DESIGN

INSTRUCTIONAL DESIGN

WHAT IS INSTRUCTIONAL DESIGN?

Instructional design encompasses a process wherein we make considerations about learners in order to design, develop, and deliver learning experiences through educational products. These products may manifest themselves as online instructional units, technical manuals, multimedia tutorials, simulations or a host of other mechanisms with an emphasis on learning. As instructional designers, we embody a unique role reflective of educational architects. This means that we are crafting and directing learning experiences with a sense of purpose grounded in instructional design theory.

INSTRUCTIONAL DESIGNERS

THE ROLE OF INSTRUCTIONAL DESIGNERS

An instructional designer is somebody who applies a systematic methodology based on instructional theory to create content for learning events. As previously cited, the role of an instructional designer should be that of an educational architect or facilitator. He or she must be one that is skilled in the identification of skills, knowledge, information and attitude gaps of a targeted audience. They must also be able to craft and personalize learning experiences in efforts to minimize learning gaps by relying on learning theories and best practices from the field.

INSTRUCTIONAL DESIGN SUGGESTIONS

GAGNE'S 9 EVENTS OF LEARNING

While not the most conventional instructional design model, I feel that Gagne's 9 Events of Learning does exalt some important considerations concerning how people learn through the process of instruction. This is a model that breaks down learning into 9 distinct stages or events. Each of these events are linear and every successive stage complements the next. I personally rank this model highly on account of my role as an educational practitioner. I feel that teachers in the field have a solid understanding of these events and they are naturally suited to educational environments.

STEPS

Event #1 - Gain Attention

This is a section that concerns itself with conveying information to rouse learner interest. Designers can employ a variety of elements such as multimedia, scenarios, and problem statements to captivate the attention of the target audience. This stage is meant to bring or draw-in the students into a lesson by trying to motivate them.

Event #2 - Inform Learners of Objectives

This event states the outcomes for the lesson itself. The idea here is that before you ask students about what they can do for you as learners, you must first convey what you will be able to do for them as a result of your lesson. This enables learners to see the function or purpose of a lesson.

Event #3 - Activate Prior Knowledge

This stage is critical in understanding the current knowledge level of your target audience. It prompts learners to make connections between newly learnt concepts and what they already know. As an instructional designer, you need to be mindful of what your learners already bring to the table and provide them with a platform to voice their prior knowledge.

Event #4 - Present the Content

This section of Gagne's model allows the instructional designer the opportunity to convey information pertinent to learning. Herein, one can utilize a variety of elements to present content onto learners (charts, diagrams, multimedia, etc).

Event #5 - Provide Guidance

This event allows you to share strategies and provide support for learners to apply newly taught material. Scaffolded guided instruction may manifest itself through the use of graphic organizers, job aids, role plays, etc.

Event #6 - Elicit Performance

This event warrants that learners are presented with an opportunity to practice the theoretical knowledge that they have acquired as a result of instruction. This can be manifested through scenario-based discussions, role plays, quizzes, etc.

Event #7 - Provide Feedback

This section is critical for learners. It informs learners about how they fared during a particular training. It can be exemplified through the implementation of debriefing sessions, quiz feedback, etc. It should also be noted that feedback should be timely and genuine. This entails active listening wherein one takes the time to analyze and reflect upon the best possible solution to improve performance. It also provides positive criticism that facilitates healthy communication among participants.

Event #8 -Assess Performance

Herein, one reviews learner performance to ascertain whether or not instructional training was effective. This can be conducted via surveys, post-training discussions, or through the use of observations/evaluations.

Event #9 - Enhance Retention & Transfer

The final event of Gagne's model provides opportunities for learner growth. This can provide students with situations that allow them to recall and apply what they have learned within the context of their professional setting. This can also be facilitated through the use of social media, websites, etc.

ADDIE MODEL

The ADDIE Model is perhaps the most referenced model in instructional design. Its acronym stands for: Analysis, Design, Development, Implementation, and Evaluation. Originally developed for the military, ADDIE denotes a straightforward, linear structure with visual simplicity. You are introduced to a sequence and follow each stage through to completion. Though many people typically consider ADDIE to have a top-down or waterfall format (meaning that it has a linear structure), cyclical and spider-web adaptations to the model have been developed wherein portions can be reworked at various stages.

However, the ADDIE Model is quite labor intensive and warrants considerable scope and sequence in planning. It relies heavily on documentation across the various stages. However, this could introduce problems for designers later on. I feel that if a problem arises in ADDIE, designers might be tempted to ignore issues on account of the effort that has already been invested into the process. That is not to say that ADDIE is not useful; I simply want to convey that ADDIE comes from a more antiquated time wherein standardization and long processes were common in the designing of projects (as seen with its military origins).

SAM MODEL

SAM is the acronym ascribed to the Successive Approximation Model. This model is optimal for people working under time constraints (such as many modern instructional designers in educational settings like myself). Oftentimes, strict parameters, limited time frames, lack of personnel, and lack of resources lead people to search for instructional design alternatives that can deliver quality end products within relatively quick time frames. SAM helps alleviate these factors.

The iterative nature of SAM lends itself more to the designer that works in isolation (or also in small teams) and is under time constraints. Whereas one mistake in key areas in ADDIE could lead to further complications and corrections in the long run, the continuous feedback afforded by SAM allows you to make minor changes before they escalate into greater ones. SAM does not concern itself too much with documentation. This is one of the main criticisms of ADDIE. With SAM, one can operate on quick prototypes or chunks of information. Flaws in projects can be easily spotted before they fully develop. For lack of a better term, SAM does not feel as “official” as ADDIE and this informality prompts designers to take corrective measures with more comfort should problems arise in the design process.

SAM embodies the spirit of rapid prototyping that is consistent with newer generations of instructional designers. It focuses more on smaller iterative cycles, frequent communication, timely feedback, and more time-conscious considerations.


"RESEARCH" REFLECTIONS

ETEC 544

ETEC 544 has exposed me to the intricacies associated with instructional design. I have been able to draw connections among learning theories which are clear descriptors governing how humans process, retain and retrieve information. Additionally, the process of developing modules for learning has allowed me to appreciate new perspectives. I now factor into consideration such things as motivation, or the habits that promote accountability or taking ownership over one’s learning. This forces me to know more about my target audience. Moreover, I am more cognizant of learning styles and the personalization of learning; catering to a variety of modalities to optimize the overall learning process.

ETEC 644

ETEC 644 has refined my understanding and application of instructional design principles. Over the course of this experience I have been able to develop instructional units via computer based systems. In doing so, I have reflected with greater emphasis on the needs of learners and leveraged technology effectively to create learning experiences with real-world applications. This course has also given me the opportunity to craft more specific instructional objectives that have guided the learning activities pertinent to my projects. The subtleties associated with flowcharts and storyboards has allowed me to map out my visions for learners in ways that work toward a culminating goal. Furthermore, I have reflected time and time again on the motivational components that drive learners to succeed when provided with carefully structured resources. This course has really underscored the significance of personalized instruction and the effect it has upon a learner's ability to take ownership over his/her education. Lastly, I've been able to value methods that address evaluation procedures and have worked closely with peers and colleagues to facilitate constructive critiques of our work samples in order to maximize their potential as viable instructional content. I look favorably upon this experience and plan on continuing with my process of reflection in order to help advance instruction within my own professional capacity as an educator.