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Reiser and Dempsey (2012)
Trends and Issues in Instructional Design and Technology

QUICK REVIEW OF
INSTRUCTIONAL DESIGN MODELS
Behaviorist vs. Constructivist
   Behaviorist-Objectivist       Constructivist-Interpretivist
         Approach                         Approach
•Sequential, linear, top-down,   •Non-linear, chaotic, organic,
systematic                       reflective, and collaborative
•Behavioral objectives           •Objectives emerge from
•Designed by professional        design and development
instructional designers          •Context is crucial – not
•Careful sequencing and          content
teaching of subskills            •Emphasis on learning and
•Pre-selected knowledge is       understanding in meaningful
goal for learning                contexts
•Summative evaluation for        •Formative evaluation through
collecting objective data        subjective data
B.F. Skinner
 Wrote article called: The Science of Learning
  and the Art of Teaching (1954)
 Believed that increasing human learning could
  increase if instructional materials were
  effectively designed.
 Programmed instructional materials should:
      present instruction in small steps
      require overt responses to frequent questions
      provide immediate feedback
      allow for learner self-pacing
 Learner would receive positive reinforcement
  with the feedback they received
 TIP Theories – Operant Conditioning                  More on Skinner
Programmed Instruction
 Data regarding the effectiveness of the
  materials were collected
 Instructional weaknesses were
  identified
 Materials were revised accordingly
 Trial and revision procedure provided
  formative evaluation                         B.F. Skinner’s
                                            Teaching Machine for
 Still found in current instructional         Programmed
  design models.                                Instruction

                             More on Programmed Instruction
Robert Mager
 Preparing Objectives for Programmed
  Instruction (1962)
   now in its third edition
 Describes how to write objectives that include
    a description of desired learner behaviors
    the conditions under which the behaviors
     are to be performed
    the standards (criteria) by which the
     behaviors are to be judged
 Current instructional designers still require
  these three elements in course objectives        Robert Mager
 TIP Theories – Criterion Referenced
  Instruction
Glaser’s Instructional System
                          1962




    http://www.nwlink.com/~donclark/history_isd/glaser.html
Dick and Carey Model - 1978




         Dick and Carey Model
Original ADDIE Model - 1975




http://www.nwlink.com/~donclark/history_isd/addie.html
ADDIE Model
                                            Systematic Design


 A – identify problem, analyze setting
 D – organize management, identify
  objectives
 D – specify methods, consult prototypes
 I – test prototypes, implement recycle
 E – analyze results
Resources
     Learning Theories
     Wikipedia
     e-LearningIntuology
     ISU
Don Clark’s ADDIE Timeline




   http://www.nwlink.com/~donclark/history_isd/addie.html
ADDIE
  Core Elements/Phases of Instructional Design


                               Revise
        Revise
                    Analyze



        Implement   Evaluate    Design



                     Develop
        Revise                   Revise
Constructivism


 “An epistemological and ontological conception
  of what reality, knowledge, the mind, thought,
  and meaning are” (Reiser & Dempsey).
 “Reality is constructed by individuals and social
  groups based on their experiences with and
  interpretations of the world” (Reiser & Dempsey).
 Constructivists contrast with Objectivists
J. L. Bruner – Cognitive Theory
 Child processes information and builds increasingly
  complex models of the world
 Motivation based on intrinsic value, curiosity, and
  cooperation/reciprocity
 The way problems are structured must address a
  child’s intellectual development and maturation
 Three modes of how things are represented:
  • Enactive - touch, feel, manipulate objects
  • Iconic - images that stand for perceptual events
  • Symbolic representation – language and ideas
Social Constructivist
Jean Piaget               Cognition



 Three Types of Knowledge
  • Physical, Social, Logical
 Developmental Concept Learning
  • Assimilation – what makes sense in child’s
    environment
  • Accommodation – new in context with known
  • Adaptation – adjusts to the environment and learns
    the consequences of specific actions
  • Organization – integrates schemata and develop more
    complex logic
Piaget: Stages of Cognitive
  Development
 Sensorimotor Stage - Birth to two
  • Objects exist outside of their visual field - object
    permanence
  • Learn strictly through sensory experience within their
    environment - KINESTHETIC
 Pre-operational Stage - Ages 2 - 7
  • Period of Language Development
  • Egocentrism - only see self perceptions
  • Categorize by single obvious feature
Piaget Stage Theory

     Concrete Operational Stage
      • Ages 7 - 12
      • Develop ability to handle complex logic and
        make comparisons
      • Hypothesize and reason ONLY about things
        they’ve experienced themselves
     Formal Operational Stage –
      • Age 12 - Adult
      • Abstract thinking ability
      • Offer interpretations and draw conclusions
      • Formulate hypotheses
Vygotsky - ZPD

 Social Cognitive Development
 Zone of Proximal Development – ZPD
Zone of Proximal Development

 Vygotsky
 ZPD
 The difference            Student’s
  between what a learner
  can do without help        Current
  and what he or she can   Achievement
  do with help                             Capable of
 Tap into prior             Learning with Instruction
  knowledge
                                               ZPD
 Aim instruction just
  beyond that point
 Avoid teaching beyond
  the ZPD                        Beyond reach
Benjamin Bloom
 Taxonomy of Educational
  Objectives (1956)
 Various types of learning
  outcomes within the
  cognitive domain
   Objectives could be             Evaluation

    classified according to         Synthesis
    type of learner behavior         Analysis
    described                      Application
   A hierarchical relationship   Comprehension
    exists among the various
                                   Knowledge
    types of outcomes
Bloom’s Taxonomy
 KNOWLEDGE: define, list, name, memorize
 COMPREHENSION: identify, describe,
    explain
   APPLICATION: demonstrate, use, show,
    teach
   ANALYSIS: categorize, compare, calculate
   SYNTHESIS: design, create, prepare, predict
   EVALUATION: judge, assess, rate, revise
Bloom’s
  Taxonomy

 Knowledge - recall information in original form
 Comprehension - show understanding
 Application - use learning in a new situation
 Analysis - show s/he can see relationships
 Synthesis - combine and integrate parts of prior
  knowledge into a product, plan, or proposal that is
  new
 Evaluation - assess and criticize on basis of
  standards and criteria
Bloom’s Revised Taxonomy
  Creating      • Creating – designing, constructing, planning,
                  producing, inventing, devising, making
                • Evaluating – checking, hypothesizing, critiquing,
 Evaluating       experimenting, judging, testing, detecting,
                  monitoring
                • Analyzing – comparing, organizing,
  Analyzing       deconstructing, attributing, outlining, finding,
                  structuring, integrating
                • Applying – implementing, carrying out, using,
  Applying
                  executing
                • Understanding – interpreting, summarizing,
Understanding     inferring, paraphrasing, classifying, comparing,
                  explaining, exemplifying
                • Remembering – recognizing, listing, describing,
Remembering       identifying, retrieving, naming, locating, finding

                  http://uwf.edu/cutla/assessstudent.cfm
Seymour Papert
 Constructionist learning based on
    constructivism
   Learning is an active process, learners are
    actively constructing mental models and
    theories of the world around them.
   “Constructionism holds that learning can
    happen most effectively when people are
    actively making things in the real world”
    (Wikipedia).
   Developed logo computer programming
   Book - “Mindstorms: Children, Computers, and
    Powerful Ideas”                                          More on
   Read “Gears of my Childhood” -                            Papert
    http://www.papert.org/articles/GearsOfMyChildhood.html    Works
Cognitive Apprentice

 Modeling -- involves an expert's carrying out a task so that
    student can observe and build a conceptual model of the
    processes that are required to accomplish the task.
   Coaching - consists of observing students while they carry
    out a task and offering hints, feedback, modeling,
    reminders, etc.
   Articulation - includes any method of getting students to
    articulate their knowledge, reasoning, or problem-solving
    processes.
   Reflection - enables students to compare their own problem-
    solving processes with those of an expert or another student.
   Exploration - involves pushing students into a mode of
    problem solving on their own.
                       http://udel.edu/~jconway/EDST666.htm#cogappr
Cognitive Apprenticeship
 Modeling by experts - problem
  solving activities
 Community of practice
 Set desired goals and create a
  learning community
 Provide scaffolds that aid pupils in
  applying problem-solving
  strategies
 Model and coach students
ICON Model – Interpretation
Construction              ICON Model

Observation: Students make observations of authentic artifacts anchored
     in authentic situations
Interpretation Construction: Students construct interpretations of
     observations and construct arguments for the validity of their
     interpretations
Contextualization: Students access background and contextual
     materials of various sorts to aid interpretation and argumentation
Cognitive Apprenticeship: Students serve as apprentices to teachers
     to master observation, interpretation and contextualization
Collaboration: Students collaborate in observation, interpretation and
     contextualization
Multiple Interpretations: Students gain cognitive flexibility by being
     exposed to multiple interpretations
Multiple Manifestations: Students gain transferability by seeing
     multiple manifestations of the same interpretations
Four Phase Cycle of                                     David Merrill

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 world                               Reiser & Dempsey, 2006
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
Keller's ARCS Model for
Motivation
 Attention - gaining and              Confidence
  keeping the learner's attention         Need to feel confident in the
    Through the senses                    program’s purpose and
    Through inquiry - thought             objectives
     provoking questions                  Need to believe they can
    Through variety - variance in         succeed and that this is
     exercises and use of different        worthwhile for them
     media                             Satisfaction – What’s the
 Relevance                              reward?
      Training needs to relevant.        Need to feel rewarded from the
      "What's in it for me?"              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.
Community of Inquiry

                       Social          Supporting     Cognitive
                                        Discourse
                      Presence                        Presence
                                   Educational
                                   Experience
                             Setting                Selecting
                             Climate                 Content
  Blended Learning
      in Higher
      Education
  D. Randy Garrison                    Teaching
   and Norman D.
   Vaughan (2008)
                                       Presence
                                  Structure/Process
Community of Inquiry Framework
Communities of Practice

 “Communities of practice are groups of
 people who share a concern or a passion
for something they do and learn how to do
    it better as they interact regularly.”
                Etienne Wenger
Communities of Practice in
Education
 Internally: How to organize educational experiences
  that ground school learning in practice through
  participation in communities around subject matters?
 Externally: How to connect the experience of students
  to actual practice through peripheral forms of
  participation in broader communities beyond the walls of
  the school?
 Over the lifetime of students: How to serve the lifelong
  learning needs of students by organizing communities of
  practice focused on topics of continuing interest to
  students beyond the initial schooling period?

                                       Etienne Wenger
Understanding by Design

 Desired Results: What will     Identify
  the student learn?             desired
                                  results
 Acceptable Evidence: How
  will you design an
  assessment that accurately      Determine
  determines if the student       acceptable
                                   evidence
  learned what he/she was
  supposed to learn?
                                     Plan learning
 Lesson Planning: How do            experiences
  you design a lesson that                and
  results in student learning?        instruction
Don Clark’s ADDIE Backwards Design




 http://www.nwlink.com/~donclark/hrd/ADDIE/ADDIE_backwards_planning_model.html
Multiple Intelligences
• Verbal-Linguistic Intelligence – word player
• Logical-Mathematical Intelligence -
    questioner
•   Bodily-Kinesthetic Intelligence - mover
•   Visual-Spatial Intelligence - visualizer
•   Musical-Rhythmic Intelligence – music
    lover
•   Interpersonal Intelligence - socializer
•   Intrapersonal Intelligence - individualizer
•   Naturalist Intelligence – nature lover
                                                  Howard Gardner
Developing our Intelligences
 Stage 1: Awaken - trigger the
  intelligence
 Stage 2: Amplify - strengthen
  by practice
 Stage 3: Teach - learn and
  acquire specific knowledge
 Stage 4: Transfer the
  intelligence to real life -
  Knowing how to live in the real
  world
Kirkpatrick’s Model of
   Course Evaluation
 Level 1 Evaluation—Reaction
   how participants in a training program
    react to it
 Level 2 Evaluation—Learning
   the amount of learning that has
    occurred due to a training program
 Level 3 Evaluation—Behavior
   measures the transfer that has
    occurred in learners' behavior due to
    the training program
 Level 4 Evaluation—Results
   assess training in terms of results or
    overall impact for education,
    business, military, etc. settings
Resources
 Reiser and Dempsey History of Instructional Design
    (Website)
   Instructional Design Central
   TIP Theories
   Wikipedia
   Instructional Design Models
   A Journey into Constructivism
   Piaget’s Constructivism and Papert’s Constructionism:
    What’s the Difference?
   Edutopia – Seymour Papert and Project-based Learning
   ICON Model
   Applying Learning Theories to Online Instructional Design
   Cognitive Apprenticeships

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Instructional design review

  • 1. Consult your textbook for more resources: Reiser and Dempsey (2012) Trends and Issues in Instructional Design and Technology QUICK REVIEW OF INSTRUCTIONAL DESIGN MODELS
  • 2. Behaviorist vs. Constructivist Behaviorist-Objectivist Constructivist-Interpretivist Approach Approach •Sequential, linear, top-down, •Non-linear, chaotic, organic, systematic reflective, and collaborative •Behavioral objectives •Objectives emerge from •Designed by professional design and development instructional designers •Context is crucial – not •Careful sequencing and content teaching of subskills •Emphasis on learning and •Pre-selected knowledge is understanding in meaningful goal for learning contexts •Summative evaluation for •Formative evaluation through collecting objective data subjective data
  • 3. B.F. Skinner  Wrote article called: The Science of Learning and the Art of Teaching (1954)  Believed that increasing human learning could increase if instructional materials were effectively designed.  Programmed instructional materials should:  present instruction in small steps  require overt responses to frequent questions  provide immediate feedback  allow for learner self-pacing  Learner would receive positive reinforcement with the feedback they received  TIP Theories – Operant Conditioning More on Skinner
  • 4. Programmed Instruction  Data regarding the effectiveness of the materials were collected  Instructional weaknesses were identified  Materials were revised accordingly  Trial and revision procedure provided formative evaluation B.F. Skinner’s Teaching Machine for  Still found in current instructional Programmed design models. Instruction More on Programmed Instruction
  • 5. Robert Mager  Preparing Objectives for Programmed Instruction (1962)  now in its third edition  Describes how to write objectives that include  a description of desired learner behaviors  the conditions under which the behaviors are to be performed  the standards (criteria) by which the behaviors are to be judged  Current instructional designers still require these three elements in course objectives Robert Mager  TIP Theories – Criterion Referenced Instruction
  • 6. Glaser’s Instructional System 1962 http://www.nwlink.com/~donclark/history_isd/glaser.html
  • 7. Dick and Carey Model - 1978 Dick and Carey Model
  • 8. Original ADDIE Model - 1975 http://www.nwlink.com/~donclark/history_isd/addie.html
  • 9. ADDIE Model Systematic Design  A – identify problem, analyze setting  D – organize management, identify objectives  D – specify methods, consult prototypes  I – test prototypes, implement recycle  E – analyze results Resources  Learning Theories  Wikipedia  e-LearningIntuology  ISU
  • 10. Don Clark’s ADDIE Timeline http://www.nwlink.com/~donclark/history_isd/addie.html
  • 11. ADDIE Core Elements/Phases of Instructional Design Revise Revise Analyze Implement Evaluate Design Develop Revise Revise
  • 12. Constructivism  “An epistemological and ontological conception of what reality, knowledge, the mind, thought, and meaning are” (Reiser & Dempsey).  “Reality is constructed by individuals and social groups based on their experiences with and interpretations of the world” (Reiser & Dempsey).  Constructivists contrast with Objectivists
  • 13. J. L. Bruner – Cognitive Theory  Child processes information and builds increasingly complex models of the world  Motivation based on intrinsic value, curiosity, and cooperation/reciprocity  The way problems are structured must address a child’s intellectual development and maturation  Three modes of how things are represented: • Enactive - touch, feel, manipulate objects • Iconic - images that stand for perceptual events • Symbolic representation – language and ideas
  • 15. Jean Piaget Cognition  Three Types of Knowledge • Physical, Social, Logical  Developmental Concept Learning • Assimilation – what makes sense in child’s environment • Accommodation – new in context with known • Adaptation – adjusts to the environment and learns the consequences of specific actions • Organization – integrates schemata and develop more complex logic
  • 16. Piaget: Stages of Cognitive Development  Sensorimotor Stage - Birth to two • Objects exist outside of their visual field - object permanence • Learn strictly through sensory experience within their environment - KINESTHETIC  Pre-operational Stage - Ages 2 - 7 • Period of Language Development • Egocentrism - only see self perceptions • Categorize by single obvious feature
  • 17. Piaget Stage Theory  Concrete Operational Stage • Ages 7 - 12 • Develop ability to handle complex logic and make comparisons • Hypothesize and reason ONLY about things they’ve experienced themselves  Formal Operational Stage – • Age 12 - Adult • Abstract thinking ability • Offer interpretations and draw conclusions • Formulate hypotheses
  • 18. Vygotsky - ZPD  Social Cognitive Development  Zone of Proximal Development – ZPD
  • 19. Zone of Proximal Development  Vygotsky  ZPD  The difference Student’s between what a learner can do without help Current and what he or she can Achievement do with help Capable of  Tap into prior Learning with Instruction knowledge ZPD  Aim instruction just beyond that point  Avoid teaching beyond the ZPD Beyond reach
  • 20. Benjamin Bloom  Taxonomy of Educational Objectives (1956)  Various types of learning outcomes within the cognitive domain  Objectives could be Evaluation classified according to Synthesis type of learner behavior Analysis described Application  A hierarchical relationship Comprehension exists among the various Knowledge types of outcomes
  • 21. Bloom’s Taxonomy  KNOWLEDGE: define, list, name, memorize  COMPREHENSION: identify, describe, explain  APPLICATION: demonstrate, use, show, teach  ANALYSIS: categorize, compare, calculate  SYNTHESIS: design, create, prepare, predict  EVALUATION: judge, assess, rate, revise
  • 22. Bloom’s Taxonomy  Knowledge - recall information in original form  Comprehension - show understanding  Application - use learning in a new situation  Analysis - show s/he can see relationships  Synthesis - combine and integrate parts of prior knowledge into a product, plan, or proposal that is new  Evaluation - assess and criticize on basis of standards and criteria
  • 23. Bloom’s Revised Taxonomy Creating • Creating – designing, constructing, planning, producing, inventing, devising, making • Evaluating – checking, hypothesizing, critiquing, Evaluating experimenting, judging, testing, detecting, monitoring • Analyzing – comparing, organizing, Analyzing deconstructing, attributing, outlining, finding, structuring, integrating • Applying – implementing, carrying out, using, Applying executing • Understanding – interpreting, summarizing, Understanding inferring, paraphrasing, classifying, comparing, explaining, exemplifying • Remembering – recognizing, listing, describing, Remembering identifying, retrieving, naming, locating, finding http://uwf.edu/cutla/assessstudent.cfm
  • 24. Seymour Papert  Constructionist learning based on constructivism  Learning is an active process, learners are actively constructing mental models and theories of the world around them.  “Constructionism holds that learning can happen most effectively when people are actively making things in the real world” (Wikipedia).  Developed logo computer programming  Book - “Mindstorms: Children, Computers, and Powerful Ideas” More on  Read “Gears of my Childhood” - Papert http://www.papert.org/articles/GearsOfMyChildhood.html Works
  • 25. Cognitive Apprentice  Modeling -- involves an expert's carrying out a task so that student can observe and build a conceptual model of the processes that are required to accomplish the task.  Coaching - consists of observing students while they carry out a task and offering hints, feedback, modeling, reminders, etc.  Articulation - includes any method of getting students to articulate their knowledge, reasoning, or problem-solving processes.  Reflection - enables students to compare their own problem- solving processes with those of an expert or another student.  Exploration - involves pushing students into a mode of problem solving on their own. http://udel.edu/~jconway/EDST666.htm#cogappr
  • 26. Cognitive Apprenticeship  Modeling by experts - problem solving activities  Community of practice  Set desired goals and create a learning community  Provide scaffolds that aid pupils in applying problem-solving strategies  Model and coach students
  • 27. ICON Model – Interpretation Construction ICON Model Observation: Students make observations of authentic artifacts anchored in authentic situations Interpretation Construction: Students construct interpretations of observations and construct arguments for the validity of their interpretations Contextualization: Students access background and contextual materials of various sorts to aid interpretation and argumentation Cognitive Apprenticeship: Students serve as apprentices to teachers to master observation, interpretation and contextualization Collaboration: Students collaborate in observation, interpretation and contextualization Multiple Interpretations: Students gain cognitive flexibility by being exposed to multiple interpretations Multiple Manifestations: Students gain transferability by seeing multiple manifestations of the same interpretations
  • 28. Four Phase Cycle of David Merrill 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 world Reiser & Dempsey, 2006
  • 29. 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
  • 30. Keller's ARCS Model for Motivation  Attention - gaining and  Confidence keeping the learner's attention  Need to feel confident in the  Through the senses program’s purpose and  Through inquiry - thought objectives provoking questions  Need to believe they can  Through variety - variance in succeed and that this is exercises and use of different worthwhile for them media  Satisfaction – What’s the  Relevance reward?  Training needs to relevant.  Need to feel rewarded from the  "What's in it for me?" 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.
  • 31. Community of Inquiry Social Supporting Cognitive Discourse Presence Presence Educational Experience Setting Selecting Climate Content Blended Learning in Higher Education D. Randy Garrison Teaching and Norman D. Vaughan (2008) Presence Structure/Process Community of Inquiry Framework
  • 32. Communities of Practice “Communities of practice are groups of people who share a concern or a passion for something they do and learn how to do it better as they interact regularly.” Etienne Wenger
  • 33. Communities of Practice in Education  Internally: How to organize educational experiences that ground school learning in practice through participation in communities around subject matters?  Externally: How to connect the experience of students to actual practice through peripheral forms of participation in broader communities beyond the walls of the school?  Over the lifetime of students: How to serve the lifelong learning needs of students by organizing communities of practice focused on topics of continuing interest to students beyond the initial schooling period? Etienne Wenger
  • 34. Understanding by Design  Desired Results: What will Identify the student learn? desired results  Acceptable Evidence: How will you design an assessment that accurately Determine determines if the student acceptable evidence learned what he/she was supposed to learn? Plan learning  Lesson Planning: How do experiences you design a lesson that and results in student learning? instruction
  • 35. Don Clark’s ADDIE Backwards Design http://www.nwlink.com/~donclark/hrd/ADDIE/ADDIE_backwards_planning_model.html
  • 36. Multiple Intelligences • Verbal-Linguistic Intelligence – word player • Logical-Mathematical Intelligence - questioner • Bodily-Kinesthetic Intelligence - mover • Visual-Spatial Intelligence - visualizer • Musical-Rhythmic Intelligence – music lover • Interpersonal Intelligence - socializer • Intrapersonal Intelligence - individualizer • Naturalist Intelligence – nature lover Howard Gardner
  • 37. Developing our Intelligences  Stage 1: Awaken - trigger the intelligence  Stage 2: Amplify - strengthen by practice  Stage 3: Teach - learn and acquire specific knowledge  Stage 4: Transfer the intelligence to real life - Knowing how to live in the real world
  • 38. Kirkpatrick’s Model of Course Evaluation  Level 1 Evaluation—Reaction  how participants in a training program react to it  Level 2 Evaluation—Learning  the amount of learning that has occurred due to a training program  Level 3 Evaluation—Behavior  measures the transfer that has occurred in learners' behavior due to the training program  Level 4 Evaluation—Results  assess training in terms of results or overall impact for education, business, military, etc. settings
  • 39. Resources  Reiser and Dempsey History of Instructional Design (Website)  Instructional Design Central  TIP Theories  Wikipedia  Instructional Design Models  A Journey into Constructivism  Piaget’s Constructivism and Papert’s Constructionism: What’s the Difference?  Edutopia – Seymour Papert and Project-based Learning  ICON Model  Applying Learning Theories to Online Instructional Design  Cognitive Apprenticeships