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1.
“Formulation of instructional strategy to match subject matter and learner requirements” is an integral part of most instructional design models (Andrews & Goodson, 1980, p.5). Yet the meaning and purpose of instructional strategies in these design models vary considerably. An instructional strategy in traditional design models usually refers to the selection of instructional delivery vehicles (e.g., lecture, demonstration, computer-assisted instruction) and support activities (e.g., practice exercises, tutoring) (cf. Tracey, Flynn, & Legere, 1970). Contrast those conceptions with the many instructional strategies described in elaboration theory (Reigeluth & Stein, 1983), such as subsumptive sequencing, internally consistent orienting structures, synthesizers, summarizers, and cognitive strategy activators. What is obvious from these disparate conceptions is that instructional designers do not share a consistent definition of instructional strategies. Many of the activities that are referred to as instructional strategies are not in fact strategies, but rather are presentation vehicles. In this article, we first define instructional strategies and tactics in the context of an iterative design model. Instructional strategies are then distinguished from instructional tactics, which are the implementation of strategies. We then list the range of instructional strategies and tactics that implement them. Finally, we provide a decision tree for assisting designers to select appropriate instructional tactics.  相似文献   

2.
Many theories have been proposed to help instructional designers make instructional‐strategy decisions, yet it is not clear if these theories are actually used by ID practitioners. This study used a web‐survey to examine the design strategies of 113 ID practitioners. The survey asked respondents to rate how frequently they used learning or ID theories as well as 10 other design strategies, to help make instructional‐strategy decisions. Respondents were also asked how often they used different information sources to learn about new theories, trends, and strategies, and to respond to a set of contrasting statements depicting objectivist vs. construc‐tivist assumptions. The results indicate that ID practitioners most often rely on interaction with others both as a means of making instructional‐strategy decisions and of learning about new theories, trends, and strategies. Only fifty percent of the respondents said they regularly use theories when making instructional‐strategy decisions, using other design strategies more frequently instead; and most practitioners are eclectic in their underlying philosophical assumptions. Based on these results, we discuss implications for training and ongoing support of instructional designers.  相似文献   

3.
Instructional theory is intended to guide instructional designers in selecting the best instructional methods for a given situation. There have been numerous qualitative investigations into how instructional designers make decisions and the alignment of those decisions with theoretical influences. The purpose of this research is to more quantitatively explore the question of how instructional designers actually use instructional planning theory to judge the usefulness of instructional methods. We asked 56 instructional designers to rate the usefulness of 31 instructional methods for six different cognitive domain content level conditions. The results show that content level has a statistically-significant influence on a designer’s judgments regarding the usefulness of an instructional method. A designer’s gender also has a statistically-significant influence on a designer’s judgments regarding methods, but a weak effect size limits this result. Overall, the results provide evidence that supports the core principles of instructional planning theory, specifically method generality. The results also provide instructional designers further guidance in selecting the most useful instructional methods for cognitive domain content levels.  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.
This article begins this special issue of ETR&D-Development by discussing what the cognitive approach to instructional design (ID) is and how ID practitioners can design training differently using the approach. Following some introductory comments about purpose, scope and perspective, the article is in two parts. The first part describes why the cognitive approach to ID is important and how the current approach to instructional design and training development is different from the cognitive approach. It then explains how learning occurs according to the cognitive point of view, and the different categories of learning according to one type of cognitive psychology. The second part describes a model that synthesizes and summarizes the components of a well-designed lesson, and describes what is different about this model from the current approach to ID. This model relates what learners have to do to learn to what instructional designers have to do to help them do so. It presents and briefly explains and exemplifies a general framework for instructional design based on cognitive psychology. Finally, it presents a table that can be used as a job aid to design training.  相似文献   

6.
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   

7.
8.
Motivation can be identified as a dimension that determines learning success and causes the high dropout rate among online learners, especially in complex e-learning environments. It is argued that these learning environments represensent a new challenge to cognitive load researchers to investigate the motivational effects of instructional conditions and help instructional designers to predict which instructional configurations will maximize learning and transfer. Consistent with the efficiency perspective introduced by Paas and Van Merriënboer (1993), an alternative motivational perspective of the relation between mental effort and performance is presented. We propose a procedure to compute and visualize the differential effects of instructional conditions on learner motivation, and illustrate this procedure on the basis of an existing data set. Theoretical and practical implications of the motivational perspective are discussed.  相似文献   

9.
In this article, the implications of constructivism for instructional systems design (ISD) are summarized as five principles that integrate the affective and cognitive domains of learning. In contrast to current views, it is suggested that constructivist philosophy offers instructional designers an alternative set of values that may significantly influence the emphasis of ISD methods without undermining the coherence and consistency of the ISD model. Distinguishing characteristics of the two approaches are described, based on a review of recent literature. The article concludes with the assertion that the influence of constructivist philosophy on ISD should be to focus attention on critical enabling objectives traditionally overlooked by instructional designers.  相似文献   

10.
The purpose of this study was to learn about the use of task analysis procedures by instructional designers. Task analysis is regarded by many to be the most integral part of the instructional design process and the most technical aspect of the instructional designer's job. It is also thought to be the most ambiguous of the instructional design, processes. A questionnaire was developed that surveyed 164 members of the International Society for Performance Improvement (ISPI) and the Association for Educational Communications and Technology (AECT) with instructional design responsibilities. This research learned what instructional design activities designers associate with task analysis and the percentage of time instructional designers devote to task analysis. It also learned what task analysis methods are most and least often used by instructional designers and identified those task analysis methods not known by instructional designers. Finally, this study determined how instructional designers learn to conduct task analyses and the factors that impact task analysis practices.  相似文献   

11.
In this article, themost relevant literature on cognitive aging and instructional design is merged to formulate recommendations for designing computer-based training material aimed at elderly learners. The core message is that researchers and instructional designers do not need to develop special computerized instruction for older adults. Rather, existing principles of general instructional and multimedia design can be evaluated and used to accommodate the needs of elderly learners. Particular attention is given to John Sweller’s Cognitive Load Theory (CLT) and Richard Mayer’s Cognitive Theory of Multimedia Learning (CTML). It is argued that these instructional theories bear important benefits for older learners because they support an efficient use of available cognitive resources. New research directions are suggested to test the implications of these theories for learning in old age.
Pascal W. M. Van GervenEmail:
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12.
Instructional design is confronted with the need to take research outcomes of cognitive research into account. In this contribution a research-framework is presented as a first step toward the construction of a more encompassing cognitive instructional design model (CID-model). A strategy “ConStruct” is described which enables instructional designers to evaluate the structure of information in instructional texts from a cognitive point of view. This strategy is an example of the way in which cognitive research outcomes can be implemented in the design of printed self-study packages.  相似文献   

13.
This study employed a qualitative research design to investigate instructional designers’ views and uses of conceptual tools in design work (e.g., learning theories and design theories). While past research has examined how instructional designers spend their time, how they generally make decisions, and expert-novice differences, little attention has been paid to the value and perceptions of conceptual tools, from the perspective of practicing designers. Based on intensive interviews of practitioners, our findings included ten themes organized according to three meta-themes: (a) using theory, (b) struggling with theory, and (c) connections between theory and intuition in craftwork. While these results substantiate (to some degree) the claim that practitioners often find theory too abstract or difficult to apply, they also suggest that practitioners use theory in several important ways and tend to view theory with ambivalence rather than indifference or dislike. Other conclusions regarding the role of theory in design are provided and future directions for theorizing and research are discussed.  相似文献   

14.
15.
There is strong interest in the field of instructional design in building expert systems that can provide advice to inexperienced instructional designers. This paper questions whether the expert systems model to advice-giving is in fact appropriate for a design process such as instructional design. An alternate approach based on case-based reasoning and the critic approach to advice-giving is considered to be better adapted to the cognitive needs of this task. The cognitive constraints of the task are used to orient the design of an instructional design workbench. The concept of an ID workbench illustrates the direct application of cognitive science to a complex practical task in the area of design.  相似文献   

16.
This paper reviews research literature on cognitive load measurement in learning and neuroimaging, and describes a mapping between the main elements of cognitive load theory and findings in functional neuroanatomy. It is argued that these findings may lead to the improved measurement of cognitive load using neuroimaging. The paper describes how current measures of cognitive load cannot accurately show the distinction between different types of cognitive load in different learning conditions, and existing approaches to cognitive load assessment are limited in terms of their precision and methodology. A literature review discusses the conceptual framework of Sweller's [Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design. Learning and Instruction 4, 295-312; Sweller, J. (1999). Instructional design in technical areas. Camberwell, Australia: ACER Press] cognitive load theory, and describes various approaches to load measurement and their limitations. The paper then describes how the core components of cognitive load - intrinsic, extraneous, and germane load - may be observable using neuroimaging techniques, and argues for the exploration of new links between education research and neuroscience.  相似文献   

17.

Employing phenomenological techniques this qualitative study investigates perceptions of collaborative relationships between instructional designers and faculty at an R1 university. While past research has considered the growing involvement of instructional designers in course development, and knowledge and skills expected from an instructional designer, little attention has been paid to what constitutes an effective collaboration and how it can be developed from the perspectives of both instructional designers and faculty. Based on semi-structured interviews of faculty and instructional designers, the following four thematic categories were uncovered: (1) reasons for collaborative efforts; (2) structure of collaborative relationships; (3) supports of and barriers to collaboration; and (4) essential competencies and strategies for instructional designers and faculty in a collaborative partnership. Our findings support the existing research on the importance of collaboration between instructional designers and faculty, and spotlights instructional designers in the higher education setting. They also outline key elements of an effective relationship, including understanding the role of an instructional designer, trust and rapport building (and its components), administrative support and faculty buy-in. Suggestions are made for to how overcome potential barriers to ensure an effective and collaborative partnership. Implications and future directions for research and training programs are discussed.

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18.
Although most workplace learning occurs informally, instructional design and technology professionals often focus their attention on more formal interventions, such as training. This article addresses a research study that examined the perception and use of informal learning strategies among instructional design and technology graduate students, the future members of the workforce of instructional designers and performance improvement practitioners. Results of this study may have implications for both instructional design and technology graduate programs and managers of instructional design and technology teams in organizations.  相似文献   

19.
The field of cognitive science is contributing significantly to the research and theory on learning, and to the development of intelligent tutoring systems. The instructional design literature indicates an interest in cognitive theory as well as attempts to integrate it into our theory and research base. However, cognitive psychologists do not necessarily find this synthesis satisfactory. The purpose of this article is to point out the conflicts, so that instructional designers can be aware of the nature of our coexistence. This paper was written while the author was with Human Resources Research Organization, Alexandria, VA.  相似文献   

20.
Narratives have a unique ability to grant listeners emotional and cognitive space in a way that encourages them to choose how they will make sense of a story. This effect, called narrative distance, also has the potential to help create transformative learning experiences. This article is a qualitative research study of experts who regularly design for narrative distance. Six experts from a variety of fields were interviewed about the principles and practices of designing for narrative distance with the purpose of discovering ways that instructional designers can better facilitate transformative learning experiences. A variety of principles and practices on how to create narrative distance are categorized under four themes: cognitive space, emotional space, invite change, and meaningful content. General comments are also given on the application of these insights to instructional design along with further suggestions for research.  相似文献   

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