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1.
Toward a general model of instructional communication   总被引:6,自引:6,他引:0  
A general model of instructional communication is advanced and the linkages of four components in the model are tested. Data were drawn from college teachers and college students through a split‐class design which permitted collection of unique data from teachers and two sets of their students. Using by‐class analyses of data it was determined that teacher self‐reported temperament is significantly correlated with students' perceptions of the teachers' communication behaviors and the students' evaluation of teachers' source credibility and task attractiveness. All of these measures were also found to predict learning outcomes and teacher evaluations of another group of students. The results support the general model and provide a foundation for future research in instructional communication.  相似文献   

2.
Although competence in the area of interpersonal skills has long been recognized as important by those in the instructional development (ID) profession, few academic programs instruct students in those skills. As they enter the field, students from such programs soon discover that it takes more than ID skills to be an effective instructional designer-developer. Positive interaction with SMES, clients, and colleagues soon emerges as equally important to getting the job done successfully. In an attempt to provide training in interpersonal skill-building, a course was implemented at Syracuse University's Area of Instructional Design, Development and Evaluation. The main goal of this course was for students to gain competence and confidence in their ability to interact with people. This article provides information about and insight into the content and activities of this course and personal reactions of the students who participated in it.  相似文献   

3.
This study describes the development of three case studies that included a combination of multimedia production and instructional design skills within a particular setting. These case studies incorporated real-life incidents from 47 professional instructional designers. These instructional designers described a total of 146 activities involving instructional design and/or multimedia production activities. Employing an emergent theme analysis approach, nine distinct themes developed from these activities and were included in the case studies. These themes included: Collaboration; Diffusion of Innovations; Formative Evaluation; Instructional Design; Interactive Instruction; Learner Analysis; Online Instruction; Technical Infrastructure; and Video Solutions. Fifty-seven Instructional Design and Technology graduate students evaluated the effectiveness of these case studies and considered the case studies as being valuable in furthering their understanding of related multimedia production and instructional design activities. The intent of these case studies was to enable Instructional Design and Technology students to comprehend the relationship between multimedia production and instructional design activities.  相似文献   

4.
There is a growing emphasis on utilizing a problem‐based learning [PBL] pedagogy to help instructional design students gain an understanding of the complex forces operating within an actual design environment. However, little literature exists to suggest that PBL is being used to teach the process by which instructional design firms and practitioners secure work—the Instructional Design Business Acquisition Process (IDBAP). This study outlines a conceptual framework for using an adapted problem‐based learning model for teaching the IDBAP, which consists of writing a response to a request for proposal (RFP), developing a working prototype, and orally presenting the solution. This study also examines the impact of a PBL pedagogy on students' perception of their confidence in solving instructional design problems. The results of this empirical research indicate that students who participate in a problem‐based learning pedagogy gain confidence in their abilities to solve instructional design problems, view themselves in emotional control when solving an instructional design problem, and are more inclined to approach similar problems in the future.  相似文献   

5.
This study was conducted to determine the opinions of a broad-based sample of educational technology professionals and students about the future of our field. A nationwide sample of 268 university personnel (faculty members, doctoral students, and master's students) and trainers completed a Likert-type survey that contained 30 items covering six topic areas: Educational Technology and Learning Theory, Instructional Design Models, Technology and Individualized Instruction, Advances in Technology, Educational Technology and Schools, and Employment and Job Opportunities. The overall results reveal that educational technologists have a positive outlook toward the future of our field. Opinions were most positive in the areas of Educational Technology and Learning Theory, Employment and Job Opportunities, and Technology and Individualized Instruction, and were least positive in the area of Advances in Technology. There were numerous significant differences of opinion on individual items across the four respondent groups, with the greatest number of differences occurring between faculty members and master's students.  相似文献   

6.
Learning objects are a new form of learning resource, and the design of these digital environments has many facets. To investigate senior instructional design students' use of reflection tools in designing learning objects, a series of studies was conducted using the Reflective Action Instructional Design and Learning Object Review Instrument tools. Analysis revealed that most participants found the reflection questions useful in design but also that intensive use of the tools is needed to free learning object design from the personal learning traits of the designers.  相似文献   

7.
Conclusion The partnership that Bloomsburg University’s Institute for Interactive Technologies and Department of Instructional Technology have created with its CAC members provides current students with a rich and rewarding experience. The students are provided opportunities to hear from professionals in the field and are given the experience of preparing a realistic proposal, prototype and presentation. Their experience, in turn, prepares them to become contributing members in corporations as soon as they are hired. In fact, Nancy and her team from Workforce Interactive did an excellent job with their presentation. Nancy received many job many offers with various CAC member companies. She eventually took a position and has started a career as an instructional technologist. Almost immediately, she was made project manger of a major web-based training initiative. Now that her experience presenting to the CAC is finally over and she is gainfully employed, she can’t wait to return to Bloomsburg. Only this time, Nancy will be sitting on the other side of the table and armed with questions she has already been asked by clients.  相似文献   

8.
In this article the impact of the tools being developed as part of the Second Generation Instructional Design (ID2) Research Program on the process of instructional design is described. ID2 supports rapid prototyping as a design and development process. Rapid prototyping is described and contrasted with the instructional systems development (ISD) process. This article is based on research supported by Utah State University, Human Technology Inc., and the U.S. Office of Personnel Management.  相似文献   

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ABSTRACT In a climate of continual change and innovation, lifelong learning is a critical professional development objective which has a direct impact on organizations' effectiveness and ability to compete and innovate. To help learners continually upgrade their skills and knowledge so they can effectively address emerging organizational and professional needs and opportunities, educators must prepare learners for their professions using teaching methodologies that develop learners' capacity for and disposition toward lifelong learning. Problem‐based learning (PBL) is one such method. PBL uses professional problems of practice as a starting point, stimulus, and focus for student activity, and one of PBL's stated educational outcomes is students' use of lifelong learning skills. This study examined the changes in students' use of lifelong learning skills while participating in a PBL project. Twenty‐six undergraduate university computer science students completed a 15‐week C++ programming course. Using guided reflective journal responses as process data, students were observed to increase their application of lifelong learning skills during their PBL experience. Design and research recommendations are shared.  相似文献   

12.
The ARCS Model of Motivational Design has been used myriad times to design motivational instructions that focus on attention, relevance, confidence and satisfaction in order to motivate students. The Instructional Materials Motivation Survey (IMMS) is a 36‐item situational measure of people's reactions to instructional materials in the light of the ARCS model. Although the IMMS has been used often, both as a pretest and a posttest tool serving as either a motivational needs assessment prior to instruction or a measure of people's reactions to instructional materials afterward, the IMMS so far has not been validated extensively, taking statistical and theoretical aspects of the survey into account. This paper describes such an extensive validation study, for which the IMMS was used in a self‐directed instructional setting aimed at working with technology (a cellular telephone). Results of structural equation modeling show that the IMMS can be reduced to 12 items. This Reduced Instructional Materials Motivation Survey IMMS (RIMMS) is preferred over the original IMMS. The parsimonious RIMMS measures the four constructs attention, relevance, confidence and satisfaction of the ARCS model well, and reflects its conditional nature.  相似文献   

13.
The University of West Florida instructional and performance technology (IPT) programs, currently housed in the Department of Instructional, Workforce and Applied Technology (IWAT), have been in place for over 20 years. Intense interactions with potential members of the target population including area public school teachers, school administrators, directors of instructional technology, the US Navy, the Chamber of Commerce, Pensacola State College, and others guided the initial planning processes, aiding in the identification of a framework for IPT competencies needed by regional partners. These same partners continue to provide input today, ensuring that the programs offered are preparing students to meet the demands of today's workforce. Coursework provides students with the critical thinking, communication, and project management skills to examine performance improvement opportunities holistically, taking a systems view and focusing on adding value by concentrating on results and working in partnership with clients and stakeholders.  相似文献   

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Virtual worlds are gaining momentum as a platform for delivering simulation‐based educational experiences to students. However, a key aspect of virtual world‐based education that has received little attention is recording and analyzing students' in‐world actions. This capability is essential for assessing what students have learned through their simulation experience, and engaging the students in post‐simulation reflective learning. In this research, we present a framework for recording and analyzing students' actions in a virtual world. This framework is based upon pedagogical theories of exploratory and experiential learning, and is defined in a virtual‐world agnostic manner. The framework consists of two parts: (1) the Avatar Capabilities Model, which defines the educationally relevant actions that a student can take within a virtual world and (2) the Simulation Capture and Analysis toolkit that records and analyzes these actions, from an educational perspective. These analyses provide instructors with systematically collected evidence of the students' actions during their virtual world experience. This alleviates the need for instructors to directly observe students, thereby allowing for the scaling‐up of virtual worlds use in education. We have demonstrated the usefulness of the tool via a pilot study, with two students, in an emergency medical education context.  相似文献   

16.
Instructional design is at the heart of each educational endeavour. This process revolves around the steps through which the thoughtful productions of superior products are created. The ADDIE generic instructional design model emphasises five basic steps within the instructional design process: analyse, design, develop, implement and evaluate. The simplistic nature of the ADDIE model, including the ease of application and possibilities towards the cyclical features of the process, enable a more holistic overview of the instructional design process. The Eternal, Synergistic Design Model emphasises the non‐linear nature of the instructional design process. The continuous design and development focuses upon the core evaluation of the product, wherein the Pareto principle emphasises the feedback related to the 20% of difficulties while maintaining an eye upon the 80% neutral and positive aspects of the product.  相似文献   

17.
Instructional Design and Technology (IDT) professionals practice their skills in a broad range of career environments and job roles. The resulting collection of competency lists and wide range of practice environments, coupled with the frequent changes that have always characterized the field, produce complexity that is difficult to communicate to IDT students. However, students need to understand these complex aspects of the field so that they can make informed decisions about their career goals and educational direction. This review of the current literature looks at the current issues impacting practice and preparation. It concludes that the path professional academic preparation programs choose will depend on their orientation to instructional design and performance improvement, and whether they see themselves as preparing students for specific career environments or are pursuing a generalist program.  相似文献   

18.
In this paper we explore the academic productivity of universities in the field of Instructional Design and Technology according to three types of publically available data: (1) publication in 20 leading journals, (2) representation in the Handbook of Educational Communications Technology, and (3) reception of professional organization awards. We then identified five of these programs and analyzed the attributes of these departments to better understand the trends in how they are preparing the instructional technologists of tomorrow. While previous studies have compared leading instructional design and technology (IDT) programs by looking at publication in a single journal, we believe our approach provides a well-rounded perspective. In addition, we hope this study helps IDT departments learn from each other by discussing trends in department curricula.  相似文献   

19.
Learners are active actors in learning environments and not mere consumers of instructional designers' products. In line with mediating paradigm instructional conceptions of students are analysed. These conceptions act as cognitive filters that affect students' use of both instructional interventions and support in learning environments. To gain insight in the complexity of students' instructional conceptions, the concept is analysed and its theoretical assumptions scrutinised. Next, research findings regarding instructional conceptions are reviewed. Attention is paid to the nature and development of students' instructional conceptions and to the relationship with similar conceptions. In the Discussion section, current limitations of both the conceptualisation and instrumentation of instructional conceptions are described and perspectives are opened on further research.  相似文献   

20.
Recent instructional reforms in science education aim to change the way students engage in learning in the discipline, as they describe that students are to engage with disciplinary core ideas, crosscutting concepts, and the practices of science to make sense of phenomena (NRC, 2012). For such sensemaking to become a reality, there is a need to understand the ways in which students' thinking can be maintained throughout the trajectory of science lessons. Past research in this area tends to foreground either the curriculum or teachers' practices. We propose a more comprehensive view of science instruction, one that requires attention to teachers' practice, the instructional task, and students' engagement. In this study, by examining the implementation of the same lesson across three different classrooms, our analysis of classroom videos and artifacts of students' work revealed how the interaction of teachers' practices, students' intellectual engagement, and a cognitively demanding task together support rigorous instruction. Our analyses shed light on their interaction that shapes opportunities for students' thinking and sensemaking throughout the trajectory of a science lesson. The findings provide implications for ways to promote rigorous opportunities for students' learning in science classrooms.  相似文献   

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