Instructional design for heuristic-based problem solving

ECTJ ◽  
1988 ◽  
Vol 36 (4) ◽  
pp. 211-230
Author(s):  
Albert L. Ingram
Author(s):  
Shalin Hai-Jew

The design of learning does not often emphasize on how much high-concentration “focused time” and other time learners spend on particular endeavors: reading, viewing, listening, writing, assessing, problem-solving, researching, communicating, collaborating, and others. And yet, how time is spent in purposeful learning—in assignments, fieldwork, research, collaboration, invention, co-design, and assessments—is thought to have a clear impact on the learning and the learning experience. This work explores some of the research in the area of time in learning and proposes some methods for including “focused time” design and time awareness in instructional design for online learning, particularly given the available tools for learner check-ins, time monitoring, and other tools.


Author(s):  
Dan O’Brien ◽  
Kimberly A. Lawless ◽  
P. G. Schrader

Digital games are a relatively new tool for educators, who often misunderstand their value for education. This is partly since they perceive many very different types of games in the same way. The authors propose a taxonomy of digital games in education based on the features that are relevant to instructional design and educational research. The taxonomy outlines four genres into which games fall, depending on the cognitive functions and skills they engage. The theoretical basis for the taxonomy the authors develop draws from R. M. Gagne’s Five Categories of Learning Outcomes, Bloom’s Taxonomy of Educational Objectives, and D. H. Jonassen’s Typology of Problem Solving. The links between these theories and the educational games taxonomy will allow educators and researchers to understand games in the light of their educational affordances. Instructional design based on these theories can more effectively integrate games into the classroom.


2005 ◽  
Vol 33 (2) ◽  
pp. 219-248 ◽  
Author(s):  
Xun Ge ◽  
Ching-Huei Chen ◽  
Kendrick A. Davis

The present study investigated the effects of question prompts in scaffolding novice instructional designers solving ill-structured, instructional design problems in a Web-based learning environment. The effects of question prompts were studied under different prompting conditions (Question-Elaboration vs. Question-Guidance), taking into consideration various levels of learners' prior knowledge and experience. The study employed a comparative, multiple-case study design using the technique of think-aloud protocols, which were followed by interviews. Eight graduate students from the program of Instructional Design and Technology participated in the study. While the qualitative findings supported the previous research on the advantages of question prompts in scaffolding ill-structured problem solving, they also shed light on the specific cognitive and metacognitive functions, as well as limitations, of question prompts in different conditions. The study has implications for designing instructional scaffolds for supporting ill-structured problem solving of various domains in a Web-based learning environment.


Author(s):  
Kara Bennett

This chapter will discuss educational projects for learning problem-solving strategies in virtual worlds that encourage people to respect human rights as a lifelong learning experience. The discussion includes philosophical issues concerning the need to design new models for virtual learning that engage a person's own ways of thinking and interacting with the educational content. For example, the instructional design for these projects is based on adapting the think aloud and means-end analysis research methods for evaluating how learning about human rights in a virtual environment might transfer to the real-world community. The projects have been presented over the past 10 years in the virtual worlds of Second Life and the Open Sims.


Author(s):  
Shalin Hai-Jew

Subject domains are in constant transition as new research and analysis reveal fresh insights, and occasionally, there may be paradigm shifts or new conceptual models. Transdisciplinary approaches may be understood as such a shift, with new approaches for conceptualization, analysis, and problem solving via recombinations of domain fields. Such transitory paradigm-shifting moments remove the usual touchpoints on which a curriculum is structured. There are often few or none of the accepted sequential developmental phases with identified concepts and learning outcomes in book chapters, thematic structures, and historical or chronological ordering. An emergent curriculum requires a different instructional design approach than those that have assumed curricular pre-structures. Based on a year-and-a-half One Health course build, this chapter offers some insights on the processes of defining and developing an emergent curriculum.


2016 ◽  
Vol 9 (6) ◽  
pp. 32
Author(s):  
Jusman Mansyur ◽  
Darsikin Darsikin

<p class="apa">This paper describes an instructional design for introductory physics that integrates previous research results of physics problem-solving and the use of external representation into direct instruction (DI). The research is a part of research in obtaining an established instructional design to support mental-modeling ability. By integrating with the previous research results of problem-solving and external representation with the characteristics of DI, we obtained stages of a hypothetical design. The hypothetical design has been developed by implementing phases of formative research to obtain a final model of enhanced direct instruction (EDI). Results of experimental phase showed that EDI can support the students’ mental-modeling ability.</p>


Author(s):  
Ehsan Ahmed ◽  
Musfiq Rahman ◽  
Hafizur Rahman

This paper addresses the construction of a novel approach to enhance learner motivation as it relates to the learning process. The foundational principles of motivation are discussed. The impact of instructional technology on student motivation through an innovative web-based problem-solving system is the main focus of this study. The development of the web-based problem-solving system and its evaluation process are considered for addressing the foundational principles of motivation. The proposed system is customizable to provide feedback to both students and instructors. The outcome of this research will help establish a suitable instructional design model of motivation for engineering students. The process also has prospects for applications in other disciplines.


Sign in / Sign up

Export Citation Format

Share Document