2. A Traditional Approach To
Instructional Design
The five common phases of most instructional design models: ADDIE
Analysis
The aim of this stage is to determine educational needs and
perform some form of assessment of needs
Components include:
Goal analysis, Performance analysis, Target population analysis, Task
analysis, Media selection, Cost analysis
Design
The aim of the design phase is to develop a plan of how the
finished product will look, and to produce a storyboard and
flowchart of the whole structure of the finished product
Design issues include:
Interface design, Sequencing, Lesson design, Learner interaction
3. A Traditional Approach To
Instructional Design
Development
This phase involves the programmers, graphic artists, writers and
subject matter experts filling out the specifications in the plan
A working model is usually developed, and this is then formatively
evaluated, with the feedback being integrated into the ongoing
development process
The outcome of this phase should be the full learning programme
Implementation and Evaluation
The final two phases involve delivery of the completed programme to
the learners
Evaluation of whether the goals as set out in the needs assessment
are met
Strict controls are maintained in the delivery to facilitate a coherent
summative evaluation
4. Problems With The Traditional
Approach
Rational versus creative approaches to design
Rational
typical of engineering not education
emphasis on the need for clearly defined concepts and skills
prescribes a systematic method for approaching problems
Creative
flexible, creative solutions to situations which are seen as unique
a more creative methodology is necessary in education
5. Gagne - Systematic Instructional
Design
Analysing learners and course goals to make objectives, sequence
instructional experiences, set the medium for instruction, and assess
student performance and the course
Nine instructional events that make up the specific needs and methods
in media based learning:
1. Gaining attention
2. Stating lesson objective
3. Referring to prior learning or knowledge
4. Presenting stimuli with distinctive features
5. Guiding learning
6. Eliciting performance
7. Providing feedback
8. Assessing performance
9. Retention and learning transfer
6. Instructional Systems Design (ISD)
Conduct Conduct
Established
Needs Task
Overall Goal
Assessment Analysis
Develop
Specify
Select media Assessment
Objectives
Strategies
Conduct Conduct
Produce
Formative Summative
Materials
Evaluation Evaluation
Revise as required
7. Criticism Of ISD
Even though ISD provides a planning basis there is a need
to be cautious
ISD is oriented to prescriptive procedural sequences
ISD does not cater for learning that is often more an
idiosyncratic and even unsystematic experienced based
construction
Often not determined by instructional sequence
ISD can lead to over prescriptive and mechanical
8. The ASSURE Model
Analyse learners
State objectives
Select instructional methods, media, and materials
Utilise media and materials
Require learner participation
Evaluate and revise
The ASSURE model is an Instructional Design System process
Teachers and trainers can use it to design and develop the most
appropriate learning environment for their students
You can use this process in writing your lesson plans and in improving
teaching and learning
The ASSURE model incorporates Gagne’s events of instruction to
assure effective use of media in instruction
9. Analyse Learners
Before you can begin, you must know your target
audience (your learners)
You need to find out the following information:
General characteristics - grade, age, ethnic group, sex,
mental, emotional, physical, or social problems,
socioeconomic level, and so on
Specific entry competencies - prior knowledge, skills,
and attitudes
Learning styles - verbal, logical, visual, musical,
structured, and so on
10. State Objectives
Once you know your students, you can begin writing the
objectives of the learning activity. Objectives are the
learning outcomes, that is, what will the student get out of
engaging in the activity
The ABCD's of writing objectives are:
Audience (who are your learners?)
Behaviour to be demonstrated
Conditions under which the behaviour will be observed
Degree to which the learned skills are to be mastered
11. Select Instructional Methods, Media
and Technologies
Once you know your students and have a clear
idea of what they should get out of the
lesson, then you are ready to select the:
Instructional method that you feel is most appropriate to
meet the objectives for these particular learners
Media, materials, resources and technologies that would
be best suited to work with your instructional method, the
objectives, and your students
12. Utilise Media And Technology
Offer the learning activity and use the media and
technology that you have selected or design and
developed
You should always trial (pilot) the finished products before
using them in a real learning session
Make sure that your instructional media and technology
are suitable and working in the given context / environment
13. Require Learner Participation
N.B. people learn best when they are actively involved in
the learning
The passive learner has more trouble learning whatever
learning opportunity they are presented with
Whatever your teaching strategy, you can incorporate
questions and answers, discussions, group work, hands-
on activities, and other ways of getting people actively
involved to meet the learning outcomes
Educators should create opportunities for everyone to
participate in the learning activities
14. Evaluate And Revise
Anyone can develop a lesson and deliver it, but the last stage is the
most important one, but often neglected
Good educators must reflect upon the learning activity, the stated
objectives, the instructional strategy, the instructional materials, and
the assessment and determine if these aspects of the lesson were
effective
The media/technologies used might not have been appropriate for the type
of learner or the content might not have been very interesting/motivating
The instructional strategy might not have got students interesting in
participation or the strategy might have been difficult to implement
The assessment you used might have shown that students didn't learn what
you tested for
Poor learning will continue to result if the educator doesn’t reflect upon
the instruction given and work on revising it until students become
successful learners
15. Usability Is Key To Good Design
Central concept but hard to define:
How well does the system meet the learner’s requirements
Poor design can:
create unacceptable user-interface learning times
create unacceptable error levels
increase learner frustration
make intended learning outcomes more difficult to achieve
lead to rejection of the learning activity by the learner
Usability can be built in:
good design practice – derived from instructional theory
involving learners in the design process
drawing on past experience (e.g. design rules and guidelines)
evaluation (especially learner centred evaluation)
16. Design Is A Collaborative Activity
Design is NOT a solitary activity – you can’t do everything!
Designers collaborate with:
each other, programmers, photographers, artists, content writers,
technicians, subject specialists, students, teachers…anyone
Design:
is conscious
keeps concerns about people at the centre (or should do)
is an interchange with media and materials
is creative
is communication
has social consequences
Good and consistent communication between all people involved –
especially with learners! – is essential