AECT Definition of Educational Technology
According to the Association for Educational Communications and Technology (AECT 2008), “Educational technology is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources.”
My Definition
I define instructional design and technology as a systematic approach to creating an effective and engaging student educational experience. This process encompasses the identification of learner needs, the establishment of clear learning objectives, the selection of appropriate instructional methods and materials, and the evaluation of instructional effectiveness. The primary aim is to facilitate efficient knowledge acquisition and skill development, enabling learners to apply what they have learned in real-world contexts.
History of Instructional Design and Technology
Instructional design has undergone a remarkable transformation over recent decades. We’ve moved from a narrow focus on skills development and rote knowledge acquisition to a more enriched approach that prioritizes personal meaning-making and the overall user experience. While the 1950s and 1960s were dominated by programmed instruction grounded in behaviorist theories, today’s instructional design is contextual, fluid, and deeply learner-centered. Current trends reflect the influence of technological advancements, including social media, cloud-based services, and the power of big data. These elements are revolutionizing how we design learning experiences, ensuring they are relevant and engaging. Explore the history of instructional design and its evolution through the timeline below to fully grasp its dynamic journey and future potential.
Instructional design is evolving, propelled by cutting-edge technologies such as artificial intelligence (AI), virtual reality, and gamification. These advancements are revolutionizing the field, enabling the creation of immersive and adaptive learning environments that significantly enhance learner engagement and effectiveness.
Influential Scholars and Learning Theories
B.F. Skinner
Behaviorism learning theory is the idea that a student behaves based on their interaction with their environment. It suggests behaviors are influenced and learned from external rather than internal forces.
Psychologists have been developing the idea of behaviorism since the 19th century. Behavioral learning theory is the basis for psychology, and it can be observed and quantified. Positive reinforcement is a popular element of behaviorism—classical conditioning observed in Pavlov’s dog experiments suggests that behaviors are directly motivated by the reward that can be obtained.
Jean Piaget
Cognitivism learning theory looks at the way people think. Mental processes are an important part of understanding how we learn. The cognitive theory understands that both internal and external elements can influence learners.
Cognitive theory has developed over time, breaking off into sub-theories that focus on unique elements of learning and understanding. At the most basic level, the cognitive theory suggests that internal thoughts and external forces are both an important part of the cognitive process. And as students understand how their thinking impacts their learning and behavior, they are able to have more control over it.
John Dewey
Constructivism learning theory is based on the idea that students create their own learning based on their previous experiences. Students take what they’re being taught and add it to their previous knowledge and experiences, creating a reality that’s unique to them. This learning theory focuses on learning as an active process, which is personal and individual for each student.
Virtual Reality Technology is defined as a computerized simulation of the real world using software and hardware, offering applications such as relaxation, traveling, video calls, stress reduction, and healthcare provider training.
Gamification is the integration of game elements like point systems, leaderboards, badges, or other game elements into “conventional” learning activities to increase engagement and motivation. For example, an online discussion forum for a Physics course might be gamified via a badge system: students might be awarded a “Ptolemy” badge after they have made 10 postings, a “Galileo” badge after 20 postings, “Kepler” after 30, “Einstein” after 40, and so on. In ideal gamified learning environments, students can see the online badges that their peers have earned to create a sense of comradery or competition.
Artificial intelligence (AI), in its broadest sense, is intelligence exhibited by machines, particularly computer systems. It is a field of research in computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals
Educational Philosophy
Reflection
The ETEC 5000 course helped create my educational philosophy which says "Each person is a unique individual. One is different from the other. They all need direction in which to grow and develop emotionally, intellectually, and physically."