Instructional Design and Technology Definition (IDT)
According to the Association for Educational Communications & Technology website, the definition of instructional design and technology is the following: 'Educational technology is the study and ethical application of theory, research, and best practices to advance knowledge as well as mediate and improve learning and performance through the strategic design, management, and implementation of learning and instructional processes and resources.' (November 2023)
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My Definition of IDT
- A field of study that ethically applies the appropriate learning theories, strategies, research, and technologies to lessons or training based on learner’s needs, and targeted goals for maximum positive learning outcomes.
-Karri Rogers (2023)
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IDT History
1940’s
· WWll Robert Gagné, Leslie Briggs, John Flanagan, and others conducted research and developed training materials for the military services. Psychologists used their knowledge of evaluation and testing to help assess the skills of trainees and select the individuals who were most likely to benefit from particular training programs (Reiser, Dempsey 2018).
1950’s
· Psychologists started viewing training as a system and developed several innovative analysis, design, and evaluation procedures (Dick, 1987). B. F. Skinner stated that programmed instruction should be presented in small steps, require active responses to frequent questions, provide immediate feedback, and allow for learner self-pacing.
1960’s
· The process Skinner and others described for developing programmed instruction would today be called formative evaluation, the process for developing programmed materials involved many of the steps found in current instructional design models (Dick, 1987).
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1970’s
· In academia, during the first half of the decade, many instructional improvement centers were created with the intent of helping faculty use media and instructional design procedures to improve the quality of their instruction (Dick, 1987).
· In business and industry many saw the value of improving the quality of training and began adopting the approach of instructional design (Dick, 1987).
1980’s
· Instructional design was having little impact on instruction in public schools and higher education.
· Growing interest in the use of personal computers for instructional purposes was a factor that influenced interest in instructional design (Dick, 1987).
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1990’s
· Beginning in the 1990s until the present day, one of the current trends is interest in human performance improvement with an emphasis on on-the-job performance, business results, and non-instructional solutions to performance problems. This broadened the scope (Dick, 1987).
21st Century
· Several developments have had an influence on instructional design during the first fifteen years of the twenty-first century (Reiser, Dempsey 2018).
· Increasing use of the internet as a means of presenting instruction to learners.
· Online course creation
· Increasing reliance on informal learning like YouTube
2005
· YouTube.com was founded by Steve Chen, Jawed Karim, and Chad Hurley. It is a video-sharing company.
2011
· Zoom.com was founded by Eric S. Yuan in San Jose, California. It is an AI-powered collaborative platform.
2011
· Canvas Learning Management System (LMS) was launched by a company called Instructure.
2015
· OpenAI was founded in 2015 by Sam Altman, Elon Musk and others.
2022
· Chat GPT was released by Sam Altman. It is a large language model-based chatbot developed by Open AI.
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Key Scholars
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B.F. Skinner
(March 20, 1904 - August 18, 1990)
The behaviorist theory, promoted by psychologists like B.F.Skinner had a significant impact on instructional design. Behaviorism emphasizes the use of stimuli and rewards to shape behavior leading to the development of programmed instruction and behaviorist-based teaching methods.
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Robert Gagné
(August 26, 1916 - April 28, 2002)
Robert Gagné was an American educational psychologist best known for developing the Nine Events of Instruction. He simplified instruction by creating a repeatable process for the delivery of instruction. During World War II, he pioneered his technique with the Air Army Corps, now known as the U.S. Air Force, training pilots.
I
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Benjamin Bloom
(February 21, 1913 - September 13, 1999)
Benjamin Bloom was an influential educational psychologist. In the 1950’s he and his colleagues developed a“taxonomy of educational objectives” (Bloom, Englehart, Furst, Hill, & Krathwohl, 1956), that classified different learning objectives and skills for educators to set for students (Reiser & Dempsey, 2018). Bloom’s taxonomy highlights the difference between shallow and deeper forms of knowledge (Reiser & Dempsey, 2018). Bloom's Taxonomy framework done by him and his collaborators consisted of six major categories: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation.
Learning Theories
Behaviorism
Behaviorism equates learning with changes in either the form or frequency of observable performance. Learning is accomplished when a proper response is demonstrated following the presentation of a specific environmental stimulus. The key elements are the stimulus, the response, and the association between the two (Ertmer et al., 2013). Many psychologists in the 20th century, such as Watson (1913), Thorndike (1898), and Skinner (1953) hypothesized that learning occurred through interaction with the environment. Observable behaviors result from a response to a stimulus followed by a reward or punishment based on the behavior. This is how a behaviorist would condition learners to elicit the desired outcome (Oyarzun et al.)
Cognitivism
Cognitive theories focus on the conceptualization of a student’s learning processes and address issues of how information is received, organized, stored, and retrieved by the mind (p. 58) (Oleyar-Reynolds, 2021). Cognitivism is a learning theory that focuses on the mental processes involved in learning, such as attention, memory, and problem-solving. Learning is an active process of constructing meaning rather than a passive response to stimuli. Cognitivism is associated with Jean Piaget, who proposed that learners actively construct knowledge through their experiences and interactions with the environment. Learners can organize and structure information in their minds, and use it to solve problems, make decisions, and engage in critical thinking (eLearning Industry, 2023).
Constructivism
Constructivism is a learning theory that emphasizes the active role of learners in constructing their knowledge from the information given. Learning is a matter of going from the inside out. The learner actively imposes organization and meaning on the surrounding environment and constructs knowledge in the process (Reiser & Dempsey, 2018). Instructors engage learners in knowledge construction, facilitate tests of their understanding, and prompt reflection on the knowledge generation process itself. Learners are creating meaning from experience.
IDT Trends
Gamification
There are some trends in the instructional design and technology field. Game-based learning, also known as gamification, is one of those trends. This involves incorporating games into educational content to make it more engaging. Items like badges and leaderboards increase engagement. According to a recent report from the Joan Ganz Cooney Center, nearly 75 percent of classroom teachers surveyed indicated that they utilize digital games within their instruction, with over 45 percent stating that they use digital games at least once a week (Reiser & Dempsey, 2018). According to the Pew Reearch Center, while universities will play important roles, they expect that by 2026, traditional classroom education will be successfully paired with the expansion of online learning programs like Massive Open Online Courses MOOCS (Boettcher & Conrad, 2016), which will evolve to include the elements of augmented and virtual reality, artificial intelligence, and gamification (Rainie, 2017).
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Mobile Devices
The increasing use of mobile devices provides the ability to deliver content at any place at any time. Accessing information and resources regardless of time or location opens the capacity to have students document and create artifacts based on their learning. Tablets saw the greatest increase in classroom adoption which led to an increase in 1:1 initiative (one computing device per student). In districts where this was not possible, schools turned to BYOD (Bring Your Own Device) program (Reiser & Dempsey, 2018). One in four teens have a tablet computer, a level comparable to the general adult population.
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Artificial Intelligence (AI)
Artificial intelligence has taken the world by storm, with new AI-powered tools with new AI powered tools such as Chat GPT opening up new opportunities in higher education for content creation, communication, and learning, while also raising new concerns about the misuses and overreach of technology according to the 2023 EDDUCAUSE Horizon Report. The Department of Educational Technology states that AI can help address variability in student learning, enhance feedback loops, and support educators.
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Virtual Reality
VR creates an entirely digital environment. It helps students who are struggling with difficult academic concepts. Growing evidence suggests that AR and VR in education as well as the combination of both technologies known as mixed reality, can improve student outcomes. Students need to use VR equipment safely because users end up ignoring their physical surroundings. According to the School of Education website, VR may work well for topics that are visual and tactile.
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My Educational Philosophy
We must know where we started to know where we are going. That statement synthesizes what this course represents to me. Nothing happens in a vacuum. There is a long history of instructional design. Many iterations were by constraint. Florida State University created ADDIE for the military. Having foresight and vision as an educator can impact generations to come. In a way, educators should be futurists. There not only needs to be a sense of what is needed today but there also needs to be thought and implementation about what will be needed tomorrow.
My paper talks about what classrooms should look like. Having maker spaces in classrooms is definitely a futuristic type of thinking. That concept puts more interactivity and control in the hands of the learners. They will be able to touch the future through personal, hands-on discovery. There will be things that come out of this type of learning that might not be possible in a traditional classroom setting. My paper integrates and references the theories that are applied in today’s educational system and has a solid foundation.
References
Boettcher, J. V., & Conrad, R.-M. (2016). The online teaching Survival guide: Simple and practical pedagogical tips. Jossey-Bass.
(Boettcher & Conrad, 2016)
Ertmer, P. A., & Newby, T. J. (2013). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 26(2), 43-71.
(Ertmer & Newby, 2013)
Kurt, Dr. S. (2022, October 17). Gagne’s nine events of instruction. Education Library. https://educationlibrary.org/gagnes-nine-events-of-instruction/
(Kurt, 2022)
Rainie, L. (2017, May 3). Theme 1: The Training Ecosystem Will Evolve, with a mix of innovation in all education formats. Pew Research Center: Internet, Science & Tech. https://www.pewresearch.org/internet/2017/05/03/theme-1-the-training-ecosystem-will-evolve-with-a-mix-of-innovation-in-all-education-formats/
(Rainie, 2017)
Reiser, R. A., & Dempsey, J. V. (2018). Trends and issues in Instructional Design and Technology. Pearson Education.
(Reiser & Dempsey, 2018)