Module 3 - Addie[1]

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Electronic Learning Environments Module 3

Learning outcomes     

 

Provide a definition for the process of Instructional Design Describe and explain the ‘Analysis’ phase of the instructional design process Describe and explain the ‘Design’ phase of the instructional design process Describe and explain the ‘Development’ phase of the instructional design process Describe and explain the ‘Implementation and Evaluation’ phases of the instructional design process Identify some key design principles for the design of interactive multimedia environment Secrets of user-interface design

What is an Instructional Design? 

It is the process of designing and developing instructional materials, using scientific principles about how people learn, to maximise the acquisition of skills, knowledge and attitudes



“An organised procedure for developing instructional materials or programs which include the steps of:    

Analysis (defining what to be learned), Design (specifying how the learning should occur), Developing (authoring or producing material), Implementing (using the materials for strategies in context), and Evaluating (determining the adequacy of instruction)” 

ADDIE-model

The Addie-model Analysis

Design

Development

Implement

Revise

Evaluate

ADDIE-model of instructional design

The Analysis phase 

Learning about learners:        



Based on the collection of data– what they can & can’t do Known and unknown – competencies Demographics Language skills Typing skills and mouse skills What technology can they use? Motivation Learning styles

Learning about the curriculum and content requirements:   

Critical and learning area outcomes are met Content is presented in a certain way Types of learning activities

The Design phase 

(1 of 4)

Analysing the outcomes:    

Skills Knowledge Attitudes and beliefs Outcomes (learning goals) must be –  

meaningful measurable and observable objective  Objectives must be clearly stated



Developing initial content ideas:  

Brainstorming –content & approaches (what & how?) Elimination of some initial ideas 



learners’ pre-knowledge, computer skills, attitudes, age (learners’ demographics) amount of subject matter, capability of computer system, ability of the developer

The Design phase 

(2 of 4)

Preliminary programme description: 

Instructional analysis – Identifying types of learning – indented outcomes  Choosing a methodology – learning experiences 

    

tutorials drill and practice simulations problem-solving

Design principles

The Design phase 

Factor decisions – methodology chosen:     



(3 of 4)

Feedback – when, how much, way of feedback Question types – multiple choice, true or false, one-word Learner control Motivation Judging – learners’ answers

Sequence description - order by which information will be presented:     

Opening screen Directions Interaction Method of item selection Closing

The Design phase 

Storyboard – visual way of presenting the design that has been decided upon:   



(4 of 4)

Scripts (text, graphics, tables) Audio Video

Ongoing evaluation:  

Formative Summative

The Development phase (1 of 2) 

Development – the entire process of producing refining and validating the programme: 







Programming software – Macromedia Authorware, Macromedia Director or Asymetric Toolbook Web authoring software - Macromedia Dreamweaver Microsoft FrontPage, Coldfusion Image-editing software – CorelDraw, Adode Photoshop or Microsoft PhotoDraw Software sound, graphics or animations

The Development phase (2 of 2) 

Steps to be considered or followed: 

 







The development of a project management plan – time and money Preparing of the text components – Microsoft Word Authoring of the separate pages or screen – every single screen is developed (text, graphics, video, animations, hyperlinks, navigation buttons) Creation of graphics, sound and video – professional help Assembling the pieces in the sequence that was decided on during the design phase Preparation of support material – guide, help pages, additional content, exercises and contact details for the developers

Implementation and Evaluation phases   

Phases are related and inter-dependent Evaluate the effectiveness of the website/piece Alpha testing  



Done by design + development team Use evaluation forms and style manual

Beta testing   

Select learners, explain procedure Determine prior knowledge Observation, interviewing, assess Pilot study is necessary  Full study – actual learners 



Revision of the website/piece/multimedia on the lesson learnt (as an ongoing cycle)

Effective training principles (1 of 3) 

The importance of motivation – intrinsic and extrinsic:     



Clearly stating the benefits of learning Invoking curiosity Start with a pre-test Challenge learners Increase the difficulty gradually

Keep the differences in the learners in mind:    

Learning style preferences Intelligence Offer choices: how, pace Simplify learning activities

Effective training principles (2 of 3) 

Emphasise important content:



Focus attention  Avoid distractions  Consistency  Practice learning - repeated practice improves recall Stimulate thinking, not mere clicking 





compare, contrast and integrate separate ideas

Help learners to see association 

encourage exploration of ideas from different perspectives

Effective training principles (3 of 3) 

Consider the limitations of human perception and memory: 

Working memory is short-term memory keep content simple, short and to the point  organise information into a small number of “chunks”  after presenting a concept, immediately let the learners practice applying the concept – verify understanding  eliminate the unnecessary materials 

Secrets of user-interface design 

Keep context clear   

Title pages Introduce the subject “where-am-I?” cues

Keep interaction simple  What is a user interface?  User frustrations  Consistency in design 

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