Korea Management Association Forget Everything You Know About Instructional Design and Do Something Interesting Date/Time 2006 년 5 월 9 일 1:45~3:00 Session.

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Korea Management Association Forget Everything You Know About Instructional Design and Do Something Interesting Date/Time 2006 년 5 월 9 일 1:45~3:00 Session No.TU202 PresenterMichael Allen

마스터 제목 스타일 편집 KMA-ASTD 2006 Michael Allen  Dr. Allen 은 Allen Interactions 의 CEO 로 고객중심 e-learning 전문가임. 멀티 미디어를 활용하여 창의적 잠재성 개발을 위한 수업설계 전문가로 유명함. 최근 창 의적인 학습을 적용하기 위하여 참여를 유도하고, "do the right thing at the right time” 을 강조하고 있음.  Cornell College 에서 심리학으로 학사학 위를 받고, The Ohio State University 에서 교육심리학 석사, 박사학위.  『 Michael Allen's Guide to e- Learning 』은 최근 e-learning 과 학습에 근본적인 질문을 제공하고 있음. 또한 실 제적이고 효과적인 학습 솔루션을 주고 있음.

마스터 제목 스타일 편집 KMA-ASTD 2006 Interactive Training Goals  학습자의 학습동기를 유발하라. (Enhance the learner’s motivation to learn)  학습자의 행동을 유발하는 과제에 초점을 맞춰라. (Focus learners on behavior-enhancing tasks)  의미 있고 기억할만한 경험을 만들어라. (Create meaningful and memorable experience)

마스터 제목 스타일 편집 KMA-ASTD 2006 Troublesome “Wisdom”  교수설계에 대한 9 가지 오해  내용이 가장 중요하다 ? (Content is king)  전문가 (expert) 는 훌륭한 내용전문가 * ? (Experts make good SME’s)  분석이 끝난 후, 설계한다 ? (Finish analysis, then design)  학습 목표 리스트 ? (List learning objectives)  기술 위계에 의한 시퀀스 ? (Sequence by skills hierarchy)  즉각적인 피드백의 제공하라 ? (Provide immediate feedback)  학습자의 실수를 방어하라 ? (Prevent learner errors)  말하고 나서 테스트 하라 ? (Tell and test)  반복훈련이나 연습을 통해서 가르치지 말라 ? (Don’t teach by drill- and-practice) * SME (Subject Matter Expert)

마스터 제목 스타일 편집 KMA-ASTD 2006 교수설계에 대한 9 가지 오해  내용이 가장 중요하다 ? (Content is a king)  내용은 중심이 되기보다는 problem 이 많음  기존 instructional design 은 내용 중심으로만 개발됨  학습자에게 초점을 맞추어야 함 -interactive 활동, 체험 중심으로 변 화해야 함  전문가 (expert) 는 훌륭한 내용전문가 ? (Experts make good SME’s)  전문가는 지식이 풍부하지만 자신이 모르는 것이 무엇인지 모름  최근 학습자는 진정한 전문가  교수전문가라고 해도 내용전문가는 아니기 때문에 상투적이 되기 쉬움

마스터 제목 스타일 편집 KMA-ASTD 2006 교수설계에 대한 9 가지 오해  분석이 끝난 후, 설계한다 ? (Finish analysis, then design)  설계는 분석에 도움을 줌  프로토타입으로 피드백한 후 설계 - 학습자에게 유용하기 위해서는 학습 대상자에게 피드백하는 것이 중요  분석은 끝이 있는 것이 아님  학습 목표 리스트 ? (List learning objectives)  어느 누구도 학습목표를 열심히 읽지 않음  Orientation 기능을 하지 못함  초점을 맞추지 못함  동기를 제공하지 못함

마스터 제목 스타일 편집 KMA-ASTD 2006 교수설계에 대한 9 가지 오해  기술 위계에 의한 시퀀스 ? (Sequence by skills hierarchy)  기초가 무엇인지 파악하는 것을 말함 (ex. 나눗셈 - 곱셈이 기초 )  지겨운 내용으로 시작하게 됨  실제로 도움이 되는 내용이 제시되지 못함  의미 있는 것들은 미루게 됨  즉각적인 피드백의 제공하라 ? (Provide immediate feedback)  즉각적인 피드백보다 시차를 두는 것이 효과적인 경우도 많음  생각을 못하게 만듬  비현실적인 경험을 하도록 함  지루해짐  매우 단순한 과제가 되어버림

마스터 제목 스타일 편집 KMA-ASTD 2006 교수설계에 대한 9 가지 오해  학습자의 실수를 방어하라 ? (Prevent learner errors)  도전적이지도 않고, 깊이 생각하지도 않음  Risk 도 없고 학습에 대한 몰입도 떨어짐  주요한 학습 기회를 무시하게 됨  지루해짐  말하고 나서 테스트 하라 ? (Tell and test)  호기심을 없앰  깊이 사고하는 대신에 기억에만 초점을 둠  중요한 것이 무엇인지를 너무 늦게 드러냄  반복훈련이나 연습을 통해서 가르치지 말라 ? (Don’t teach by drill-and-practice)  반복 훈련이나 연습은 넓게 적용 가능함  반복 훈련이나 연습은 세련되고 powerful 한 tool

마스터 제목 스타일 편집 KMA-ASTD 2006 * The goal Success getting people to do the right things at the right times. * Let’s do something different! - Start a change reaction. - Michael Allen