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    EdTech 503

    Reading QuizSara Ballantine

    Summer, 2012

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    3-4 :History of ID

    5-6:

    Definition of ID

    7-8:

    Notion of "systems"

    9-10: Useof models

    11-12:

    Addie Model

    13-14:

    Merrill's First Principles of Learning

    15-16:

    Gagne's Nine Events of Instruction17-18:

    Bloom's Taxonomy

    19-20:

    Bates Model

    21-22:

    Kirkpatrick's Training Evaluation

    23-24:

    Constructivism

    Table of Contents

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    The need for training materials during World War II served as the

    inception of the instructional design field. The development of instructional

    design shares many threads with instructional media and growth in one often

    influences development in the other. Since its inception, today's instructional

    designers have continued to build upon the work and research of those who

    have preceded them.

    Visual Metaphor

    The rings in the trunk of a tree indicate its age. While imperfections

    exist, the growth is systematic-each new ring expands beyond the scope of the

    one prior. It is through this process of growth that the base of the tree becomes

    strong enough to develop branches. Similarly, instructional design can becontinually expanded and improved when the foundation is strong.

    http://www.flickr.com/photos/horiavarlan/4268919958/

    History of Instructional Design (ID)

    http://www.flickr.com/photos/horiavarlan/4268919958/http://www.flickr.com/photos/horiavarlan/4268919958/http://www.flickr.com/photos/horiavarlan/4268919958/
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    Instructional design is a systematic process that requires clearly defined

    outcomes to ensure that learning is efficient and effective.

    Visual Metaphor

    An essential component of the instructional process is assessment, which

    requires reflection by the instructor, the designer and the student. If the

    desired results are not achieved, the design improves and evolves

    because the stakeholders involved ask themselves "What could I have

    done differently?" For example, I tend to use an 85/15 rule in my

    classroom. If 15% of my students did not meet the targeted objective, I

    consider what is needed for those students to improve (e.g. organizationalskills, additional time, etc.). If more than 15% of students failed to meet the

    objective, I consider what I need to do differently (e.g. more scaffolding,

    revise the objective, alternative assessments, etc.). Regardless, design

    incites reflection.

    http://www.flickr.com/photos/pagedooley/2577006675/

    Instructional Design: Definition

    http://www.flickr.com/photos/pagedooley/2577006675/http://www.flickr.com/photos/pagedooley/2577006675/http://www.flickr.com/photos/pagedooley/2577006675/
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    Systematic means to organize something carefully and according to a

    designated process. ID implements a systematic approach because learning

    involves several variables and is too important to be haphazard.

    Visual Metaphor

    Filing cabinets are systematic and allow people to locate information quickly.The "Commodore" company evolved to manufacture computers, which is an

    improvement upon the "old" filing system. When things are systematic it is

    easier to identify strengths and weaknesses and improve the system.

    http://www.flickr.com/photos/36186995@N06/3340116839/

    Systematic

    http://www.flickr.com/photos/36186995@N06/3340116839/http://www.flickr.com/photos/36186995@N06/3340116839/http://www.flickr.com/photos/36186995@N06/3340116839/
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    Instructional designers use models because it easier to enhance sound design

    versus reinventing it. Additionally, models allow us to critique the work of others

    and put our own "spin" on it; thus creating more models from which future

    designers can derive ideas.

    Visual MetaphorA commonly used adage is "why reinvent the wheel?" The wheel is not only a

    model, but also symbolic of efficiency and has been innumerably modified and

    adapted. Instructional designers also modify and adapt models to meet

    instructional needs.

    http://www.flickr.com/photos/elsie/1501194762/sizes/o/in/photostream/

    Models

    http://www.flickr.com/photos/elsie/1501194762/sizes/o/in/photostream/http://www.flickr.com/photos/elsie/1501194762/sizes/o/in/photostream/http://www.flickr.com/photos/elsie/1501194762/sizes/o/in/photostream/
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    ADDIE is an acronym that stands for the steps in the design process: Analysis,

    Design, Development, Implementation, and Evaluation. The ADDIE process is

    not attributed to any one designer, however, its origins are linked to a design

    project for the U.S. Army conducted at Florida State University (Molenda,

    2003). The process is generic, and therefore flexible. It is meant to serve as a

    guideline for developing instruction by representing the process the designershould follow (Ryder, 1994). While the design is flexible, each step is meant to

    inform the next, so design should be fluid.

    http://ngolearning.org/courses/availablecourses/online/Document%20Library/Forms/AllItems.aspx

    ADDIE

    http://ngolearning.org/courses/availablecourses/online/Document%20Library/Forms/AllItems.aspxhttp://ngolearning.org/courses/availablecourses/online/Document%20Library/Forms/AllItems.aspxhttp://ngolearning.org/courses/availablecourses/online/Document%20Library/Forms/AllItems.aspx
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    Merrill's First Principles of Instruction

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    Merrill's First Principles of Instruction are based on the hypothesis that learning

    occurs when it is based on "real world" problems and occurs in four phases:

    1) Activation of prior knowledge

    2) New knowledge is Demonstrated for the learner

    3) The learner then Appliesthe knowledge

    4) The learner is able to Integrate the learning into a personal contextMerrill contends that the demonstration phase in instruction is often too heavily

    emphasized and that the learner must move through the four phases in order

    for learning to be effective.

    http://id2.usu.edu/Papers/5FirstPrinciples.PDF

    Merrill's First Principles of Learning

    http://id2.usu.edu/Papers/5FirstPrinciples.PDFhttp://id2.usu.edu/Papers/5FirstPrinciples.PDFhttp://id2.usu.edu/Papers/5FirstPrinciples.PDF
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    Gagne's Nine Events of Instruction

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    Robert Gagne is considered a pioneer of systematic instructional design.

    Gagne's philosophy as a behaviorist is evidenced in the second step of his

    instructional model, "inform learners of objectives." Gagne emphasized

    knowledge, guidance and feedback as tenets of the conditions of learning and

    delineated instruction into nine steps:

    1) Get the learner's attention and interest2) Communicate learning objectives

    3) Stimulate recall of prior learning

    4) Present new learning

    5) Provide guidance

    6) Have the learner apply new knowledge/skill

    7) Provide feedback8) Assess learning

    9) Provide opportunity for retention and transfer of learninghttp://insdsg619.wikispaces.com/Gagne

    Gagne's Nine Events of Instruction

    http://insdsg619.wikispaces.com/Gagnehttp://insdsg619.wikispaces.com/Gagnehttp://insdsg619.wikispaces.com/Gagne
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    Benjamin Bloom's Taxonomy is perhaps one of the most widely recognized and

    referenced in the field of education. In his taxonomy, Bloom breaks cognition

    into six levels. The taxonomy was derived from research in which Bloom found

    that only 5% of test questions required to students to do more than recall

    information(Ryder, 1994). Some of the most salient features of the taxonomy

    are the verbs associated which each level, which help to facilitate thedevelopment of instructional objectives.

    http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/

    Bloom's Taxonomy

    http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/http://reflectionedu.wordpress.com/2012/05/24/questioning-techniques-purpose-and-blooms-taxonomy/
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    Bates Model

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    The preceding model was

    designed by Tony Bates and

    intended for distance

    learning. The Bates Model

    focuses on the use of

    technology--In anticipation ofwhat was an up and coming

    trend in education, Bates

    created what he refers to as

    a "front-end system design."

    A key feature of the Bates

    model is the acronymACTIONS, which stands for:

    http://insdsg619.wikispaces.com/Bates

    Bates Model

    Access:Can the learner group access the technology? Is

    it flexible in its use?

    Costs: What does the technology cost? How much per

    student?

    Teaching and learning: What are the needs of the

    learners? What technologies support the needs of the

    learners and instruction?

    Interactivity and user-friendliness:How can the

    learners interact with this technology? Is it user friendly?

    Organizational issues: What are the organizationalrequirements of using this technology? What changes, if

    any, need to be made?

    Novelty: How new is the technology?

    Speed: How quickly can courses be designed and

    changed using this technology?

    http://insdsg619.wikispaces.com/Bateshttp://insdsg619.wikispaces.com/Bateshttp://insdsg619.wikispaces.com/Bates
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    Kirkpatrick's 4 Levels of Training Evaluation

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    Kirkpatrick's evaluation of training programs dates back to 1959, but has had

    the staying power to remain relevant today. It is considered an "industry

    standard"(Ryder, 1994) and incites key reflection points for the designer:

    1)Reactions-How did participants respond to the training? What were their

    thoughts? Experiences?

    2)Learning-What learning occurred? How was it measured?

    3) Transfer-Did participants change their behavior as a result of the training?

    4) Results-How did the training and behavioral changes (or lack thereof)impact the organization?

    http://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.html

    Kirkpatrick's 4 levels of Training Evaluation

    http://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.htmlhttp://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.htmlhttp://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.htmlhttp://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.htmlhttp://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.htmlhttp://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.htmlhttp://aboutlearningcurve.blogspot.com/2009/05/donald-kirkpatrick-model.html
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    Constructivism is the philosophy that learning is derived through personal

    meaning gained from experience versus being discovered arbitrarily.

    Visual Metaphor

    Information often comes to us in pieces and we are tasked with "constructing"

    those pieces into a cohesive whole. Notably, when most people put puzzlestogether, they benefit from seeing the "big picture" (or end result) to help guide

    them through the process, thus denoting the importance of a clearly defined

    objective.

    http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/

    Constructivism

    http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/
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    Empiricism is the philosophy in which beliefs are based upon practical

    experience that is (typically) supported by data. Empiricists take an objective

    approach to knowledge and believe that our sensory experiences help to

    determine what we know rather than basing our knowledge on how the mind

    reinterprets experiences.

    Visual Metaphor

    Regardless of data and evidence, our experiences are based upon perception.

    Although data can be invaluable for several reasons, our sensory experiences

    do not always align with data. The sun, for example, appears to be smaller than

    the building, however, if put into perspective based upon data, the size of thesun dwarfs the building.

    http://www.flickr.com/photos/howard_roark/4419154091/sizes/z/in/photostream/

    Empiricism

    http://www.flickr.com/photos/howard_roark/4419154091/sizes/z/in/photostream/http://www.flickr.com/photos/howard_roark/4419154091/sizes/z/in/photostream/http://www.flickr.com/photos/howard_roark/4419154091/sizes/z/in/photostream/
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    Behaviorists believe that learning is evidenced by the observation of a desired

    response to a selected input . While behaviorism has not had significant

    implications for today's instructional designer, it has been credited with the

    practice of designing instruction around learning objectives (Smith & Ragan,

    2005, pgs. 25-26).

    Visual Metaphor

    Plate size has increased over the past several decades which has influenced

    the amount of food people eat. The food industry has functioned with the

    objective of increased consumption, and the results are evidenced by our

    waistlines, obesity-related diseases, etc. Conversely, a "behavioral"

    recommendation for decreasing consumption is to use a smaller plate.

    http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/

    Behaviorism

    http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/http://www.flickr.com/photos/calliope/4252602574/sizes/z/in/photostream/
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    Information processing theory addresses the ways in which the human brain transforms information

    within the brain. Essentially, the information or input we receive through our sensory experiences are

    converted to electrochemical messages within our brain, which leads to perception and subsequently,

    the storing of messages into memory. Schema theory asserts that we make these connections based

    on what we already know (e.g. relating new material to prior knowledge), which is one reason

    metaphors are such powerful tools. Schemata helps us to form connections that are theorized to be

    represented as " mental models" that, in turn, induce further learning. (Smith and Ragan, 2005, pp26-

    28).

    Visual MetaphorThe brain is a hotbed of electricity with neurons firing to make connections. Similarly, static electricity

    results from connections within our environment. Scientifically, static electricity can be a complex topic

    that involves many processes. In its most basic form, and what most of us experience as children,

    static electricity occurs when a balloon is rubbed on hair causing it to stand up, or a slight shock is

    received after shuffling feet across carpet. The information that we process with regard to staticelectricity is highly dependent upon our prior knowledge and experience--we will not attribute the

    phenomenon to atoms and electrons if we can only associate it with balloons and hair. However, the

    association and experience of balloons and hair make the notion of electrons and atoms more

    concrete and the concept more comprehensible.

    http://www.flickr.com/photos/jontintinjordan/5557578900/sizes/z/in/photostream/

    Information Processing Theory

    http://www.flickr.com/photos/jontintinjordan/5557578900/sizes/z/in/photostream/http://www.flickr.com/photos/jontintinjordan/5557578900/sizes/z/in/photostream/http://www.flickr.com/photos/jontintinjordan/5557578900/sizes/z/in/photostream/
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    ID & Educational Technology

    Educational technology is a tool in the instructional designers "toolbox." The

    tenets of instructional design provide the foundation for analyzing the

    instructional context, while technology endows the designers with the tools.

    Technology encompasses everything from pencils to computers to the "cloud,"

    and, a pencil or tool guided in the "right" direction is more powerful than a tool

    in and of itself. ID helps to focus tools and ensure that they are used effectivelyand efficiently.

    http://bit.ly/KEie4I

    http://bit.ly/KEie4Ihttp://bit.ly/KEie4Ihttp://bit.ly/KEie4I
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    Gustafson, K., & Branch, R.(2002). Survey of Instructional Development Models [4th ed.].(ERIC Clearinghouse onInformation and Technology), Retrieved fromhttp://edtech.mrooms.org/pluginfile.php/53861/mod_page/content/4/ID-

    MODELS_Gustafson-and-Branch.pdf

    Merrill, M. (2001).First principles of instruction. Unpublished manuscript, Educational Technology Research and Development,

    Utah State University, Logan, Utah. , Available from www.id2.usu.edu. Retrieved from

    http://id2.usu.edu/Papers/5FirstPrinciples.PDF

    Molenda, M. (2003). The addie model. Retrieved from http://www.indiana.edu/~molpage/The ADDIE Model_Encyclo.pdf

    Nine events of instruction. (2007, April 10). Retrieved from http://edutechwiki.unige.ch/en/Nine_events_of_instruction

    Ryder, M. (1994, 05 23).Instructional design models & theories. Retrieved from

    http://www.instructionaldesigncentral.com/htm/IDC_instructionaldesignmodels.htm

    Smith, P. L., & Ragan, T. J. (2005).Instructional design. (third ed.). John Wiley and sons, Inc.

    Works Cited