A field or a study and practice that focuses on analyzing learning needs for developing and designing instructional material through the use of technological tools and resources, to enhance student learning. IDT's professionals use systematic procedures with the media to reach the desired result.
1940's
During world war II, psychologists and education specialists were asked to create training materials for the sake of training thousands of soldiers.
1950's
- B. F. Skinner wrote an article “The Science of Learning and the Art of Teaching” as he suggested that instructional materials, should include small steps, frequent questions, and immediate feedback; and should allow self-pacing.
- Benjamin Bloom developed the “Taxonomy of Educational Objectives” which identifying principal domains of learning. Nowadays, it is called "Bloom's Taxonomy''.
1960's
-In his research "The condition of learning", Robert Gagne described three domains of learning outcomes (cognitive, affective, psychomotor), five learning outcomes (Verbal Information, Intellectual Skills, Cognitive Strategy, Attitude, Motor Skills), and nine events of instruction (Gaining attention, Informing learners of the objective, Stimulating recall of prior learning, Presenting the stimulus, Providing learning guidance, Eliciting performance and Providing feedback)
1970's
There was an approach that developed across military, academia and organizations as modules based on systems information processing. Media was used at that time to improve the effectiveness of instruction.
1980's
-In 1983, Component Display Theory (CDT) developed by David Merrill. This theory focuses on the method of presenting instructional materials.
- The first commercialized computer system called PLATO (Programmed Logic for Automatic Teaching Operation) was developed to allow computers to be integrated into instructions.
- There was more interest in the principles of cognitive psychology or what called (cognitivism )
1990's
-The impact of the cognitivist theory was bigger within the instructional technology field during the 1990s. the learning should be authentic as the cognitivists state and it should produce a real-world learning experience that gives students the ability to form and construct their knowledge.
- A fast-growing trend in the '90s was performance improvement and performance support.
- During the 90s, rapid prototyping was first seen. The training materials are prototyped quickly and revised through rapid testing and iterations.
- Computer-Based Training (CBT) become a common tool to deliver interactive training via CD-ROM.
2000's
-eLearning become widespread in the operating sector. Companies start to use eLearning to develop new skills and on-board new employers. With a Learning Management System (LMS) online learning delivered with the ability of a single one-stop-shop to manage, deliver, and track online learning courses and assessments.
2010 and Beyond
The spread of Smart Phones and tablets, blended learning has become more common as it used in both fields, the education fields and industry. As a result of "Big Data" and analytics, instructional materials are more personalized and more targeted and the focus is not just on learning outcomes but it also on the overall user experience of the learner. Learning Experience Design has risen by such an approach that focuses on creating learning experiences that give learners the ability to achieve their desired learning outcome.
Picture retrieved from https://collections.nlm.nih.gov/catalog/nlm:nlmuid-101429317-img
B.F. Skinner was an American psychologist who wrote "The Science of Learning and the Art of Teaching" suggested that instructional materials, should include small steps, frequent questions, and immediate feedback; and should allow self-pacing. He also called for programming the materials to be suitable for long-term acquisition and learning.
Picture retrieved from,https://en.wikipedia.org/wiki/Benjamin_Bloom
Benjamin Bloom was an American educational psychologist and his taxonomy was one of the first attempts where that attempt was to systematically classify levels of cognitive functioning and gave structure to the otherwise amorphous mental processes of gifted students. Through a variety of studies, Bloom and his colleagues found out that there are factors inside/outside the school environment that can affect how children can learn.
Picture retrieved from https://www.britannica.com/biography/Jean-Piaget
Jean Piaget was a Swiss psychologist who was the first to make a systematic study of the acquisition of understanding in children. He believed that children create and re-create their own model of reality constantly and achieve mental growth at each stage by integrating simpler concepts into higher-level concepts.
Picture retrieved from https://www.thoughtco.com/behaviorism-in-psychology-4171770
Behaviorism is that theory where behaviors are learned through interaction with the environment through the conditioning process. the stimulus-response is what behaviorism concerned with as the behavior is a response to environmental stimuli. In other words, after presenting a specific environmental stimulus, the learning will occur when a proper response is demonstrated.
Picture retrieved from https://impactofspecialneeds.weebly.com/cognitivism.html
Cognitivism focuses on how the mind is processing and using the information. Within cognitivism, tasks would be analyzed and broken down into smaller steps, so learner would receive information starting with the simplest to the most complex. Schemas or mantel maps used by cognitive learners to organize information and make a connection between the new information and the existing ones.
picture retrieved from https://www.funderstanding.com/theory/constructivism/
Constructivism is an approach to learning that holds that people actively construct or make their own knowledge and that reality is determined by the experiences of the learner (Elliott et al., 2000, p. 256). The main concept of constructivism is that learners build new knowledge upon the foundation of previous learning.
XR technology is a combination of VR “virtual reality”, AR "augmented reality" and MR “mixed reality”. According to Charlie Scanlan, those three types of immersive technologies combined under the blanket of “XR” technology and they are the most popular technologies that have a noticeable impact in many fields especially the educational field.
(1) Augmented reality, or AR is a type of software that used on a smart device such as a smartphone or a tablet and this software uses the device’s camera to integrate the real world with digital aspects. For example, people who intend to buy furniture from Amazon website, can use their smartphones to see how any piece of furniture would look like in their own place.
(2) Virtual reality, or VR is software that creates an entirely digital environment instead of projecting into the real environment. This environment can be viewed in 360 degrees with special headsets, which give users complete details about the place they see in the headsets. Google Earth VR is an example of VR that users could travel around the world in a virtual environment without even moving out their places.
(3) Mixed reality, or MR is could be known from its name as a result of mixed between virtual reality and augmented reality by using VR headsets with the real environment. This combination can provide a higher level of interactivity without the complete immersion that could be experienced in VR. Microsoft HoloLens is a good example of MR which enables factories’ workers to follow installing steps easily and more efficiently. According to iflexion.com, Microsoft HoloLens have been used in EBA factory where the workers can project 3D image-based systematic work instruction into their workspace. In addition, there is another application for Microsoft HoloLens in the medical field as medical students could benefit from using it when they study anatomy.
With adaptive learning, students in schools and colleges can have learning modules tailored around their specific needs, ways of learning, and any learning difficulties they have instead of a broad-based approach.
To implement this style of learning across the curriculum and every course, would require an educational paradigm shift that is unprecedented. This kind of pf learning has never been tried, except in some specialist private schools and colleges.
With courses adapted around the unique needs of every student, educators expect this is going to become the new norm although adaptive learning is a departure from traditional pedagogical methods.
there are many benefits of adaptive learning as it could focus on providing focused attention on an individual, help the student to reduce the amount of time they spend in a standard course, uses a confidence-based assessments methodology to test the current understanding of the learners, creates individualized learning paths, suitable for all types of learners whatever their level, and helps focusing on areas of weakness with efficient remediation.
My educational philosophy is there are four major factors that make learning occur and help learners receiving and processing new information. The first one is introducing the new concepts to learners as they can understand them using simple words which can improve their motivation to learn. On the other hand, skipping this step sometimes could result in obstacles as some students cannot proceed until they understand the meaning of each new concept. The second, stirring up the learner’s curiosity toward learning new things by presenting asking questions about how to solve problems or how to improve the results of any experiment. That would make students try to reach their goals by trying various strategies till they get the desired results. Third, encouraging learners to share their work with others. That would give them the courage to face any difficulties and help other learners since some of them are shy to seek help from the teacher. Fourth, connecting any new information to learners’ daily life, or what called “realia”. This would make students understand the necessity of learning new things or the purpose of dealing with issues that some information wouldn’t be important to students until they understand the need for studying them. Moreover, this can help students recall any information as they already make that connection between what they learn in school and their daily life interaction.
Instructional Technology or Instructional Design and Technology: A field or study and practice that focuses on analyzing learning needs for the purpose of developing and designing instructional material through the use of technological tools and resources, to enhance student learning.
ID Models: A process that provides guidelines to create and design projects for the purpose of helping students meet educational needs and achieve instructional goals. Widely used models include ADDIE, which contains five phases: Analyze, Design, Develop, Implement, Evaluate. The SAM model addresses performance needs through iterations, repeated small steps. It’s core phases include Preparation, Iterative Design, and Iterative Development. Another model is the Dick and Carey Systems Approach model, which consists of connected steps that highlight the relationship between educational content and instructional techniques.
ADDIE: Initially used for military training. ADDIE is a model and process used by instructional designers and training developers with five phases: Analyze, Design, Develop, Implement, Evaluate.
Learning Theories: The way in which students take in, understand, process and retain knowledge during learning. Factors that influence are cognitive, emotional, environmental and prior experience.
Behaviorism: A learning theory that states that all behaviors are learned through interaction with the environment through conditioning. This theory involves repetition, setting clear learning objectives, giving immediate feedback.
Cognitivism: A learning theory that focuses on the way that learners process information they receive and how they build their own schemata. When students learn something new, they look for prior knowledge that might relate to new knowledge. Focuses on how information is organized, stored and retrieved by the mind. Instructional strategies include encouraging discussions, asking students to justify and explain their thinking, using visuals to improve student understanding.
Constructivism: A learning theory that states that people are able to construct their own knowledge based on their experiences. This theory utilizes interactive teaching strategies to teach higher order thinking skills such as reasoning and problem solving. Examples in the classroom include role playing, simulating historical events or periods, debating controversial current events and topics, cooperative learning groups to teach multiple perspectives and allowing students to perform in real world activities such as internships.
Impact of WWII on IDT: During WWII, audio visual devices were used for military and industrial training. The U.S. Army and Air Force produced more than 400 training films and 600 filmstrips during a two-year period for training purposes.
Burrhus Frederic (B. F.) Skinner: Educational Psychologist who believed in operant conditioning as a method of learning that occurs through rewards and punishments for behavior.
Benjamin Bloom: Benjamin Bloom greatly impacted impacted higher education with the development of Bloom's Taxonomy.
Remember: Recall facts and basic concepts.
understand: Explain ideas or concepts
Apply: use information in new situation
Analyze: Draw connections among ideas
Evaluate: Justify a stand or decision.
Create: Produce new or original work
Lev Semyonovich Vygotsky: Vygotsky introduced the importance of cultural and social context for learning. He believed that cognitive development stems from social interactions from guided learning within the zone of proximal development (ZPD).
Asynchronous learning: A kind of learning activity where responses or interactions are not at the same time and learners can choose the time they prefer to participate.(Edited by Mohammad)
Storyboarding : An organizer uses images that are displayed in order to help with the previsualization of any interactive media.(Edited by Mohammad)
Digital literacy : The ability to use technology that students have to guide them as a tool and direct their learning experiences. (Edited by Mohammad)
Quantitative Research: A method of collecting data that focuses primarily on numerical numbers such as test scores. (Edited by Esperanza)
Qualitative Research: A method of collecting data that focuses primarily on narrative data, such as observations, interviews, transcripts, journal entries. (Edited by Esperanza)
Subject Matter Expert (SME): When conducting a study, SMEs are valuable resources due to the fact that they are experts in a particular topic. SMEs are often used to oversee, provide guidance and feedback when developing materials about a topic they are experts in. (Edited by Esperanza)
Virtual Reality(Edited by Erika): The use of computer technology to create and develop the impression of an interactive three-dimensional environment in which objects appear to be real and in close proximity. (https://www.nas.nasa.gov/Software/VWT/vr.html)
Augmented reality(Edited by Erika): A virtual experience where designers enhance parts of a users’ physical world using computer-generated elements (graphics, videos, etc) that responds to real-time changes in the technological environment. (https://www.interaction-design.org/literature/topics/augmented-reality)
Artificial intelligence(Edited by Erika): computer-controlled program/robot that can perform tasks such as reasoning, which are commonly associated with intelligent beings.(https://www.britannica.com/technology/artificial-intelligence )
During studying ETEC5000 I have gained a lot of information related to Instructional Technology. In the beginning, reviewing many definitions of IDT boarded my understanding and how such definitions have changed through time. The IDT history gave me information about how this field has developed and the contributions made by the IDT scholars. Another beneficial tool was the discussion board that gave me the opportunity to interact with my colleagues and benefit from their suggestions and recommendations likewise the breaking groups that we had in some meetings where everyone could participate and explain their points. By studying learning theories I have got a better understanding of the learner's method to receive the information and as a teacher that would help me with choosing the appropriate methods to present lessons to my students. Although we are have been going through a hard time due to the pandemic that forced us to do this course distantly, I enjoyed working with the instructor and my classmates as we have plenty of choices and the chance of sharing information since I met with students from different background.
Reiser, R. A., & Dempsey, J. V. (2018). Trends and Issues in Instructional Design and Technology. Boston: Pearson.
Scanlan, C. (September 22, 2017). Immersive Tech in Education. Retrieved December 12,2020 from
https://edtechtimes.com/2017/09/22/xr-education-immersive-technology-in-education-today
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