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1.
Conclusion Teaching needs to be studied in context, as a whole. This approach would require the student to spend much time in classrooms and in reflection. The STF is a learning environment which while not replacing actual teaching experience, can support that experience and allow students to maximise the benefit of the time they do have in the classroom. Students can learn about instructional strategies in a classroom context, tapping into an experienced teacher's knowledge and experience. The motivation for creating the STF was not to ‘teach’ the students the ‘correct’ strategies to use in the classroom, but to support them in constructing and testing their own understanding of the instructional strategies in a classroom context. The next phase of the project will be trials of the STF with pre-service primary teaching students. A copy of the prototype will be installed at Newling Primary School so that the teachers there can become familiar with the project and offer comment. After this exposure to the concept, a survey will be conducted to determine the structure and content of an STF which would support in-service training. Specializations science education, senior secondary students' understanding of biological concepts, applications of multimedia.  相似文献   

2.
Summary Learning Environments (LEs) are ways of applying epistemology, pedagogy, methodology and instructional strategy at a macro level that lead naturally to their own development (Hannafin & Hill, 2005). Experiential Modes (EMs) are components of a learning environment that focus on the learner’s perception while experiencing any experiential mode, and through a micro analysis bridges the gap between instructional development and learner cognition. Although Instructional Design has already turned toward a more learnercentered approach, the entire development process must also embrace the learner’s experience as it focuses on providing rich EMs that are created through an emergent and dynamic development process. The design strategy of focusing on EMs for development resonates with new virtual technologies since their experiential components are so high. The engaging video game industry has captured the imagination and social focus of young adults and children around the world, and this has impacted their expectations and also the learning potential for simulations and games with more serious purposes than entertainment. Using learner experience as the touch-stone for design is the common ground for both traditional educators and those designers attempting to incorporate complex gaming and simulation environments into educational contexts (Crawford, 1984; Prensky, 2001; Gee, 2003; Salen & Zimmerman, 2004).  相似文献   

3.
Conclusion A careful review of the arguments and counter arguments presented by Clark (1983; 1994) and Kozma (1991; 1994), responses published in the past 20 years (Jonassen, Campbell & Davidson, 1994; Morrison, 1994; Reiser, 1994; Shrock, 1994) and existing instructional design literature (Morrison, Ross & Kemp, 2001; Reiser & Dick, 1996; Smith & Ragan, 1999) indicates there is, and always has been, significantly more agreement on this subject than the debate would indicate. Clark never said that a textbook could deliver an instructional method requiring the use of a 3-dimensional graphic representation as effectively as a computer, nor did Kozma maintain that the computer was the only medium with the capabilities to do so. Both acknowledged that the two instructional components — the instructional methods and the delivery medium — must be aligned to facilitate learning. The debate is, and always has been, about the ability of more than one medium to support a selected instructional method, whether or not any given medium has capabilities that cannot be replicated by another medium, and the validity of the research. We believe that today, in 2005: • Computers are capable of supporting instructional methods that other media are not • Computers, by means of their unique capabilities, affect learning • Computers are often the most cost-effective, efficient delivery method for any given unit of instruction We also: • Acknowledge the limitations of media comparison studies • Acknowledge the need to align the message, the medium and the learning task • Agree that some media are interchangeable and • Support the use of the most cost-effective, efficient delivery method for any given unit of instruction We believe that after 22 years it is time to reframe the original debate to ask, not if, but how media affects learning. We agree that media comparison studies are inherently flawed and support the argument that we must identify research designs that will provide answers to this question in significantly less time.  相似文献   

4.
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay.” These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation presents a review of game design strategies and the implications of appropriating these strategies for instructional design. Specifically, this study presents an overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design. A comparison of engagement strategies in popular games and characteristics of engaged learning is also presented to examine how strategies of game design might be integrated into the existing framework of engaged learning. The preparation of this article was supported in part by the Proctor & Gamble Interactive Media Fellows grant. The ideas expressed in this paper do not necessarily reflect the position of the grant agency. R Thanks to the ETR&D Development Editor, J. Michael Spector, and the reviewers for their insightful comments and suggestions. Thanks, too, to John C. Belland and Keith A. Hall for their advice and mentoring.  相似文献   

5.
“Post-modernists look to the past and future equally and position themselves in the present, seeing time as a broken continuum in need of acknowledgement” (Jencks, 1992b, p.6). Traditional views in instructional technology are often based on the application of scientific knowledge. Post-modernism, an alternative paradigm, questions whether science alone offers the best approach to teaching and learning. Post-modernism holds promise for guiding research and development in instructional technology.; however, its potential contributions to the field require clarification. Accordingly, cogent definitions of post-modernism have been constructed—from an instructional technologist's point of view—and implications for the field have been presented to address the concerns of critics. This paper received the 1999 ETR&D Young Scholar Award and the author notes that the termpost-modern shall be hyphenated to symbolize “the continuation of Modernism and its transcendence” (Jencks, 1995, p. 30). David Solomon is completing his dissertation in the Instructional Technology program at Wayne State University. In addition to teaching college students at the secondary and postsecondary levels, he has more than 13 years experience designing, developing, and implementing instruction and performance improvement solutions for multinational and privately held businesses, and can be reached.  相似文献   

6.
The trouble with learning objects   总被引:1,自引:0,他引:1  
Object-oriented instructional design (OOID) offers the promise of universal access to online instructional materials, increased productivity among trainers and educators, and solutions for individualizing learning. However, it is unclear whether it can fulfill these promises to the degree many envision. As with every new instructional technology, it is easy to become overoptimistic about learning objects, but problems of education are always more complex than technology alone can solve. In this article, I take a critical look at the proposed benefits of learning objects described in the published literature, particularly scalability andadaptability. I also look at both the difficulties in defining the term learningobject and the limitations of metaphors used to describe the concept, and concludes with propositions for learning object usage. The title of this article is a reference to the popular Star Trek episode, “The Trouble with Tribbles” (Gerrold, 1967). In that episode, one of the crew of theEnterprise adopts a cute, furry, and apparently harmless alien creature for a pet, only to find that it reproduces with a fury. Soon the population of tribbles outstrips the resources of the ship, floods its compartments, and threatens the crew's mission, as well as their lives. This was chosen to suggest that while object-oriented instructional design holds tremendous promise on many levels, it also has potential dangers. Instructional designers need to carefully study these creatures called, learning objects before adopting them so readily, lest they find themselves up to their ears in ineffective education and training endeavors. and a doctoral student in Educational Leadership and Innovation at the University of Colorado at Denver.  相似文献   

7.
This study employed a qualitative research design to investigate informal learning among practicing instructional designers. Prior research has examined how instructional designers spend their time, make decisions, use theory, solve problems, and so on, but no published research has explored the nature and role of informal learning in instructional design work. Based on intensive interviews of practitioners in the field, this study produced eight themes organized according to two metathemes: (a) the nature of informal learning in instructional design practice and (b) instructional design as informal learning. Specific themes concerned what instructional designers learn through informal practical experience, how they learn it, and the meaning of this kind of learning for various aspects of their work. Overall, these results suggest that informal learning is a vital part of instructional design practice and that design itself can be thought of as a specialized type of informal learning. Other conclusions regarding informal learning in design are discussed and future directions for research are offered.  相似文献   

8.
Conclusion Developing an easy-to-use, complete, practical, reliable, and cost-effective solution for delivering training and education on the Internet has required considerable research and development. We have found that off-the-shelf technologies offer only partial solutions, at best. Even when the software problems were solved, however, we found that our work was just beginning. An effective solution requires software technology, but expertise in instructional design has been equally important. The learning environments our clients create on the Internet have the potential for both “high tech” and “high touch.” These clients are finding ways to reach beyond the physical limitations of the classroom, but—perhaps more significantly—they are using the system to reach beyond the limiting assumptions of the classroom as well. As they—and we—do so, we will begin to understand the ways in which the Net really is a new medium.  相似文献   

9.
Knowledge management tools for instructional design   总被引:1,自引:0,他引:1  
Advances in computer technology typically find their way into education after a short generation of success in other settings. This is an elaboration of one such technology—knowledge management systems (KMS)—and its application to instructional design. An examination of the development of KMS from information systems. computer-supported collaborative work environments and object-oriented systems, leads to a discussion of reusability. The focus is on the use of KMS by instructional designers. A conceptual framework for distributed instructional design is provided along with examples of support tools. These tools and the associated design framework are in use, and anecdotal evidence of effects and impact is provided. As such tools become more widely used to support the planning, implementation and management of instructional systems and learning environments, it is reasonable to expect the nature of instructional design practice to change.  相似文献   

10.
One valuable goal of instructional technologies in K-12 education is to prepare students for future learning. Two classroom studies examined whether Teachable Agents (TA) achieves this goal. TA is an instructional technology that draws on the social metaphor of teaching a computer agent to help students learn. Students teach their agent by creating concept maps. Artificial intelligence enables TA to use the concept maps to answer questions, thereby providing interactivity, a model of thinking, and feedback. Elementary schoolchildren learning science with TA exhibited “added-value” learning that did not adversely affect the “basic-value” they gained from their regular curriculum, despite trade-offs in instructional time. Moreover, TA prepared students to learn new science content from their regular lessons, even when they were no longer using the software.  相似文献   

11.
The way we define learning and what we believe about the way learning occurs has important implications for situations in which we want to facilitate changes in what people know and/ or do. Learning theories provide instructional designers with verified instructional strategies and techniques for facilitating learning as well as a foundation for intelligent strategy selection. Yet many designers are operating under the constraints of a limited theoretical background. This paper is an attempt to familiarize designers with three relevant positions on learning (behavioral, cognitive, and constructivist) which provide structured foundations for planning and conducting instructional design activities. Each learning perspective is discussed in terms of its specific interpretation of the learning process and the resulting implications for instructional designers and educational practitioners. The information presented here provides the reader with a comparison of these three different viewpoints and illustrates how these differences might be translated into practical applications in instructional situations.  相似文献   

12.
This paper reports on the findings of a questionnaire which elicited information from ninety‐nine instructional designers in Australia about their qualifications, the activities they undertake, and perceptions of their role. Over half of those surveyed have what they consider to be qualifications in instructional design. The range of activities undertaken is large. There are slight variations in the activities performed by instructional designers at universities compared with instructional designers at Technical and Further Education (TAFE) institutes. There was very little difference in the frequency of activities performed by those with instructional design qualifications and those without. The research shows that many people are confused about the role of instructional designers. There are many negative perceptions of the role held by people with whom instructional designers work and these perceptions can adversely affect the instructional designers' work.  相似文献   

13.
Scholars and practitioners have reported the positive outcomes of a flipped, or inverted, approach to instruction (Baker, 2000; Lage, Platt, & Treglia, 2000; Bergmann, 2011; Wright, 2011; Pearson, 2012; Butt, 2012; Bates, 2012). While many of the reports are anecdotal, the sheer number of instructors that have reported successful implementation of the strategy provides some evidence of its powerful use as an instructional method. This study provides a detailed case in which one approach of the Flipped Classroom Model of Instruction was applied in two classes at California State University Northridge. Student reports suggest that the approach provided an engaging learning experience, was effective in helping students learn the content, and increased self-efficacy in their ability to learn independently. Additionally, challenges and potential solutions to those challenges are discussed.  相似文献   

14.
The purpose of this article is to review recent research on self-regulated learning and discuss the implications of this research for science education. We draw on examples of self-regulated learning from the science education literature to summarise and illustrate effective instructional methods and the development of metacognitive understanding (Gunstone; 1999a; Rickey & Stacy, 2000; White & Mitchell, 1994). We also focus on the crucial role that metacognition plays in self-regulation (Baird & White, 1996; Nichols, Tippins, & Wieseman, 1997; White, 1998). We divide our discussion into two main parts. The first focuses on three components of self-regulated learning, including cognition, metacognition, and motivation. We relate these aspects of self-regulation to current practices in science education. The second section focuses on six general instructional strategies for improving self-regulation in the science classroom. We focus on the use of inquiry based learning, the role of collaborative support, strategy and problem solving instruction, the construction of mental models, the use of technology to support learning, and the role of personal beliefs such as self-efficacy and epistemological world views. These instructional strategies are selected because they reflect extensive research agendas over the last decade within the science education literature and are essential to metacognition and self-regulation (Butler & Winne, 1995; Gunstone, 1999b).  相似文献   

15.
Conclusion As culture is at the heart of meaning making, it warrants exacting attention in the systemic design process. As Gustafson & Powell (1991) point out, too often models are not tested for validity and reliability. It is for this reason that we emphasize that research must critically evaluate this expanded ADDIE model. As technology enables us to increase our interaction with the peoples of the world, we are enriched by the incessant shifts in our own cultural paradigms. Attention to this cultural dynamism and incessant interplay leads to both improved designs and improved designers. As instructional designers, we must be able to critically analyze our learner’s cultures and allow it to strengthen the instructional design process. In this way we address our ethical commitment to creating culturally sensitive products. His research interests include culture, identity development, and meaning making in technology rich environments. His research interests are in the areas of Educational Gerontology, Instructional Design, and the Digital Divide. His research interests include Systemic Change and the Digital Divide.  相似文献   

16.
Eclectic instructional design is the process whereby a designer blends ideas from multiple learning theories to construct a learning experience that works better than a course designed from only one theoretical influence. Eclectic instructional designers are those who do not get hung up or rely consistently on any one theory for their designs. They consider learning theories and their associated methods more as a toolbox than as dogma. With this perspective, they design instruction that works better.  相似文献   

17.
Using Freudenthal’s method of historical phenomenology, the history of statistics was investigated as a source of inspiration for instructional design. Based on systematically selected historical examples, hypotheses were formulated about how students could be supported in learning to reason with particular statistical concepts and graphs. Such a historical study helped to distinguish different aspects and levels of understanding of concepts and helped us as instructional designers to look through the eyes of students. In this paper, we focus on an historical phenomenology of mean and median, and give examples of how hypotheses stemming from the historical phenomenology led to the design of instructional activities used for teaching experiments in grades 7 and 8 (12–14-years old).  相似文献   

18.
We report on an investigation into the design, development, implementation, and evaluation of an informational and instructional Website in order to generate guidelines for instructional designers of read/write Web environments. We describe the process of design and development research, the problem addressed, the theory-based solution, and the evaluation and testing of that solution. Based on our experience, we then identify sixteen guidelines for future designers and developers of read/write Web-based learning environments. The study demonstrates how read/write Web technologies can be used to address general problems that have intrinsic societal importance; examines implementation of a read/write technology in a real-life context, thereby testing distributed cognitions learning theory; informs the design of similar environments; and provides grounded theory for the design and development of read/write Web learning environments.  相似文献   

19.
A surge in the proliferation of educational technology tools and models means that postsecondary learners and instructional designers have more options than ever before. Selecting the most appropriate tool for a given learner-centered instructional situation is challenging. The construct of feedback is central to an effective learner-centered instructional design. The present summary of the research on feedback in learner-centered instructional design models provides a rationale for the value of defining the dimensions of a high-quality learner feedback experience. Six dimensions of feedback are proposed; namely, timeliness, frequency, distribution, source, individualization, and content. Key questions posed include whether an analysis of the learner’s feedback experience is a better proxy for measuring the quality in postsecondary online learning than grades, satisfaction, or regular and substantive contact.  相似文献   

20.
Geek learning     
Conclusion The 1914 definition of geek reads: (1) a person, often of an intellectual bent, who is disapproved of, (2) a carnival performer often billed as a wild man whose act usually includes biting the head off a live chicken or snake (Merriam-Webster, 1997). Nowadays geeks rule. Geeks are now enmeshed at a very high level in every facet of the information age that is changing the world spinning under our feet. Geeks are literally building this new information world by producing the software and hardware that make it run. Geeks get work, geeks are becoming attractive partners, and geeks are actually cool! The times they are a changin” ! Perhaps a new definition in the year 2000 might read: ( 1 ) a person prone to energetic acceptance of emerging technology, esp. computers and the Internet, (2) one whose act includes selfdirected learning of such technology. Geek learning is basically self-directed learning with a heavy dash of exploratory learning thrown in for good measure. However, support for selfdirected learning in higher education has been shown to be very low (Wilcox, 1996). This low level of support is evidence of the resistance to the new information age, a natural but dangerous reaction to chaos. I believe that the chaotic and decentralized nature of the exploding information age demands a reexamination of theories such as “self-directed” and “exploratory” learning— terms coined by non-geeks to describe things geeks do naturally. In these times, teachers and instructional designers grappling with how to facilitate technology learning should heed the advice of the old expression, “When in Rome ...” and just let it go, and G.E.E.K.O.U.T!  相似文献   

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