Instructional Design Technology Definition
My Definition of IDT
Instructional Design and Technology can be described as the developing profession of enabling learning by applying creative systematic design methods that combine technical and human resources to produce successful learning and improved results in a range of situations.
Early 1900's
At the turn of the 20th century, the study of education as a science was just beginning. Edward Lee Thorndike of Columbia University believed that instruction should pursue socially useful goals and was an advocate of educational measurement. Thorndike's work was fundamental in establishing the study of education as a science.
1920's - 1930's
In the 1920's, educational research emphasized the measurement and evaluation of instructional results and the connection between instruction and learning outcomes. In practice, this led to the development of individualized instruction plans for use in schools and emphasized mastery learning and the definition of clear learning objectives.
Application of these concepts also occurred outside of schools. During World War I, Charles Allen applied these concepts to develop a 4-step delivery process, the “show, do, tell, check” method, for on-the-job-training (OJT) which incorporated a Job Instruction Card for trainers.
During the 1930's, development of instructional technology slowed due to The Great Depression and decreased funds for research and experimentation. At the same time, the Progressive Movement in education advocated student initiated activities, a practice contrary to the development of specified instructional outcomes. However, some research did occur during this time period, and in 1933 Ralph Tyler (Ohio State University) published "The Eight Year Study.” Findings from this study helped to refine procedures for writing instructional objectives in terms of student “behavioral objectives.” This study was the foundation for “formative evaluation”calling for the continuous evaluation, revision and refinement of curricula until students reached the desired level of achievement.
In 1970, the Commission on Instructional Technology defined IT as "a systematic way of designing, implementing and evaluating the total process of learning and teaching in terms of specific objectives, based on research in human learning and communication and employing a combination of human and non-human resources to bring about more effective instruction. "
This decade marked a shift in the educational paradigm from behaviorism to cognitivism, asserting that instruction should not only change behaviors but improve the interaction between instructional methods and mental processes, and a consolidation and proliferation of instructional design (ID) models. The ADDIE Model for needs assessment in instructional design evolved over time and had no single developer. It defines the Analysis, Design, Development, Implementation, and Evaluation phases of instructional design and is the basis for many other ID models. Walter Dick & Lou Carey (1978) presented a model for the systematic design of instruction that includes:
Identification of instructional goals
Instructional analysis
Identification of entry behaviors/characteristics
The writing of performance objectives
Development of criterion-referenced assessments
Development of instructional strategies
Development of instruction
Design and performance of formative evaluation
Revision of instruction.
The 1980's - into the 21st Century
In the 1980's, microcomputers were introduced to instructional applications, hastening the field’s utilization of cognitive psychology and knowledge engineering strategies and providing broader theoretical and analytical bases for IT. There was growth of the utilization of ID by businesses and non-school agencies.
IT Scholars and their Contribution
Robert Glaser
Robert Glaser is the last major contributor in the IT field. He developed the difference between a criterion-referenced measure and norm-referenced whereby the first term norm compared students learning outcomes with those of other students as opposed to the latter which compared student learning outcomes to the behavior of where expected.
Robert Gagne
Gagne described five domains of learning outcomes that categorized what learners can do to demonstrate learning has taken place. Therefore, these domains would help the instructional designer in developing an assessment that would measure learning objectives correctly.
B.F.Skinner
As a psychologist, Skinner who is an IT pioneer demonstrated an understanding of ways to increase human learning and the effective materials for learning. He argued that new concepts need to be presented in smaller steps with active responses to acquire information and receive immediate feedback to reaffirm correct learning.
Behaviorism developed at the turn of the 20th century as an approach to learning that revolves around the science of behavior. Theorists view the learner as a tabula rasa, generally without any mental internalization or introspection (with exceptions). From that point, the learner can be influenced by his environment (referred to as a "stimulus") on which he reacts (referred to as the "response") and which in turn instigates another reaction (in Skinnerism, referred to as "reinforcement").
Cognitivism is a learning theory which deals with, in particular, how people perceive and remember information, solve problems and ultimately learn. The term 'cognition' refers to all processes by which sensory input is transformed, reduced, elaborated, stored, recovered and used. A key focus of cognitive psychology is looking at how to communicate or transfer knowledge to learners in the most effective and efficient way by looking at mental processes and how the structure of the brain is changed during the course of learning.
Constructivist theorists consistently argue the importance of learning in context, viewing learning as “a continuous, life-long process resulting from acting in situations” (Brown, et al., 1989, p. 33). For constructivists, learning is determined by a combination of the learners’ previous knowledge, the social context, and the problem to be solved, (Tam, 2000, p. 52). As described by Tam (2000, p.52), there are two main characteristics of the constructivist learning process:
“Adaptive learning is any training design that tailors a learning experience to the understanding, skills, and interest of each individual.” (Cleave 2020)
Adaptive learning is basically personalized training for each student depending on their past knowledge, talents, and preferences. A "pick your own adventure" form of eLearning that alters depending on the learner's choices or quiz results is an example of adaptive learning. Fail a test? It seems that the student needs further review/reinforcement, thus the teaching will be tailored to that learner's requirements, as opposed to another learner who did well in the quiz and may go to the next phase of the training.
XR technology is a hybrid of VR (virtual reality), AR (augmented reality), and MR (mixed reality). According to Charlie Scanlan, the three forms of multimedia tools are grouped together under the umbrella of "XR" technology and are the most prominent innovations with a considerable influence in many disciplines, particularly education.
(1) Augmented Reality, or AR, is a sort of software that is utilized on a smart device such as a smartphone or tablet, and this program utilizes the device's camera to merge the actual environment with digital elements (Farshid, et al, 2018). Consumers who want to purchase furniture from the Amazon site, for instance, may use their cellphones to view how any piece of furniture would appear in their own home.
(2) Virtual Reality, or VR, is technology that generates a fully digital environment rather of displaying it into the actual world. This setting may be seen in 360 degrees using special headsets that provide users with comprehensive information about the location they see in the headsets. Google Earth VR is an example of virtual reality in which users may travel all around globe in a virtualized world all without leaving their homes.
(3) Mixed Reality, or MR, may be identified by its term as a consequence of combining virtual reality and augmented reality by combining VR headgear with the actual world. This blend may deliver a greater degree of involvement without the whole absorption that VR can provide. Microsoft HoloLens is an application of MR that allows factory employees to follow installation stages more conveniently and effectively (Brigham, 2017). According to Brigham, (2017), Microsoft HoloLens has been deployed at an EBA plant to show 3D image-based systematic work instructions into the employees' workplace. Furthermore, there is another potential for Microsoft HoloLens in the healthcare profession, since medical students may benefit from utilizing it while studying anatomy.
My philosophy of education is that education ought to impact the learners with the necessary skills that they can use throughout their lives. Therefore, education should not be treated as a means of learning different theories or concepts whose application in the current world may not be relevant. The diverse teaching bodies should thus tailor their education to meet the needs of different students. Each student has a peculiar way of learning and thus, the offered curriculum should ensure it covers this as it allows the student to acquire the necessary knowledge that impacts their current and future lives.
My philosophy of education is that teachers should always update their teaching methodology with time. A teaching method that was working a few years ago may not be applicable right now due to technological advancement and student perception about learning. For instance, in the modern era, it is essential for teachers to use technological tools such as SMART Boards for teaching as it not only makes it easier for the student to learn but also makes the activity fun. Therefore, I see technology as a new way of making it easier for students to learn as it keeps them active and they are able to visualize what they are learning.
Learning is a continuous process in a person's life and thus, it should not be treated only as a means of acquiring a better future by students. I believe that when one treats learning as a process, they enlighten themselves and they become critical thinkers who are able to solve diverse challenges that they may face. Therefore, learning should not end in the classroom but rather be incorporated into our day-to-day life.
Sample work
ETEC 5000Educational Philosophy paper
ETEC 5000 IT professional Interview Assignment
I have learned that my education philosophy will play a great role in the mode of teaching that I will use in the future. For one to be an effective teacher, they ought to combine the different education philosophy as they are applicable in different situations. Therefore, it is great for one to update their education philosophy based on their current advancement in the education area as the methods that were applicable decades ago may not be relevant now. I also learned that technology has played a critical role in impacting education philosophy as it has revolutionized the teaching and learning ways. I will use this in learning the different technologies that I can incorporate when I teach in the future.
Harasim, L. (2017). Learning theory and online technologies. Routledge.
Richey, R. C., Silber, K. H., & Ely, D. P. (2008). Reflections on the 2008 AECT Definitions of the Field. TechTrends, 52(1), 24-25.