The ADDIE model is a guide for creating effective learning programs through a series of steps: analysis, design, development, implementation and evaluation.
AECT, or the Association for Educational Communications and Technology, is a professional organization for instructional designers focused on promoting awareness and best practices in the field. It offers leadership opportunities and hosts various charitable and educational activities to support its members and the industry.
An instructional design method where you first identify what you want students to learn or achieve. Then, you work backward to figure out what assessments and teaching activities are necessary to help them reach those goals.
Behaviorism is a learning theory that focuses on observable behavior that is impacted by the environment. Behavior can be modified with positive or negative reinforcement. WATSON/SKINNER
Bloom's Taxonomy is a hierarchical framework including six levels of results derived from action verbs, utilized by educators to construct learning outcomes, objectives, and evaluations for a course.
Cognitive load theory looks at how much information our working memory can handle while learning. It suggests that when designing instruction, we should aim to reduce unnecessary information (extraneous load) and enhance relevant information (germane load) to improve learning effectiveness.
Cognitivism is a learning theory that highlights the learner's active participation in the learning process and focuses on how the brain organizes and stores information. PIAGET/JAMES/DEWEY
Constructivism is a learning theory that explains how learners develop personal understanding and meaning through social interactions and cooperative experiences. It emphasizes the role of individual knowledge and introspection in shaping one's understanding of the world. PIAGET
The Dick and Carey model is a nine-step instructional design process characterized by a curvilinear flow with one-way arrows, emphasizing a structured and sequential approach. It is cohesive and effective, with its main focus on promoting learning through systematic planning and development of instruction.
eLearning is the process of acquiring knowledge through digital technologies and media, typically via the internet. It allows learners to access educational materials and participate in learning activities anytime and anywhere.
Information provided to learners about their performance, which helps them understand their strengths and areas for improvement.
A teaching strategy that flips traditional methods around. In this model, students learn new content at home, often by watching videos, and then come to class to participate in interactive activities and discussions. This helps them gain a deeper understanding and apply what they've learned.
Gamification is the use of game-like features in non-game settings, like education, to boost student engagement and motivation. This can include things like points, badges, or challenges that make learning more fun.
A structured approach to teaching that focuses on 9 key steps to enhance student learning. The 9 steps guide educators in engaging students, presenting content, facilitating practice, offering feedback, and promoting retention and application of knowledge.
It is a field of study that combines educational theory with technology using a systematic process focused on developing, implementing, and assessing educational resources and experiences.
Learning analytics involves the collection, measurement, analysis, and reporting of data about learners and their contexts to understand and optimize learning experiences and outcomes.
Specific statements that describe what learners will be able to do as a result of the instructions and stated in measurable terms.
Explains how learners acquire, process, and retain knowledge throughout the learning process. Three main learning theories are behaviorism, cognitivism, and constructivism. Learning theories provide instructors a framework for designing learning materials and lessons.
A software application that facilitates the administration, documentation, tracking, and delivery of educational courses and training programs.
A software application that facilitates the administration, documentation, tracking, and delivery of educational courses and training programs.
Problem-based learning is an instructional method where students learn by engaging with real-world problems, promoting critical thinking, collaboration, and the application of knowledge.
A teaching strategy that involves providing temporary support to learners to help them achieve higher levels of understanding and independence in their learning.
Educational framework that focuses on using flexible teaching methods to support individual learning differences, including those of students with special needs. It aims to make learning accessible for all students by providing various ways to engage with the material.