Major Instructional Design Models

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Presentation transcript:

Major Instructional Design Models Dr. Irene Chen 陳琳琳 Major Instructional Design Models Summer 2013

Timeline of Instructional Media 1950s to mid-1960s Television Growth of Instructional television 1950s-1990s Computer Computer-assisted instruction (CAI) research started in the 1950s, became popular in the 1980s a few years after computer s became available to general public. 1990s-2000s Internet, Simulation The internet offered opportunities to train many people long distances. Desktop simulation gave advent to levels of Interactive Multimedia Instruction (IMI). 2000s-2010s Mobile Devices, Social Media On-demand training moved to people's personal devices; social media allowed for collaborative learning.

Instructional Design Theories & Models模型 http://en.wikipedia.org/wiki/Instructional_design#ADDIE_process

Learning Domains 学习领域 Learning Outcomes 学习成果 Benjamin Bloom and Robert Gagnè Cognitive Domain認知領域 Verbal information Intellectual skills - label or classify the concepts Intellectual skills - to apply the rules and principles Intellectual skills - problem solving allows generating solutions or procedures Cognitive strategies - are used for learning Affective Domain情感領域 Attitudes - are demonstrated by preferring options Psychomotor Domain技能領域 Motor skills - enable physical performance

Instructional Design Models Rapid prototyping Dick and Carey Instructional Development Learning System (IDLS) Other instructional design models ADDIE process

ADDIE ADDIE (Analysis, Design, Development, Implementation, and Evaluation) Model: an instructional design model that represents a flexible guideline for constructing effective training support tools

ADDIE Florida State University to explain the processes involved in the formulation of an instructional systems development (ISD) program for military interservice training The version as we understand it today appeared in the mid-80s Connecting all phases of the model are external and reciprocal revision opportunities Aside from the internal Evaluation phase, revisions should and can be made throughout the entire process. Each phase in this model is done in a linear method.

Rapid Prototyping A group of techniques used to quickly fabricate a scale model of a physical part or assembly using three-dimensional CAD data. The first techniques for rapid prototyping became available in the late 1980s and were used to produce models and prototype parts With Rapid Prototyping the ADDIE model is not used as designed. It typically has several steps merged together to streamline the process.

Rapid Prototyping Used under these constraints: Disadvantage: • Time • Budget • Environmental restraints Disadvantage: Some researchers believe that many important steps of instructional design are forfeited for a faster, cheaper model. Many problems may be overlooked and result in endless revision. Advantage: The needs are clearly expressed from the beginning. The user is able to offer immediate feedback which results in a better product. Its non-linear approach allows for more flexibility in the instruction and can catch problems early in the development stages. RP reduces development time and costs.

Rapid Prototyping Rapid Prototyping should not be used by a novice, because even though it cuts out steps of ADDIE, the designer still must have knowledge of the whole process.外行勿試

Dick and Carey Walter Dick Lou Carey James O. Carey PhD from Penn State University in Educational Psychology Studied with Robert Gagne' Emeritus Professor from Florida State University PhD from Florida State University Studied with Robert Gagne' and Walter Dick Arizona State University

Dick and Carey Stage 1. Instructional Goals Stage 2. Instructional Analysis Stage 3. Entry Behaviors and Learner Characteristics Stage 4. Performance Objectives Stage 5. Criterion-Referenced Test Items Stage 6. Instructional Strategy Stage 7. Instructional Materials Stage 8. Formative Evaluation Stage 9. Summative Evaluation

Dick and Carey Dick and Carey (1996) pointed out the systematic characteristics of their model: Goal-directed: all the components in the system work together toward a defined goal Interdependencies: all the components in the system depend on each other for input and output. Feedback mechanism: the entire system uses feedback to determine whether the goal is met. Self-regulating: The system will be modified until the desired goal is reached.

ID based on constructivist learning theory Jerry Willis(2009), editor of the book, Constructivist Instructional Design (C-ID): Foundations, Models and Examples, sees current Instructional Design (ID) as moving in opposite directions. First, there is a traditional ID that focuses on a linear method of design. The ADDIE Model and, more specifically, the Dick and Carey Model of Instructional Systems Design(ISD) are examples. These models are based on learning theories of the behavioral and cognitive families. ID based on constructivist learning theory

R2D2 Jerry Willis

Characteristics of Objective-Rational ID Models The Outcome of Two Foundational Theories on Instructional Design (Willis, 2009c) Characteristics of Objective-Rational ID Models Characteristics of Constructivist-Interpretivist ID Models The process is sequential and linear Planning is top-down and “systematic” Objectives guide development Experts, who have special knowledge, are critical to ID work Careful sequencing and teaching of sub skills are important The goal is delivery of preselected knowledge Summative evaluation is critical Objective data are critical The ID process is recursive, nonlinear, and sometimes chaotic Planning is organic, developmental, reflective and collaborative Objectives emerge from design and development work General ID experts don’t exist Instruction emphasizes learning in meaningful contexts “Formative” evaluation is critical Subjective data may be the most valuable

R2D2 Basic Principles Recursion – the steps taken in design need not follow a linear or waterfall sequence. The design problem should be able to be accessed from any angle at any time any number of times in any order. The situation or context determines the necessary steps, not the expert designer. Reflection – this is a continual cycle in framing the problems that occur in the design process, improvising a solution and finally implementing the solution. Participatory Design – all stakeholders, including students, need to be included in every aspect of the design process. The collective knowledge can be applied to produce more meaningful instruction.

Information sources: http://www.wikipedia.org/ http://etec.ctlt.ubc.ca/510wiki/The_R2D2_Model_of_Instructional_Design http://edutechwiki.unige.ch/en/