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Instructional Design Brian Newberry. Instructional Design Instructional Design is a systematic process for the creation of educational resources.

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Presentation on theme: "Instructional Design Brian Newberry. Instructional Design Instructional Design is a systematic process for the creation of educational resources."— Presentation transcript:

1 Instructional Design Brian Newberry

2 Instructional Design Instructional Design is a systematic process for the creation of educational resources.

3 Instructional Design The Instructional Design Process shouldn’t be confused with Instructional Design Theory and neither of these should be confused with Learning Theory. The Instructional Design Process is informed by Instructional Design Theory and Learning Theory. A learning theory describes how learning occurs, an Instructional Design Theory describes how to cause learning to occur and an Instructional Design Process or Model describes the procedures and processes used to create learning materials.

4 Instructional Design There are many different instructional design models from which to choose. Many of these models have common features such as needs assessments, development of objectives, and an iterative design-test-improve cycle.

5 Instructional Design Dick and Carey (uses Gange's learning outcomes) http://www.personal.psu.edu/users/m/r/mrs331/dickcarey.gif Dick and Carey developed a model for instructional development with five steps: analysis design development implementation evaluation

6 Instructional Design Seels and Glasgow http://www.personal.psu.edu/users/m/r/mrs331/seelsglasgownovice.gif Much like other instructional design processes (ADDIE), but includes project management as an overarching concern and has some of the processes occurring simultaneously. Analysis Design Development Implementation Evaluation

7 Instructional Design Rapid Prototyping - Tripp & Bichelmeyer etc. The Rapid Prototyping model tries to capture what goes on in the real world of instructional design where many operations often occur simultaneously. In addition, Rapid Prototyping takes advantage of the new media we have available that makes changing the product and most importantly delivering the product to our users much more possible. http://it.coe.uga.edu/studio/seminars/rpmodel.html

8 Instructional Design Generic Model – ADDIE Analysis Design Development Implementation Evaluation

9 Analysis A systematic Process of Learning/Deciding WHO, WHAT and HOW Who are you teaching and what are their characteristics and needs. What are you teaching – objectives etc. How will you know you have successfully taught that which you have identified.

10 Analysis Analysis is the foundation for the product. It is an essential step in the process but it is the one that is most often ignored. This is because we as designers naturally try to operate out of an internalized understanding or construction of the situation. This can work well, especially in situations where the designer has an excellent internalized construction of the nature of the product to be created, the content to be taught and the potential learners. However, we often overestimate our understanding, and it is difficult to explain the use of this internalized understanding when describing the product to someone who pays you for it!

11 Analysis Remember, Analysis is A systematic Process of Learning/Deciding WHO, WHAT and HOW Who are you teaching and what are their characteristics and needs. What are you teaching – objectives etc. How will you know you have successfully taught that which you have identified. I like to use three basic types of procedures to determine WHO, WHAT and HOW.

12 Analysis Determining the WHO, WHAT and HOW People, Document Recovery, Literature People methods include focus groups, surveys and interviews. Document recovery includes review of existing curriculum and materials, prior training materials and anything else that gives us information about how the WHO has been taught about WHAT and HOW learning has been measured in the past. Literature methods is somewhat unique to academia and refers to drawing from the literature base for information about the learners, instructional modes and methods, the content, and assessment.

13 Design A systematic Process of Describing That Which you Will Develop Key aspects include: Delivery Decisions Templates Interaction Planning Paper Models and/or Storyboards Navigation Testing

14 Design Delivery Decisions refer to choosing or understanding the means by which your product will be transmitted to the users. In some cases the delivery decision is made for you. In other words you are told that you will create a website or video etc. In other cases you have to rely on information from your analysis phase to understand your learner’s needs. For example, if your analysis includes a survey about technology availability, and it finds that 10% of your users have an Internet connected computer, but 99% have a DVD player, what mode – DVD video or a website makes sense?

15 Design Templates are the structures we create to contain the content. It is a good idea to use a set number of structures to provide interactions with your users to reduce cognitive load. A template might include rules about color use, file names, graphic format and sizes. Interaction Planning is a part of template design. An interaction plan describes how your users will interact with the content, with instructors and with each other.

16 Design Paper Models and/or Storyboards are used as an intermediate step in the creation of a product. These are low cost and fairly easy to create compared to the actual final product. We use these paper models and/or storyboards as stand-ins as we test our design ideas and to begin to communicate our design to others. Navigation planning is often a part of this process as we use paper models and/or storyboards as a way to plan how our users will get to each instructional component of our final product.

17 Design Testing is anything you can do at this level to review your underlying assumptions about the WHO, WHAT or HOW. Remember, changes are easiest and cheapest in the Design phase. Testing includes review by subject matter experts, experts on interfaces and even things as simple as individual or group walkthroughs of mock-ups of your design.

18 Development A Systematic Process of Creation, Testing and Improvement Development is where the product is created and tested in as close to its finished form as possible. Some key elements of this stage include: Writer’s Guides Content Creation Combine Content and Templates Self Testing and Revision Alpha Testing and Revision

19 Development A Systematic Process of Creation, Testing and Improvement Writers guides are created to help content developers create transcripts and other materials to a structure and in a format that aligns with the design. Content Creation includes the writing of transcripts, creation of instructional graphics/animations/video etc. Combining the Content and Templates means putting your product together in as close to the final format as possible. Self Testing and Revision includes all measures taken to ensure that the product achieves the desired results. This can include review by subject matter experts as well as design team reviews etc. Alpha Testing and Revision includes all steps taken to let a sample group of users, as close to your desired users as possible, interact with the product to ensure that it meets the goals of the product and to reduce errors.

20 Implementation Using your Product Implementation is the point at which your product gets used by the WHO. This doesn’t mean you are done though! In some cases Beta Testing is done at this level to gather information about the product to make last minute changes and correct any remaining errors. This is also the point where Data Collection is done for the upcoming evaluation.

21 Evaluation Evaluate both your product and the process used to create the product. The evaluation serves as a checkpoint to verify the success of the product. Success being the ability to actually teach the WHAT to the WHO. In addition, evaluation gives the instructional designer(s) an opportunity to learn from mistakes and to describe and incorporate new learning about the process into their future Instructional Design projects.

22 Design and Development can be messy and chaotic. Minimizing and controlling mess and chaos is one of the reasons why we have models of Instructional Design. An Instructional Design Model serves as a way to begin to structure the process. In the real world these models are seldom used exactly or solely as their authors describe them. Each instructional designer, each instructional design team modifies them to meet needs and to incorporate processes that work for them.


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