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History of Instructional Design Part III EDUU566 Based on Reiser & Dempsey, 2006 & Reiser, 2001 Carla Piper, Ed. D. Course Developer

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History of Instructional Design

Part III

EDUU566Based on Reiser & Dempsey, 2006 & Reiser, 2001 Carla Piper, Ed. D.Course Developer

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Four Phase Cycle of Instruction

Learning is promoted when:• learners observe a demonstration• learners apply the new knowledge• learners engage in a task-centered instructional strategy• learners activate relevant prior knowledge or experience• learners integrate their new knowledge into their

everyday worldReiser & Dempsey, 2006

David Merrill

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Information is NOT Instruction"If you don't provide adequate practice, if you don't

have an adequate knowledge structure, if you don't provide adequate guidance,

people don't learn" (Merrill, 1998)

• David Merrill’s Key to Learning– provide structured knowledge – provide practice – provide guidance

• Online Principles– Acknowledge learner’s prior experience and preconceptions– Help learners transform facts and concepts into usable

knowledge.– Help learners monitor their own learning and learn

independently– Provide learner-centered environment online David Merrill

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First Principle: Problem Centered

• Do you involve authentic real-world problems or tasks?

• Does the objective show the learners what they will be able to do when they complete the task?

• Is the problem broken down into component tasks which will help complete the whole task?

• Is the instruction a progression of problems – and not just a single application?

Reiser & Dempsey, 2006

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Principle: Activation

• Do you help learners recall, retell, describe, or apply prior knowledge?

• Is the instruction relevant?• Does the instruction help the learner organize

new knowledge? – Graphic organizers– Concrete advanced organizers– Conceptual models– Maps and Diagrams– Checklists

Reiser & Dempsey, 2006

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Principle: Demonstration• Show examples of what will be learned• Include demonstrations related to content

– Specific how-to procedures– Classify concepts– Activate misconceptions and clarify– Detailed sequence of actions – Provide visual models

• Provide learner guidance– Narrated animations– Signaling devices– Visual representation of material– Use structured tasks

• Make instructional media relevant to the content to enhance learning– Multimedia– Narrated animations in natural voice

Reiser & Dempsey, 2006

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Demonstration

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Principle: Application• Opportunity to practice and apply new skill

or knowledge– Use questions– Check for understanding

• Application and assessment consistent with learning objectives

• Practice followed by corrective and systematic feedback

• Enable learners to access context sensitive help

• Provide coaching• Use a variety of instructional tasks

Reiser & Dempsey, 2006

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Task Centered: Coaching

David Merrill

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Principle: Integration

• Can student integrate the skill and knowledge into everyday life?

• Publicly demonstrate their new knowledge or skill

• Provide opportunity for reflection, discussion, defense of knowledge

• Provide an opportunity to create, invent, and explore new ways to use this new knowledge.

WatchMe!

Reiser & Dempsey, 2006

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Implementation

• Facilitate learner navigation through task

• Allow learner to control pacing• Provide a course map• Use collaboration effectively• Structure group assignments

around products or processes• Use multimedia• Use conversational style Reiser & Dempsey, 2006

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4C/ID Instructional Model

• Characterized by four components: – Learning Tasks– Supportive Information – Procedural Information – Part-Task Practice

• Tasks ordered by task difficulty• Each task offers scaffolding at the beginning• Scaffolding is reduced as the learner

progresses. Merriënboer

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Holistic Design

ProcessMerriënboer

4C/ID Model

Merriënboer

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Kolb’s Model of Experiential Learning

Accommodate Divergent

AssimilativeConvergent

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Experiential Learning

• Learning is a process whereby knowledge is created through experience

• Experiences are a transformational process

• Students actively construct their experience within a socio-cultural context

• Provides a framework for designing active, collaborative, and interactive learning experiences.

Kolb Experiential Learning

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Kolb’s Four Stage Cycle and Learning Styles• Four-stage cycle

– Concrete Experience (CE)

– Reflective Observation (RO)

– Abstract Conceptualization (AC)

– Active Experimentation (AE)

• Four learning styles– Diverging (CE/RO) – Assimilating

(AC/RO) – Converging (AC/AE) – Accommodating

(CE/AE)

From Business Balls

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Diagram of Kolb’s

Learning Styles

From Business Balls

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Typology of Learners

• Activist = Accommodating • Reflector = Diverging • Theorist = Assimilating • Pragmatist = Converging

Honey & MumfordClark Website

Take the Learning Style

Inventory!

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Keller's ARCS Model for Motivation• Attention - gaining and

keeping the learner's attention– Through the senses– Through inquiry - thought

provoking questions– Through variety - variance in

exercises and use of different media

• Relevance – Training needs to relevant. – "What's in it for me?"

• Confidence – Need to feel confident in the

program’s purpose and objectives

– Need to believe they can succeed and that this is worthwhile for them

• Satisfaction – What’s the reward?– Need to feel rewarded from the

learning experience. – Need entertainment or a sense

of achievement. – Need to achieve satisfaction in

what they have learned– Need see that their new skills

can be immediately useful and beneficial on their job.

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Resources• Instructional Design Models• TIP Theories• Wikipedia• EduTech Wiki• Learning Theories• Kolb Experiential Learning• Business Balls• Honey & Mumford• David Merrill• ARCS Model• UCDenver Instructional Design Models• Reiser & Dempsey (2006). Trends and Issues in

Instructional Design and Technology.