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Introduction
Black & White or Color
• Are your modules
drab and colorless?
• Would you like to
change it into a
colorful, eventful,
meaningful
document?
If you do want color, you have come to the right place….
• You were probably hoping for
someone to wave their magic wand
and create this module.
• However, as in the story of the
Wizard of Oz, we can only point you
down the right path… YOU have to
have the determination to complete
the journey.
• The road ahead is long
and there are many
paths that will lead you
to some good ideas.
You can create the
“ultimate Module”. If
you use the tools you
will find along the way.
• Take the time now to
step into the yellow
Brick Road.
Your module cannot lack the
philosophy for Adult Learning.
Make sure it has courage and
heart.
Do not make it like the
Scarecrow, a failure, because it
was built without a brain.
If you need help, follow this
Yellow Brick Road:
Introduction
Once upon a time…
• There was a facilitator named Dorothy.
She wanted more out of her modules.
Everything felt drab and colorless!
• She wanted more! More activities! More
sense out of what she did!
A Twister!!!
• She found herself in the middle of terrible
storm. Her house flew away. Where
would it land?
The World of Oz
• Suddenly she saw bright colors! How
could she use this to make her life better.
How could she use it to dress up her
teaching?
Introduction
The witch is dead!
• As she started to explore her
surroundings she found her house had
landed on and killed the Wicked Witch of
the East (her old way of teaching).
• She had killed her old way of teaching
and preparing learning activities for her
students.
• Everyone was happy, but poor Dorothy,
didn’t know what to do.
Introduction
The Wicked Witch of the West
• Her old ways
wanted to come
back.
• So she had to ask
for help from the
Good Witch –
Glinda.
Introduction
The Emerald City:
Instructional Design
• Glinda tells Dorothy about Instructional
Design. It is found in the Emerald City.
Introduction
Instructional Design
• Instructional Design Theory is the study
of how to best design instruction so that
learning will take place.
Defining ID
Instructional Design
• It is a reflective, analytical, systematic,
and systemic process that intends to
ensure the quality of learning using
instructional theory to create a favorable
learning environment.
Defining ID
The Adult Learner
• Glinda also reminded Dorothy that the
facilitator needed to believe in Principles
of Adult Learning.
Defining ID
Principles of Adult Learning
1. Adults tend to be self-directed.
Adults want to participate in the
planning and evaluation of their
learning.
2. Adults have rich reservoir of
experience. Adults prefer to build
on prior learning and experience.
3. Adults need to learn
experientially. Adults learn by
doing; experiences form bases for
knowledge construction.
Malcolm KnowlesMalcolm Knowles
Defining ID
Principles of Adult Learning
4. Adults have problem-solving
orientation. Adults are problem-
centered rather than content-
oriented
5. Adults’ motivation affected by
need to know. Adults most
interested if learning has
immediate relevance to job or
personal life
6. Adults motivated by
internal/intrinsic factors. Grades
and other extrinsic rewards not as
effective with adults.
Malcolm KnowlesMalcolm Knowles
Defining ID
The Yellow Brick Road
• Dorothy asks, “How do I get there?”
• Glinda tells Dorothy she needs to study
hard and travel down the Yellow Brick
Road in order to get to the Emerald
City and talk to the Wizard of Oz.
• Follow the steps!
Introducing ADDIE
– Development
So she meets some help along
the way…
• The ADDIE model
– Analysis
– Design
– Implementation
– Evaluation
Introducing ADDIE
The Brains…
• The scarecrow wanted
a brain in his quest for
knowledge. As an
EPM, you can think of
“Analysis” as the
brains of your module.
After all, it is what links
all the other stuffing you
have in your entire
module.
The ADDIE Model - Analysis
• The process of defining what is to
be learned. You determine the
instructional need of the audience
Analysis - ADDIE
The ADDIE Model - Analysis
–Who is the audience?
–What do they need to learn?
–What is the budget?
–What are the delivery options?
–What constraints exist?
–When should the project be completed?
–What will students do to determine their
competency?
–What is the context?
Analysis - ADDIE
The ADDIE Model - Analysis
• Sample Activities
– Needs assessment
– Problem identification
– Task analysis
• Sample Outcomes
– Learner profile
– Description of
constraints
– Needs, Problem
Statement
– Task analysis
Analysis - ADDIE
ADDIE Game Step 1-Analysis
• Break into small teams (3 or 4)
The manufacturing department is bringing in 20
temporaries to help with the peak season. They
want us to build a short activity that will allow the
permanent employees to meet and introduce
themselves to the temporaries.
• Analyze the problem - What type of problem is
it?
• Perform a short task analysis - How do people
get to know each other?
Analysis - ADDIE
Take !
• The Tin Woodman, after
groaning for one long
year was oiled back to
mobility. After some deep
thinking he asked: "Do
you suppose the Wizard
could give me a heart?"
• By specifying learning
activities, methods and
media you can give
structure and a sense of
usefulness. That is the
heart of your module!
The ADDIE Model - Design
• Specify learning activities,
assessment and choose methods and
media
• It is your HEART!
Design - ADDIE
The ADDIE Model - Design
– Write up objectives
– Select evaluation/assessment techniques
– Determine instructional sequence
– Prepare a visual representation of the
instruction
– Select the media
Design - ADDIE
The ADDIE Model - Design
• Sample Activities
– Write objectives
– Develop test items
– Plan instruction
– Identify resources
• Sample Outcomes
– Measurable objectives
– Instructional strategy
– Prototype
specifications
Design - ADDIE
How to put a heart into the hull…
Tools to Determine
Instructional Sequence
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
1. Gaining attention (reception)
2. Informing learners of the objective (expectancy)
3. Stimulating recall of prior learning (retrieval)
4. Presenting the stimulus (selective perception)
5. Providing learning guidance (semantic
encoding)
6. Eliciting performance (responding)
7. Providing feedback (reinforcement)
8. Assessing performance (retrieval)
9. Enhancing retention and transfer
(generalization).
Design - ADDIE
Gagné’sLearningHierarchy
TheNineEventsofInstruction
1.Gainattention
•Inorderforanylearningtohappen,
youmustcapturethestudents’
attention.
•Multimediaprogramwithananimated
titlescreensequenceaccompaniedby
soundeffectsormusic
•Starteachlessonwithathought-
provokingquestionorinterestingfact.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
1. Gain attention
• In order for any learning to happen, you
must capture the students’ attention.
• Multimedia program with an animated title
screen sequence accompanied by sound
effects or music
• Start each lesson with a thought-provoking
question or interesting fact.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
2. Inform learners of objectives
• Tell students what the objectives of the
lesson are.
• The objectives should form the basis for
assessment and possible certification as
well.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
3. Stimulate recall of prior learning
• Associate new information with prior
knowledge .
• A simple way to stimulate recall is to ask
questions about previous experiences, an
understanding of previous concepts, or a
body of content.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
4. Present the content
• Content should be chunked and
organized meaningfully, and typically is
explained and then demonstrated.
• To appeal to different learning
modalities, a variety of media should
be used if possible, including text,
graphics, audio narration, and video.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
5. Provide "learning guidance“
• Guidance strategies include the
use of examples, non-examples,
case studies, graphical
representations, mnemonics, and
analogies.
6. Elicit performance (practice)
• The learner is required to practice
the new skill or behavior.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
7. Provide feedback
• Provide specific and immediate feedback on
student performance.
• Do not use exercises within this section for
formal scoring. These should be used for
comprehension and encoding purposes.
• Additional guidance and answers provided
at this stage are called formative feedback.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
8. Assess Performance
• Students should show mastery of material
without the ability to receive additional
coaching, feedback, or hints.
• Mastery of material, or certification, is
typically granted after achieving a certain
score or percent correct.
• A commonly accepted level of mastery is
80% to 90% correct.
Design - ADDIE
Gagné’s Learning Hierarchy
The Nine Events of Instruction
9. Enhance Retention and Transfer
• Make connections to the work-environment.
• Have students apply what they learned in a
real-life situation.
Design - ADDIE
ADDIE Game Step 2-Design
The manufacturing department is
bringing in 20 temporaries to help with
the peak season. They want us to build
a short activity that will allow the
permanent employees to meet and
introduce themselves to the
temporaries.
• Design the activity - Develop
objectives, activities, assessment.
Design - ADDIE
“I am such a coward!”
• This is the opportunity to remove
your tail from between your legs.
• You must accept the challenge of
developing the materials…
The ADDIE Model - Development
• Begin production, formative evaluation,
and revision. Develop the instructional
events. The process of authoring and
producing the materials.
• Have BRAINS, HEART, COURAGE!
Development - ADDIE
The ADDIE Model - Development
– Creation and production of materials
– Preparing the environment
– Presenting skills and content
– Determining achievement and products
– Participation and interaction
• Beta-testing
Development - ADDIE
The ADDIE Model - Development
• Sample Activities
– Work with producers
– Develop workbook,
flowchart, program
• Sample Outcomes
– Storyboard
– Script
– Exercises
– Computer assisted
instruction
Development - ADDIE
ADDIE Game Step 3-Development
The manufacturing department is
bringing in 20 temporaries to
help with the peak season.
They want us to build a short
activity that will allow the
permanent employees to meet
and introduce themselves to
the temporaries.
• Develop the activity - Outline
how you will perform the
activity and trial it.
Development - ADDIE
The ADDIE Model - Implementation
• The process of installing the project in
the real world context
• Lights, Camera, Action
Implementation - ADDIE
The ADDIE Model - Implementation
• Activities
– Teacher training
– Tryout
• Sample Outcomes
– Student Comments
– Data
Implementation - ADDIE
The ADDIE Model - Evaluation
• The process of determining the adequacy
of the instruction
Evaluation - ADDIE
The ADDIE Model - Evaluation
• Measure Effectiveness
• Formative Evaluation:
–At each phase
–Iterative Process
• Summative Evaluation:
–At the end of the process
Evaluation - ADDIE
The ADDIE Model - Evaluation
• Sample Activities
– Record time data
– Interpret test results
– Survey graduates
– Revise activities
• Sample outcomes
– Recommendations
– Project report
– Revised prototype
Evaluation - ADDIE
ADDIE Game Step 4 & 5-
Implementation & Evaluation
• Implement – Introduce your team
using the activity created.
• Evaluate – Prizes awarded for
– Most Courageous – Best development
– Most Heart – Best Design
– Most Brains – Best Analysis
Implementation & Evaluation - ADDIE
Don’t Fall Asleep
Make sure your module is like OZ
– certainly is a place,
abounding in jewels and precious
metals, and every good thing that is
needed to make one .
–When seen from afar, one just knows
that something wonderful and
will happen once one passes through
its mystical gates.
Make sure your module is like OZ
–First impressions are very important and
can lead to great expectations.
Unfortunately, just as an
can attract many visitors, a dull and
dreary city can drive the crowds away.
–When people use your module, students
and other facilitators alike, what will their
first impression be?
Make sure your module is like OZ
– Make it clear, with courage and heart, and
brains, and reward your visitors (students and
facilitators) for their patience and persistence
in completing an education.
– give your visitors the feeling that they truly
have entered a...
• Just as Dorothy, the Tin Man, the
Scarecrow, and the Lion all thought they
needed help from a "great and powerful
wizard" to achieve their dreams, many
EPMs may feel that making their modules
is something difficult... NOT SO!
• It’s not about having
MAGICAL powers. It
about moving with
courage, putting your heart
and brain to work….
So don’t be afraid!
All worries will melt away..
If you put your heart..
And your nerve
And your brain!
You just need to do it!
• And you’ll find that you will feel right
at home!
Questions & Answers
Thank you!!!

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The Road to ID

  • 2. Black & White or Color • Are your modules drab and colorless? • Would you like to change it into a colorful, eventful, meaningful document? If you do want color, you have come to the right place….
  • 3. • You were probably hoping for someone to wave their magic wand and create this module. • However, as in the story of the Wizard of Oz, we can only point you down the right path… YOU have to have the determination to complete the journey.
  • 4. • The road ahead is long and there are many paths that will lead you to some good ideas. You can create the “ultimate Module”. If you use the tools you will find along the way. • Take the time now to step into the yellow Brick Road.
  • 5. Your module cannot lack the philosophy for Adult Learning. Make sure it has courage and heart. Do not make it like the Scarecrow, a failure, because it was built without a brain. If you need help, follow this Yellow Brick Road: Introduction
  • 6. Once upon a time… • There was a facilitator named Dorothy. She wanted more out of her modules. Everything felt drab and colorless! • She wanted more! More activities! More sense out of what she did!
  • 7. A Twister!!! • She found herself in the middle of terrible storm. Her house flew away. Where would it land?
  • 8. The World of Oz • Suddenly she saw bright colors! How could she use this to make her life better. How could she use it to dress up her teaching? Introduction
  • 9. The witch is dead! • As she started to explore her surroundings she found her house had landed on and killed the Wicked Witch of the East (her old way of teaching). • She had killed her old way of teaching and preparing learning activities for her students. • Everyone was happy, but poor Dorothy, didn’t know what to do. Introduction
  • 10. The Wicked Witch of the West • Her old ways wanted to come back. • So she had to ask for help from the Good Witch – Glinda. Introduction
  • 11. The Emerald City: Instructional Design • Glinda tells Dorothy about Instructional Design. It is found in the Emerald City. Introduction
  • 12. Instructional Design • Instructional Design Theory is the study of how to best design instruction so that learning will take place. Defining ID
  • 13. Instructional Design • It is a reflective, analytical, systematic, and systemic process that intends to ensure the quality of learning using instructional theory to create a favorable learning environment. Defining ID
  • 14. The Adult Learner • Glinda also reminded Dorothy that the facilitator needed to believe in Principles of Adult Learning. Defining ID
  • 15. Principles of Adult Learning 1. Adults tend to be self-directed. Adults want to participate in the planning and evaluation of their learning. 2. Adults have rich reservoir of experience. Adults prefer to build on prior learning and experience. 3. Adults need to learn experientially. Adults learn by doing; experiences form bases for knowledge construction. Malcolm KnowlesMalcolm Knowles Defining ID
  • 16. Principles of Adult Learning 4. Adults have problem-solving orientation. Adults are problem- centered rather than content- oriented 5. Adults’ motivation affected by need to know. Adults most interested if learning has immediate relevance to job or personal life 6. Adults motivated by internal/intrinsic factors. Grades and other extrinsic rewards not as effective with adults. Malcolm KnowlesMalcolm Knowles Defining ID
  • 17. The Yellow Brick Road • Dorothy asks, “How do I get there?” • Glinda tells Dorothy she needs to study hard and travel down the Yellow Brick Road in order to get to the Emerald City and talk to the Wizard of Oz. • Follow the steps! Introducing ADDIE
  • 18. – Development So she meets some help along the way… • The ADDIE model – Analysis – Design – Implementation – Evaluation Introducing ADDIE
  • 19. The Brains… • The scarecrow wanted a brain in his quest for knowledge. As an EPM, you can think of “Analysis” as the brains of your module. After all, it is what links all the other stuffing you have in your entire module.
  • 20. The ADDIE Model - Analysis • The process of defining what is to be learned. You determine the instructional need of the audience Analysis - ADDIE
  • 21. The ADDIE Model - Analysis –Who is the audience? –What do they need to learn? –What is the budget? –What are the delivery options? –What constraints exist? –When should the project be completed? –What will students do to determine their competency? –What is the context? Analysis - ADDIE
  • 22. The ADDIE Model - Analysis • Sample Activities – Needs assessment – Problem identification – Task analysis • Sample Outcomes – Learner profile – Description of constraints – Needs, Problem Statement – Task analysis Analysis - ADDIE
  • 23. ADDIE Game Step 1-Analysis • Break into small teams (3 or 4) The manufacturing department is bringing in 20 temporaries to help with the peak season. They want us to build a short activity that will allow the permanent employees to meet and introduce themselves to the temporaries. • Analyze the problem - What type of problem is it? • Perform a short task analysis - How do people get to know each other? Analysis - ADDIE
  • 24. Take ! • The Tin Woodman, after groaning for one long year was oiled back to mobility. After some deep thinking he asked: "Do you suppose the Wizard could give me a heart?" • By specifying learning activities, methods and media you can give structure and a sense of usefulness. That is the heart of your module!
  • 25. The ADDIE Model - Design • Specify learning activities, assessment and choose methods and media • It is your HEART! Design - ADDIE
  • 26. The ADDIE Model - Design – Write up objectives – Select evaluation/assessment techniques – Determine instructional sequence – Prepare a visual representation of the instruction – Select the media Design - ADDIE
  • 27. The ADDIE Model - Design • Sample Activities – Write objectives – Develop test items – Plan instruction – Identify resources • Sample Outcomes – Measurable objectives – Instructional strategy – Prototype specifications Design - ADDIE
  • 28. How to put a heart into the hull… Tools to Determine Instructional Sequence Design - ADDIE
  • 29. Gagné’s Learning Hierarchy The Nine Events of Instruction 1. Gaining attention (reception) 2. Informing learners of the objective (expectancy) 3. Stimulating recall of prior learning (retrieval) 4. Presenting the stimulus (selective perception) 5. Providing learning guidance (semantic encoding) 6. Eliciting performance (responding) 7. Providing feedback (reinforcement) 8. Assessing performance (retrieval) 9. Enhancing retention and transfer (generalization). Design - ADDIE
  • 31. Gagné’s Learning Hierarchy The Nine Events of Instruction 1. Gain attention • In order for any learning to happen, you must capture the students’ attention. • Multimedia program with an animated title screen sequence accompanied by sound effects or music • Start each lesson with a thought-provoking question or interesting fact. Design - ADDIE
  • 32. Gagné’s Learning Hierarchy The Nine Events of Instruction 2. Inform learners of objectives • Tell students what the objectives of the lesson are. • The objectives should form the basis for assessment and possible certification as well. Design - ADDIE
  • 33. Gagné’s Learning Hierarchy The Nine Events of Instruction 3. Stimulate recall of prior learning • Associate new information with prior knowledge . • A simple way to stimulate recall is to ask questions about previous experiences, an understanding of previous concepts, or a body of content. Design - ADDIE
  • 34. Gagné’s Learning Hierarchy The Nine Events of Instruction 4. Present the content • Content should be chunked and organized meaningfully, and typically is explained and then demonstrated. • To appeal to different learning modalities, a variety of media should be used if possible, including text, graphics, audio narration, and video. Design - ADDIE
  • 35. Gagné’s Learning Hierarchy The Nine Events of Instruction 5. Provide "learning guidance“ • Guidance strategies include the use of examples, non-examples, case studies, graphical representations, mnemonics, and analogies. 6. Elicit performance (practice) • The learner is required to practice the new skill or behavior. Design - ADDIE
  • 36. Gagné’s Learning Hierarchy The Nine Events of Instruction 7. Provide feedback • Provide specific and immediate feedback on student performance. • Do not use exercises within this section for formal scoring. These should be used for comprehension and encoding purposes. • Additional guidance and answers provided at this stage are called formative feedback. Design - ADDIE
  • 37. Gagné’s Learning Hierarchy The Nine Events of Instruction 8. Assess Performance • Students should show mastery of material without the ability to receive additional coaching, feedback, or hints. • Mastery of material, or certification, is typically granted after achieving a certain score or percent correct. • A commonly accepted level of mastery is 80% to 90% correct. Design - ADDIE
  • 38. Gagné’s Learning Hierarchy The Nine Events of Instruction 9. Enhance Retention and Transfer • Make connections to the work-environment. • Have students apply what they learned in a real-life situation. Design - ADDIE
  • 39. ADDIE Game Step 2-Design The manufacturing department is bringing in 20 temporaries to help with the peak season. They want us to build a short activity that will allow the permanent employees to meet and introduce themselves to the temporaries. • Design the activity - Develop objectives, activities, assessment. Design - ADDIE
  • 40. “I am such a coward!” • This is the opportunity to remove your tail from between your legs. • You must accept the challenge of developing the materials…
  • 41. The ADDIE Model - Development • Begin production, formative evaluation, and revision. Develop the instructional events. The process of authoring and producing the materials. • Have BRAINS, HEART, COURAGE! Development - ADDIE
  • 42. The ADDIE Model - Development – Creation and production of materials – Preparing the environment – Presenting skills and content – Determining achievement and products – Participation and interaction • Beta-testing Development - ADDIE
  • 43. The ADDIE Model - Development • Sample Activities – Work with producers – Develop workbook, flowchart, program • Sample Outcomes – Storyboard – Script – Exercises – Computer assisted instruction Development - ADDIE
  • 44. ADDIE Game Step 3-Development The manufacturing department is bringing in 20 temporaries to help with the peak season. They want us to build a short activity that will allow the permanent employees to meet and introduce themselves to the temporaries. • Develop the activity - Outline how you will perform the activity and trial it. Development - ADDIE
  • 45. The ADDIE Model - Implementation • The process of installing the project in the real world context • Lights, Camera, Action Implementation - ADDIE
  • 46. The ADDIE Model - Implementation • Activities – Teacher training – Tryout • Sample Outcomes – Student Comments – Data Implementation - ADDIE
  • 47. The ADDIE Model - Evaluation • The process of determining the adequacy of the instruction Evaluation - ADDIE
  • 48. The ADDIE Model - Evaluation • Measure Effectiveness • Formative Evaluation: –At each phase –Iterative Process • Summative Evaluation: –At the end of the process Evaluation - ADDIE
  • 49. The ADDIE Model - Evaluation • Sample Activities – Record time data – Interpret test results – Survey graduates – Revise activities • Sample outcomes – Recommendations – Project report – Revised prototype Evaluation - ADDIE
  • 50. ADDIE Game Step 4 & 5- Implementation & Evaluation • Implement – Introduce your team using the activity created. • Evaluate – Prizes awarded for – Most Courageous – Best development – Most Heart – Best Design – Most Brains – Best Analysis Implementation & Evaluation - ADDIE
  • 52. Make sure your module is like OZ – certainly is a place, abounding in jewels and precious metals, and every good thing that is needed to make one . –When seen from afar, one just knows that something wonderful and will happen once one passes through its mystical gates.
  • 53. Make sure your module is like OZ –First impressions are very important and can lead to great expectations. Unfortunately, just as an can attract many visitors, a dull and dreary city can drive the crowds away. –When people use your module, students and other facilitators alike, what will their first impression be?
  • 54. Make sure your module is like OZ – Make it clear, with courage and heart, and brains, and reward your visitors (students and facilitators) for their patience and persistence in completing an education. – give your visitors the feeling that they truly have entered a...
  • 55. • Just as Dorothy, the Tin Man, the Scarecrow, and the Lion all thought they needed help from a "great and powerful wizard" to achieve their dreams, many EPMs may feel that making their modules is something difficult... NOT SO!
  • 56. • It’s not about having MAGICAL powers. It about moving with courage, putting your heart and brain to work….
  • 57. So don’t be afraid!
  • 58. All worries will melt away..
  • 59. If you put your heart..
  • 62. You just need to do it! • And you’ll find that you will feel right at home!

Notes de l'éditeur

  1. A general rule of instruction is to teach immediately above the heads of the students and continue to raise the bar as they progress.  If the bar is too low or impossibly high, you lose them and they are difficult to motivate.  Also consider the baggage learners bring into the classroom.   Expect that adult learners always have baggage, and plan accordingly. Is the training held in the evening when all of the students have worked a full day?  If it is, don't rely on videotape to get through the night unless you leave the lights on and the volume at an ear splitting level.  http://www.personal.psu.edu/faculty/s/j/sjm256/portfolio/kbase/IDD/ADDIE.pdf
  2. Curiosity motivates students to learn.
  3. Curiosity motivates students to learn.
  4. This initiates the internal process of expectancy and helps motivate the learner to complete the lesson.
  5. It is easier for learners to encode and store information in long-term memory when there are links to personal experience and knowledge.
  6. This event of instruction is where the new content is actually presented to the learner.
  7. To help learners encode information for long-term storage, additional guidance should be provided along with the presentation of new content.
  8. Eliciting performance provides an opportunity for learners to confirm their correct understanding, and the repetition further increases the likelihood of retention.
  9. The Development Phase is for the preparation of participant, instructor and support materials (audio, video, and other media), as well as the programming of any computer-based materials.  Materials created in this phase should be far enough along in their development for field or beta testing.      ME CANSE FALTA AQUI!!!
  10. The Development Phase is for the preparation of participant, instructor and support materials (audio, video, and other media), as well as the programming of any computer-based materials.  Materials created in this phase should be far enough along in their development for field or beta testing.     
  11. The Implementation Phase is where the project is put into service and field or beta tested.  The learners, faculty, facilitators, and project funders should evaluate it.  Changes to the program are made based upon the feedback received.    RECUERDE esto podría NO ser usted…