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Title: From,


1
From,
Instructional Design
Postcards about Instructional Design Terminology
  • Jennifer Harris
  • EdTech 503 Instructional Design
  • Reading Quiz Project

2
Post Cards
  • 3-4 History of Instructional Design
  • 5-6 Definition of Instructional Design
  • 7-8 Notion of "systems"
  • 9-10 Use of models
  • 11-12 ID model 1
  • 13-14 ID model 2
  • 15-16 ID model 3
  • 17-18 ID model 4
  • 19-20 ID model 5
  • 21-22 ID model 6
  • 23-24 Constructivism
  • 25-26 Empiricism
  • 27-28 Behaviorism
  • 29-30 Info.Proc.Theory
  • 31-32 Relate ID EdTech
  • 33 APA references

3
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4
The History of Instructional Design is a web...

The history of instructional design is based on
various philosophical ideas and learning,
developmental, and instructional theories founded
throughout history. These philosophies and
theories include
Rationalism
Constructivism (Piaget)
Empiricism (Locke
Pragmatism (Dewey)
Contextualism
Cognitive Theories
Behaviorism (Skinner)
Information Processing Theory
Cognitive Development (Piaget)
Socio-cultural Theory (Vygotsky)
Theory on Conditions of Learning (Gagné)
Model of Mastery Learning (Bloom)
(Smith and Ragan, 2005, p.19-30 Reiser, 2003,
p.58-63 Ertmer Newby, 1993, p.54-58)

A web was chosen to represent the history of
Instructional Design because webs are intricate
and vary in characteristics while all serving the
same purpose.

The History of Instructional Design
5
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6
Instructional Design is a brain...

Instructional design is the sequential process of
converting learning goals into authentic learning
experiences while continuously analyzing,
developing, implementing, and evaluating
materials associated with the experience (Smith
and Ragan, 2005, p.4 Gustafson Branch, 2002,
p.xii-xiv).

The human brain was chosen to represent
Instructional Design because it regulates all
aspects of a very large system and constantly
adapts to keep the subject healthy.












http//bit.ly/MgL3Bl
Definition of Instructional Design
7
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8
Systematic is the life-cycle...

Systematic means the use of sequential or
procedural tools to guide the designer.
Therefore, systematic instructional design means
using a model or other organizational tools to
convert learning goals into authentic learning
experiences (Smith and Ragan, 2005, p.4-10).

The life-cycle was chosen to represent systematic
because the life-cycle is a naturally occurring
sequence of events which has been adapted to
perfection over time.











http//bit.ly/LVcOlh
Definition of Systematic
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10
Instructional Design Models are a filled
donut...

Instructional Design Models are useful because
they guide the designer in a manner that is
sequential, identifies problems and concerns
before time is wasted, aligns tasks and
deadlines, keeps the learning goal in focus, and
gives the designer tools to create a meaningful
and productive learning environment in various
settings (Smith and Ragan, 2005, p.10-12
Gustafson Branch, 2002, p. xv-xvii 1-11).

A filled donut was chosen to represent the
usefulness of Instructional Design Models because
the basic structure of the donut is always the
same but the decorations and insides can vary
from minimal to elaborate, and the consumer can
choose the one that best fits her taste.







http//bit.ly/M1b7DQ
Why are Instructional Design Models useful?
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12
The ADDIE Model is a fitness center...

The ADDIE model is the systematic and generic
approach to instructional design. The acronym
stands for Analyze, Design, Develop, Implement,
and Evaluate. This model is a cyclical method to
instruction where each step influences the next
(Molenda, 2003, p. 1).

A fitness center is the visual metaphor for the
ADDIE model because users are trying to
strengthen all areas with the ideal product being
a well shaped body.









http//bit.ly/LgJNAs
ADDIE Model
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14
The ASSURE Model is a cruise ship...

ASSURE stands for "Analyze learners, State
objectives, Select media and materials, Utilize
media and materials, Require learner
participation, Evaluate and revise" (Gustavson
Branch, 2002, p. 25). The main additions when
compared with ADDIE are focus and weight on
learner involvement and feedback.

The ASSURE model is a cruise ship because
vacationers involvement in activities is crucial
to their enjoyment so they get to enjoy the
total package, and feedback ensures that future
participants get the best experience.









http//bit.ly/M57uvr
ASSURE Model
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The PIE Model is an atom...

The acronym PIE stands for Plan, Implement, and
Evaluate. These are the three main phases of
this simple classroom based model which tends to
be used by teachers taking on the dual role of
instructor and designer. The PIE model works
towards a learner focused environment. The model
emphasizes the use of how forms of media,
computers especially, can be incorporated into
lessons. (Gustafson Branch, 2002, p.23-24).

PIE Model is an atom because it is simple with
few parts, but the parts included are essential
to function.









http//bit.ly/L94ujq
PIE Model
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The Smith and Ragan Model is a mosaic...

Three main steps compose the systematic Smith and
Ragan Model Analyze, Strategize, and Evaluate.
According to Gustafson Branch (2002), Ragan and
Smith's "eight-step approach includes analyze
learning environment, analyze learners, analyze
learning task, write test items, determine
instructional strategies, produce instruction,
conduct formative evaluation, and revise
instruction" (p.57). All parts of the Smith and
Ragan Model flow back to each other to
systematically eliminate problems (Smith and
Ragan, 2005, p.10 Gustafson Branch, 2002,
p.57-59).

A mosaic is the visual representation of the
Smith and Ragan Model because mosaics are
intricate and creators must focus on shaping and
polishing individual pieces, seeing how it fits
with the whole, and then polishing and shaping
them again to create the best product.






http//bit.ly/KfJscN
Smith and Ragan Model
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20
The Dorsey, Goodrum, and Schwen Model are
Professor John Frinck and Professor Hubert J.
Farnsworth...

Rapid collaborative prototyping allows the
Dorsey, Goodrum, and Schwen Model to focus on the
user while developing. Five cycles make up the
DGS method which allow designers to test
prototypes. According to Gustafson Branch
(2002), "the five cycles are create a vision,
explore conceptual prototypes, experiment with
hands-on mock-ups, pilot test working prototypes,
and fully implement the evolving vision (p. 52).
The DGS Method only suggests principles for
testing consideration which include process,
interaction, fidelity, and feedback, making this
design less detailed and more based on
conceptualizing (Gustafson Branch, 2002,
p.53-54).

Professors Frinck and Farnsworth were chosen to
represent the Dorsey, Goodrum, and Schwen Model
due to their rapid creation of various prototypes
and inventions.






http//bit.ly/NKg4RU
Dorsey, Goodrum, and Schwen Model
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22
The Dick, Carey, and Carey Model is a
snowflake...

The Dick, Carey, and Carey Model sets the
benchmark by which other models are often
compared. Their model is based on the following
steps
Assess needs and identify goals
Both conduct instructional analysis and analyze
learners and contexts
Write performance objectives
Develop assessment instruments
Develop instructional strategy
Develop and select instructional materials
Design and conduct formative evaluation of
instruction
Revise instruction
Design and conduct summative evaluations
(Gustafson Branch, 2002, p.59-62).
This model is "particularly detailed and useful
during the analysis and evaluation phases of a
project" (Gustafson Branch, 2002, p.62).

A snowflake was chosen as the visual
representation for the Dick, Carey, and Carey
model because snowflakes are intricate, detailed,
and unique but still have a common structure.



Dick, Carey, and Carey Model
23
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24
Constructivism is a Lego project...

Constructivism is a philosophy of learning which
comes from the rationalist tree of philosophies.
Constructivism is experienced based and has two
sub categories. Individual constructivism is the
philosophy that knowledge is built on the
experiences of the individual. Social
constructivism says that learning is a community
experience where the individual adjusts his
learning to align with the collective (Smith and
Ragan, 2005, p.19-22 Ertmer Newby, 1993,
p.62-63 Davidson-Shivers Rasmussen, 2006,
p.45-46).

Constructivism can be compared to a Lego project
because of the success/fail components of the
build. When using Legos the builder adapts the
model based on his experiences.









http//bit.ly/KfJxgA
CONSTRUCTIVISM
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26
Empiricism is the blind, deaf, and mute...

Empiricism is the philosophy that knowledge is
acquired through sensory experiences rather than
emotional or ideological understanding (Smith and
Ragan, 2005, p.22 Ertmer Newby, 1993, p.54).
According to Ertmer Newby (1993), "organisms
are born with basically no knowledge and anything
learned is gained through interactions and
associations with environment" (p.54).

Empiricism is the blind, deaf, and mute since
those individuals rely heavily on other sensory
organs for understanding and comprehension.












http//bit.ly/LrVNjX
EMPIRICISM
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28
Behaviorism is Willow...

Behaviorism is the philosophy that environment is
the key factor in learning based on
stimulus-response conditioning. Classical
conditioning is one of two behaviorist
conditioning types. In classical conditioning,
the focus is on the outside conditions and how
they illicit a response from the learner.
Operant conditioning focuses on forms of
reinforcement and consequences to the response.
A positive reinforcer would be used for
appropriate behaviors after the behavior is
performed, while a negative reinforcer is a thing
which is removed after an acceptable behavior
ensues. (Smith Ragan, 2005, p.25-26 Reiser,
2001, p.59-60 Davidson-Shivers Rasmussen,
2006, p. 41-43).

Willow the dog is behaviorism because of the way
she responds to her master's prompts.








Photo by Sarah Cochran, used with permission
BEHAVIORISM
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30
The information processing theory is a fence...

Information processing theory is a cognitive
based theory where subjects learn in chains of
information conversion by which different parts
of the brain work together. These parts of the
brain include sensory registers, working memory,
and long term memory (Smith and Ragan, 2005,
p.26-29).

A fence was selected to depict the information
processing theory because various links hook
together to create a whole object much like
different parts of the brain link together to
comprehend information.










http//bit.ly/MB6E9a
INFORMATION PROCESSING THEORY
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32
Instructional Design and Educational Technology
are a tool box...

Instructional Design relates to Educational
Technology because both are tools to design goal
oriented, learner centered, authentic learning
experiences. Instructional Design and
Educational Technology have a reciprocating
relationship where ID can benefit EdTech through
systematic design qualities, and EdTech can
benefit ID via the many engaging instructional
devices (Smith and Ragan, 2005, p.4-8).

A toolbox is the visual representation between ID
and EdTech because toolboxes produce just the
right tool for the job as long as you have the
tool.








http//bit.ly/Mnz5DG
How does Instructional Design relate to
Educational Technology?
33
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