledge Base Web site: http://classweb.gmu.edu/ndabbagh/Resources/IDKB/instruct_design.htm

 

2. Instructional Design. Retrieved May 8, 2008, Web site: http://www.instructionaldesign.org/

 

3. Kylem5, Instructional Design Models. Retrieved May 8, 2008, from Youtube Web site: http://youtube.com/watch?v=m-GpKSN36Eg

 

4. Instructional Design. Retrieved May 8, 2008, from Wikipedia.org Web site: http://en.wikipedia.org/wiki/Instructional_design

 

5. Davidson-Shivers, G. (2006). Web-Based Learning: Design, Implementation and Evaulation. Upper Saddle River, New Jersey: Pearson Education, Inc.

 

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