trends in idt
TRANSCRIPT
IDT 617
Adopter Categories
Innovators
Early adopters
Early majority
Late majority
Laggards
Adopters base their adoption of an innovation on:
Relative advantage
Compatibility
Complexity
Trialability
Observability
What is an instructional strategy?
Method of presenting information so that the learner constructs meaningful relationships between new knowledge and existing knowledge
What is a delivery strategy?
Means of choosing the correct delivery mechanism for the instruction
Good instructional strategies motivate the learner to generate or construct meaning Recall
▪ Repetition, rehearsal, etc.
Integration▪ Synthesizing sources
Organization▪ Understanding relationships
Elaboration▪ Adding your ideas
▪ Your goal is to facilitate understanding and, as much as possible, higher order thinking
Part-task practice and/or worked examples
Based on Cognitive Load Theory (Sweller, 1999; van Merrienboer, 1997)
Designers can use basic ID processes and message design principles to construct learning environments for complex tasks
Problem solving
Taxonomy of problem types and appropriate designs (Jonassen, 2011)
Game-based learning
Simulations
Collaborative learning/Distributed cognition
Social constructivist theories of learning (i.e. Vygotsky, 1978)
Literature in peer tutoring, reciprocal teaching…
Learning through social networking
Trends in instructional strategies are aligned with trends in instructional technologies
New technologies allow for innovative strategies not realized before the Clark-Kozma debate
Web 2.0 (Cloud Computing)
Collaborative technologies
Information sharing
Online/distributed learning
Virtual schools; K12, Military
Online universities and/or blended instruction
Learning Objects
Reusable objects designed for specific domains and/or concepts
MERLOT
Wisconsin Online Resource Center
http://www.trendsandissues.org/trends/Ch_31.html
▪ A list of learning object and digital content sites
Artificial intelligence PUSH Intelligent Tutoring Systems
PULL Data mining, testing ideas
Uses diagnostics to adapt to each learner Structured expert and pedagogical models
Instructional games and simulations Allow for complex problem solving Gamification Use of game structures in non-game environments
Fidelity in simulations Affects of realism on learners
Virtual worlds Worlds can be open or constructed specifically for
educational purposes Second Life Whyville
Allow for global collaboration and social learning
Instructional designers consider the strategy and delivery technology
When designers are involved in development, research guides message design (i.e. use of rich media)
Innovations are used when they can have a positive impact
Not just because they are cool
Describe an example of an innovative instructional technology
What is the technology?
How can it be used in an educational context?
▪ What instructional strategies are possible?
Has this technology been widely adopted?
▪ If yes, why?
▪ If no, why not?