Official Definition
Instructional Design and Technology (IDT) refers to the systematic process of designing, developing, and evaluating instructional materials and experiences using technology to facilitate learning and improve performance. It integrates learning theories, technology, and instructional strategies to meet educational or training goals effectively (Reiser & Dempsey, 2018).
My Definition
I define Instructional design and technology as an Ecosystem. All features are related together. Each part has to work simultaneously to make the entire system work.
1920s - 1930s
During this time, IDT was in the early stages of development. Audiovisual Education brings more people to use broadcasting, sound recordings, and motion pictures.
1940s
World War II took advantage of the development of audiovisual education. The success of WWII confirmed the usefulness of IDT.
1950s
More completed and systematic approaches have been applied to IDT.
1960s
Instead of focusing on different media types, scholars started focusing on the learning process.
1970s
New models were made and spread. Instructional design started growing in different branches.
1980s
Instructional Design began incorporating computer-based training with ADDIE becoming a popular model. The use of early multimedia tools in education laid the groundwork for future developments.
1990s
The rise of multimedia and the internet revolutionized education with the growth of Learning Management Systems (LMS) and online learning. Distance education expanded, and instructional design embraced more learner-centered and constructivist approaches.
2000s
E-learning and web-based platforms, such as Moodle, became common, alongside blended learning models that combined online and in-person instruction. Interactive tools like simulations and gamification emerged, transforming the instructional experience.
2010s
Mobile learning, MOOCs, and personalized learning technologies became prominent, offering flexible, global learning opportunities. Cloud-based tools for collaboration and adaptive learning systems reshaped the way students engage with content.
2020s
AI, VR, and AR are now shaping the future of education by providing personalized, immersive, and data-driven learning experiences. The focus is on creating interactive, community-based learning environments and integrating advanced technology to improve student outcomes.
B.F. Skinner
B.F. Skinner was a leading American psychologist, behaviorist, and social philosopher. He was considered the father of Behaviorism. Skinner’s learning theory suggests that learning and behavior change result from reinforcement and punishment. Behaviors are motivated by the consequences people receive for their behavior.
Behaviorism
Behaviorists usually guide learners toward desired outcomes by implementing a system based on their behavior (Skinner, 1975).
Behaviorism usually works with younger peers. All educational settings have grading systems. Students receive added or subtracted grades based on their participation and performance.
Robert M. Gagné
Robert M. Gagné was an outstanding American educational psychologist best known for his instructional design and learning theory work. Gagné's work greatly influenced the development of instructional design models and frameworks. He contributed nine levels of learning to Instructional design and technology. It’s a clear step-by-step process that describes each element needed for effective learning.
Gagné's Nine Levels of Learning
Robert M. Gagné's Nine Events of Instruction is a step-by-step guide to effective teaching. It starts by grabbing students’ attention and explaining the lesson goals. Then, it connects new ideas to what students already know, presents the content clearly, and provides helpful guidance. Students practice what they’ve learned, get feedback, and are assessed to check their understanding. Finally, the focus is on helping students remember and apply their knowledge in real-life situations.
Robert M. Gagné's Nine Events of Instruction could be teaching an art lesson on color mixing. The teacher begins by showing a vibrant painting and asking, "How do you think the artist created so many colors?" to grab students' attention. They explain the objective: students will learn how to mix primary colors to create secondary colors. To connect to prior knowledge, the teacher reminds students of the primary colors: red, yellow, and blue. Using a palette and paint, the teacher demonstrates mixing colors step by step, explaining the process clearly. Students then practice mixing their own colors, receive feedback on their techniques, and are assessed by creating a small artwork using their mixed colors. The lesson ends with a discussion of how color mixing is used in painting and design, helping students apply their knowledge creatively.
Jean Piaget
Cognitivist Jean Piaget focused on how people, especially children, develop and learn through stages of cognitive growth. He believed that learning happens as individuals actively construct knowledge by interacting with their environment. Piaget's theory identifies four stages of development—sensorimotor, preoperational, concrete operational, and formal operational—each highlighting how thinking evolves as children mature. His work emphasizes the importance of hands-on exploration and discovery in learning.
Cognitivism
Cognitivists believe that internal processing is important. This theory focuses on how the brain receives, organizes, stores, and retrieves information. All the pieces of information get absorbed and then become memories. Later the learners will reuse that information from their minds (Piaget, 1971).
When a student solves a math problem. Instead of just following steps, the student understands the logic behind each step, applies critical thinking, and connects it to what they already know. They actively process the information, figure out the solution, and remember it for future problems.
Duffy, T. M., & Cunningham, D. J., & D.H. Jonassen
Duffy and Cunningham, along with Jonassen, are key figures in constructivist learning theory. Constructivism emphasizes that learners actively construct their own understanding and knowledge through experiences, interactions, and reflection. These three authors delved deeply into the theory of Constructivism, aligning it with aspects of instructional design.
Constructivism
Learners will use their previous knowledge as a base, and build on top of it with new things they learned. Instead of consuming information passively, learners initiate the process of constructing the information themselves (Narayan et al., 2013).
While science students work together to design a water filtration system using the materials provided, they explore concepts of filtration, test their prototypes, and refine their designs based on the results. This project provides students with more hands-on experience.
How does AI art work?
Data Input > Training the Model > Generating New Content > Style Transfer > Evaluate
Is AI art real art?
AI art has been around much longer than people think. Only in recent years have people started debating on it.
Brief Educational Philosophy
I have been a student for a long time. Now that I have switched to an instructor, I see the differences between the two roles.
Reflection
Upon entering the field of IDT, I found the various learning theories and models to be confusing and overwhelming. Now that I understand the concepts behind each one of them, it is much more clear for me to apply them to my own projects.
IDT not only taught me how to design content but also made me see the perspective of other roles. For me, that is very valuable.
Narayan, R., Rodriguez, C., Araujo, J., Shaqlaih, A., & Moss, G. (2013). Constructivism—Constructivist learning theory. In B. J. Irby, G. Brown, R. Lara-Alecio, & S. Jackson (Eds.), The Handbook of educational theories (pp. 169–183). IAP Information Age Publishing.
Piaget, J. (1971). The theory of stages in cognitive development. In D. R. Green, M. P. Ford, & G. B. Flamer, Measurement and Piaget. McGraw-Hill.
Reiser, R. A., & Dempsey, J. V. (2018). Trends and issues in instructional design and technology (4th ed.). Pearson.
Skinner, B. F. (1975). About behaviorism. Random House.