Kamis, 18 Oktober 2012

instructional design

Instructional design, very loosely defined, is a system or process of organizing learning resources to ensure learners achieve established learning outcomes. As such, it is essentially a framework for learning. From a designers perspective, various models can be followed in the instructional design process. It is important to note that, at best, a model is a representation of actual occurrences and, as such, should be utilized only to the extent that it is manageable for the particular situation or task. Put another way, perhaps one model is more effective for designing a math course, and another model is more effective for designing soft skill courses (like managing people, customer service, etc.).

Instructional Design Models offers an excellent visuals depicting various models. Here is an overview of some different models for instructional design:

  • ADDIE - refers to Analyze, Design, Develop, Implement, Evaluate. This is possibly the best known design model, and is frequently used in academic circles.

  • Algo-Heuristic - "The theory suggests that all cognitive activities can be analyzed into operations of an algorithmic, semi-algorithmic, heuristic, or semi-heuristic nature. Once discovered, these operations and their systems can serve as the basis for instructional strategies and methods. The theory specifies that students ought to be taught not only knowledge but the algorithms and heuristics of experts as well."

  • Dick and Carey Model - "The Dick and Carey model prescribes a methodology for designing instruction based on a reductionist model of breaking instruction down into smaller components. Instruction is specifically targeted on the skills and knowledge to be taught and supplies the appropriate conditions for the learning of these outcomes."

  • Robert Gagné's ID Model - "Gagné's approach to instructional design is considered a seminal model that has influenced many other design approaches and particularly the Dick & Carey systems approach. Gagné proposed that events of learning and categories of learning outcomes together provide a framework for an account of learning conditions. "

  • Minimalism " The Minimalist theory of J.M. Carroll is a framework for the design of instruction, especially training materials for computer users. The theory suggests that (1) all learning tasks should be meaningful and self-contained activities, (2) learners should be given realistic projects as quickly as possible, (3) instruction should permit self-directed reasoning and improvising by increasing the number of active learning activities, (4) training materials and activities should provide for error recognition and recovery and, (5) there should be a close linkage between the training and actual system."

  • Kemp, Morrison, and Ross Nine step instructional design model.

  • Rapid Prototyping - "Generally, rapid prototyping models involve learners and/or subject matter experts (SMEs) interacting with prototypes and instructional designers in a continuous review/revision cycle. Developing a prototype is practically the first step, while front-end analysis is generally reduced or convereted into an on-going, interactive process between subject-matter, objectives, and materials " Thiagi - Rapid ID

  • Epathic Instructional Design - 5-step process: Observe, capture data, reflect and analyze, brainstorm for solutions, develop prototypes

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