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."
-
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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