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Instructional design

Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of knowledge. The process consists broadly of determining the state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed.

History
Origins As a field, instructional design is historically and traditionally rooted in cognitive and behavioral psychology, though recently constructivism has influenced thinking in the field. This development coincided with a time when the behaviorist paradigm was prevalent in American psychology. There are also those who cite that, aside from behaviorist psychology, the origin of the concept could be traced back to systems engineering. While the impact of each of these fields is difficult to quantify, it is argued that the language and the "look and feel" of the early forms of instructional design and their progeny were derived from this engineering discipline. Specifically, they were linked to the training development model used by the U.S. military, which were based on systems approach and was explained as "the idea of viewing a problem or situation in its entirety with all its ramifications, with all its interior interactions, with all its exterior connections and with full cognizance of its place in its context." The role of systems engineering in the early development of instructional design was demonstrated during World War II when a considerable amount of training materials for the military were developed based on the principles of instruction, learning, and human behavior. Tests for assessing a learner's abilities were used to screen candidates for the training programs. After the success of military training, psychologists began to view training as a system and developed various analysis, design, and evaluation procedures. In 1946, Edgar Dale outlined a hierarchy of instructional methods, organized intuitively by their concreteness. The framework first migrated to the industrial sector to train workers before it finally found its way to the education field. 1950s (published in 1956) defined a cognitive domain in terms of six objectives. In 1954, B. F. Skinner suggested that effective instructional materials, called programmed instructional materials, should include small steps, frequent questions, and immediate feedback; and should allow self-pacing. The article describes how to write objectives including desired behavior, learning condition, and assessment. 1960s Robert Glaser introduced "criterion-referenced measures" in 1962. In contrast to norm-referenced tests in which an individual's performance is compared to group performance, a criterion-referenced test is designed to test an individual's behavior in relation to an objective standard. It can be used to assess the learners' entry level behavior, and to what extent learners have developed mastery through an instructional program. 1980s Although interest in instructional design continued to be strong in business and the military, there was little evolution of ID in schools or higher education. However, educators and researchers began to consider how the personal computer could be used in a learning environment or a learning space. Many of the first uses of computers in the classroom were for "drill and skill" exercises. There was a growing interest in how cognitive psychology could be applied to instructional design. The rise of the Internet introduced new tools for online learning, which were seen as effective for supporting learning. As both technology and constructivist theory evolved, classroom practices shifted—from basic drill-and-practice methods to more interactive, cognitively demanding activities. By the late 1990s and early 2000s, the term learning design entered the field of educational technology. It reflected the idea that designers and instructors should choose an appropriate blend of behaviorist and constructivist strategies for their online courses. However, the underlying concept of designing for learning is likely as old as teaching itself. One definition describes learning design as “the description of the teaching-learning process that takes place in a unit of learning (e.g., a course, a lesson, or any other structured learning event).” 2000–2010 In 2008, the Association for Educational Communications and Technology changed the definition of educational technology to "the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources". 2010–2020 Academic degrees focused on integrating technology, internet, and human–computer interaction with education gained momentum with the introduction of Learning Design and Technology (LDT) majors. Universities such as Bowling Green State University, Pennsylvania State University, Purdue, San Diego State University, Stanford, Harvard University of Georgia, California State University, Fullerton, and Carnegie Mellon University have established undergraduate and graduate degrees in technology-centered methods of designing and delivering education. Informal learning became an area of growing importance in instructional design, particularly in the workplace. A 2014 study showed that formal training makes up only 4 percent of the 505 hours per year an average employee spends learning. It also found that the learning output of informal learning is equal to that of formal training. As a result of this and other research, more emphasis was placed on creating knowledge bases and other supports for self-directed learning. Timeline ==Models/Frameworks==
Models/Frameworks
ADDIE model Perhaps the most common model used for creating instructional materials is the ADDIE Model. This acronym stands for the five phases contained in the model: Analyze, Design, Develop, Implement, and Evaluate. The ADDIE model was initially developed by Florida State University to explain "the processes involved in the formulation of an instructional systems development (ISD) program for military interservice training that will adequately train individuals to do a particular job, and which can also be applied to any interservice curriculum development activity." The model originally contained several steps under its five original phases (Analyze, Design, Develop, Implement, and [Evaluation and] Control), Bloom's Taxonomy Bloom’s Taxonomy is a framework developed by Benjamin Bloom and colleagues in 1956, with the levels revised in 2001. It organizes cognitive skills to assist instructional designers in developing learning activities. As learners progress through the levels, they move from basic recall to concept application and, ultimately, knowledge integration and problem-solving. The six levels are: • Remember • Understand • Apply • Analyze • Evaluate • Create Gagné's Nine Events of Instruction According to Robert Gagné, learning occurs through a sequence of nine events, each representing a condition that must be met before progressing to the next. Similarly, instructional events are designed to mirror these learning events: • Gaining attention: To ensure reception of coming instruction, the teacher gives the learners a stimulus. Before the learners can start to process any new information, the instructor must gain the attention of the learners. This might entail using abrupt changes in the instruction. • Informing learners of objectives: The teacher tells the learner what they will be able to do because of the instruction. The teacher communicates the desired outcome to the group. • Stimulating recall of prior learning: The teacher asks for recall of existing relevant knowledge. • Presenting the stimulus: The teacher gives emphasis to distinctive features. • Providing learning guidance: The teacher helps the students in understanding (semantic encoding) by providing organization and relevance. • Eliciting performance: The teacher asks the learners to respond, demonstrating learning. • Providing feedback: The teacher gives informative feedback on the learners' performance. • Assessing performance: The teacher requires more learner performance, and gives feedback, to reinforce learning. • Enhancing retention and transfer: The teacher provides varied practice to generalize the capability Rapid prototyping suggest that through an iterative process the verification of the design documents saves time and money by catching problems while they are still easy to fix. This approach is not novel to the design of instruction, but appears in many design-related domains including software design, architecture, transportation planning, product development, message design, user experience design, etc. In fact, some proponents of design prototyping assert that a sophisticated understanding of a problem is incomplete without creating and evaluating some type of prototype, regardless of the analysis rigor that may have been applied up front. In other words, up-front analysis is rarely sufficient to allow one to confidently select an instructional model. For this reason many traditional methods of instructional design are beginning to be seen as incomplete, naive, and even counter-productive. Dick and Carey Another well-known instructional design model is the Dick and Carey Systems Approach Model. The model was originally published in 1978 by Walter Dick and Lou Carey in their book entitled The Systematic Design of Instruction. Dick and Carey made a significant contribution to the instructional design field by championing a systems view of instruction, in contrast to defining instruction as the sum of isolated parts. The model addresses instruction as an entire system, focusing on the interrelationship between context, content, learning and instruction. According to Dick and Carey, "Components such as the instructor, learners, materials, instructional activities, delivery system, and learning and performance environments interact with each other and work together to bring about the desired student learning outcomes". The model was originally published in 1970 by Peter J. Esseff, and Mary Sullivan Esseff, in their book IDLS—Pro Trainer 1: How to Design, Develop, and Validate Instructional Materials. Peter (1968) and Mary (1972) Esseff both received their doctorates in educational technology from the Catholic University of America under the mentorship of Gabriel Ofiesh, a founding father of the Military Model mentioned above. Esseff and Esseff synthesized existing theories to develop their approach to systematic design, "Guaranteed Learning" aka "Instructional Development Learning System" (IDLS). In 2015, the Drs. Esseffs created an eLearning course to enable participants to take the GL course online under the direction of Esseff. The components of the Guaranteed Learning Model are the following: • Design a task analysis • Develop criterion tests and performance measures • Develop interactive instructional materials • Validate the interactive instructional materials • Create simulations or performance activities (Case Studies, Role Plays, and Demonstrations) Motivational design Arcs model Motivation is defined as an internal drive that activates behavior and gives it direction. The term motivation theory is concerned with the process that describes why and how human behavior is activated and directed. Motivation concepts include intrinsic motivation and extrinsic motivation. John M. Keller has devoted his career to researching and understanding motivation in instructional systems. These decades of work constitute a major contribution to the instructional design field. First, by applying motivation theories systematically to design theory. Second, in developing a unique problem-solving process he calls the ARCS model. MOM Although Keller's ARCS model currently dominates instructional design with respect to learner motivation, in 2006 Hardré and Miller proposed a need for a new design model that includes current research in human motivation, a comprehensive treatment of motivation, integrates various fields of psychology and provides designers the flexibility to be applied to a myriad of situations. Hardré proposes an alternate model for designers called the Motivating Opportunities Model or MOM. Hardré's model incorporates cognitive, needs, and affective theories as well as social elements of learning to address learner motivation. MOM has seven key components spelling the acronym 'SUCCESS' – Situational, Utilization, Competence, Content, Emotional, Social, and Systemic. the Morrison/Ross/Kemp Model, the OAR Model of instructional design in higher education, SAM (the Successive Approximation Model), as well as, Wiggins' theory of backward design. ==Influential researchers and theorists==
Influential researchers and theorists
Alphabetic by last nameBloom, Benjamin – Taxonomies of the cognitive, affective, and psychomotor domains – 1950s • Bransford, John D. – How People Learn: Bridging Research and Practice – 1990s • Bruner, JeromeConstructivism - 1950s-1990s • Gagné, Robert M.The Conditions of Learning has had a great influence on the discipline. • Gibbons, Andrew S - developed the Theory of Model Centered Instruction; a theory rooted in Cognitive Psychology. • Heinich, Robert – Instructional Media and the new technologies of instruction 3rd ed. – Educational Technology – 1989 • Jonassen, David – problem-solving strategies – 1990s • Kemp, Jerold E. – Created a cognitive learning design model - 1980s • Mager, Robert F. – ABCD model for instructional objectives – 1962 - Criterion-Referenced Instruction and Learning Objectives • Marzano, Robert J. - "Dimensions of Learning", Formative Assessment - 2000s • Mayer, Richard E. - Multimedia Learning - 2000s • Merrill, M. David – Component Display Theory / Knowledge Objects / First Principles of InstructionOsguthorpe, Russell T. – Overview of Instructional Design – The education of the heart: rediscovering the spiritual roots of learning • Papert, Seymour – Constructionism, LOGO – 1970s-1980s • Piaget, Jean – Cognitive development – 1960s • Reigeluth, Charles – Elaboration Theory, "Green Books" I, II, and III – 1990s–2010s • Rita Richey - instructional design theory and research methods • Schank, Roger – Constructivist simulations – 1990s • Simonson, Michael – Instructional Systems and Design via Distance Education – 1980s • Skinner, B.F. – Radical Behaviorism, Programed Instruction - 1950s-1970s • Vygotsky, Lev – Learning as a social activity – 1930s • Wiley, David A. - influential work on open content, open educational resources, and informal online learning communities ==See also==
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