A Study on the Learning Objectives, Instructional Design, and Evaluation Methods in the Software Developing Education

2014 ◽  
Vol 18 (1) ◽  
pp. 185-193
Author(s):  
Young-sik Jeong ◽  
◽  
Chul Kim
Author(s):  
Kevin S. Thompson

<p>Instructional design models provide process insight that guides learning solution designers in their work to meet learning objectives and improve performance. Human resource development scholars often focus on individual learning components that support meeting learning and performance objectives. Learning practitioners who design learning solutions must review significant amounts of research studies to extract information that may assist them in their roles. This paper introduces the evidence-based Synergetic Learning Model, focused exclusively on design, intended to leverage the work of scholars holistically for the benefit of learning practitioners.</p>


Author(s):  
Latonia M. Ayscue

Perception research helps to understand how stimuli (gist) interacts with learners' sensory systems (visual, auditory, tactile). Communication in virtual learning environments is significant because when the laws of perception are manifested, the strategy should include discovering how the relationships between the instructional design process (analyze, design, develop, implement and evaluate) synthesizes learning theories and learners' experience to create effective communication in virtual instructional events, learning objectives and goals.


Author(s):  
Paul Giguere ◽  
Scott W. Formica ◽  
Wayne M. Harding ◽  
Michele R. Cummins

Designing online trainings or courses for large numbers of participants can prove to be challenging for instructors and facilitators. Online learning environments need to be structured in a way that preserves actual or perceived levels of interaction, participant perceptions of value and utility, and achievement of the learning objectives. This chapter describes five Large-Scale Interaction Strategies that offer guidance for addressing some of these online instructional design issues. Evaluation data are presented in support of two of the strategies, and recommendations are provided about how future research in this area might be conducted.


2021 ◽  
Vol 4 (1) ◽  
pp. 65-84
Author(s):  
Gunarti Sukriyatun

Teachers as determinants of the success of the learning process in schools/madrasahs have a very important role. In its activities the teacher must carry out several efforts so that the planned learning objectives are achieved. Various plans and preparations made in the learning process must be evaluated programmatically and continuously. One of the evaluation methods is the supervision of learning carried out by the principal/madrasah. With the supervision of learning, it is possible to know the problems that arise as well as find ways to solve the problems that exist in learning. Learning supervision is carried out as well as the implementation of learning leadership carried out by the principal/madrasah. From the results of the performance assessment of the head of Madrasah Tsanawiyah (MTs) Nurul Huda Bogor City, it was found that the supervision of teachers and education staff obtained a score of 42 out of a maximum score of 44 or 95.45%. The performance indicators of the head of madrasa in carrying out supervision are met with complete data support. Thus efforts to make changes in learning towards improvement will be realized. Keyword: supervision; learning; Islamic school; leadership.


EDIS ◽  
2019 ◽  
Vol 2019 (3) ◽  
Author(s):  
Brianna N. Shanholtzer ◽  
Andrew Thoron ◽  
J. C. Bunch ◽  
Blake C. Colclasure

Most educators know that it can be challenging to get students motivated to learn at the start of a lesson. The importance of student motivation, academic desire, and engagement is well noted as these factors have been directly linked to students’ academic achievement. An interest approach uses a brief activity to stimulate students’ situational interest toward a topic. Although situational interest is typically held by the learner for a short duration, establishing situational interest at the start of the lesson maximizes students’ engagement, motivation, and attentiveness toward the lesson’s topic and student learning objectives. This new 4-page publication of the UF/IFAS Department of Agricultural Education and Communication describes components of interest approaches and techniques for integrating them into a lesson, and provides real-world examples. Written by Brianna N. Shanholtzer, Andrew C. Thoron, J. C. Bunch, and Blake C. Colclasure. http://edis.ifas.ufl.edu/wc334


2019 ◽  
Vol 3 (s1) ◽  
pp. 94-95 ◽  
Author(s):  
Janet Brishke ◽  
Christy Evans ◽  
Elizabeth Shenkman

OBJECTIVES/SPECIFIC AIMS: This project aimed to offer Citizen Scientists basic knowledge about clinical and translational research, as well as introductory information to the topics a Citizen Scientist may work with at the University of Florida (UF). As part of that goal, several objectives were identified: (1) create a curriculum to operationalize training for new Citizen Scientists, (2) utilize best practices in educational research for curriculum design and implementation, (3) create a resource that can be freely available to other groups, and (4) implement the finished curriculum with Citizen Scientists at UF. METHODS/STUDY POPULATION: Working with an expert in the field of instructional design, an overall design plan was created and implemented. This included first conducting interviews with Citizen Scientists to determine the most appropriate format for the content, creating 10-minute videos with subject matter experts, and crafting learning assessments for each didactic video. Topics for the curriculum were conceptualized by gathering input from CTSI leaders, Citizen Scientists, and staff members, and learning objectives were created to help guide the content creation. The ADDIE (Analysis, Design, Development, Implementation, Evaluation) instructional design model was utilized to help guide the creation process, and this included a formative evaluation of the content, where assessment questions or videos were edited in response to Citizen Scientist feedback. It was important to both CTSI leadership and the Citizen Scientists themselves that the curriculum be widely accessible, so the curriculum was made as an open educational resource, meaning that it is available online for use by anyone with content that can be customized to specific programs or organizations. To implement the curriculum with UF Citizen Scientists, the materials were ported into Canvas, a widely utilized learning management system at UF. Participants were split into two groups, one group with Citizen Scientists already in the program (n=6) and a group with new Citizen Scientists (n=2). IRB approval to conduct this pilot test and share the results was obtained, and implementation ran from July 2017- January 2018. RESULTS/ANTICIPATED RESULTS: Data were taken from participant scores on the curriculum’s 15 didactic learning assessments, and while the number of attempts on assessments was not limited, only first-attempt results were analyzed. Veteran Citizen Scientists scored higher than the new Citizen Scientists, with an overall score across all assessments of 84% vs 74%. The existing Citizen Scientists performed better on most topics, however the newer Citizen Scientists outscored the veterans on two modules: Cultural Competency (90% vs 77%) and Biomedical Informatics and Big Data (80% vs 73%). The newer members also had fewer retakes on these two modules, with the newer members having only one retake for these two modules, compared to seven total retakes across both modules for the established members. Participants were also asked basic questions about learning comprehension, video quality, and assessment item clarity, in addition to offering narrative feedback. Participants across both groups seemed largely pleased with the curriculum, as indicated by results of the course evaluation. Most (75%) Citizen Scientists felt it was easy to understand the information in the video tutorials, while 75% of Citizen Scientists felt that the assessment items were comprehensive, and 62.50% felt that the assessment items matched the learning objectives. The new Citizen Scientists were far more likely to respond favorably to the video and assessment evaluation questions, with 95% of all responses marked as “agree” or “strongly agree”, compared to 57% of the responses from the established Citizen Scientists. DISCUSSION/SIGNIFICANCE OF IMPACT: The performance of new vs veteran Citizen Scientists underscores the need for introductory information on clinical research topics for new community stakeholders, as well as the need for ongoing refresher training. Though the existing Citizen Scientists had been working with these topics already, and some had experienced the modules already through the formative evaluation, some topics remained a challenge for participants, a notion reflected in their assessment scores. Clinical research, particularly translational research, can be difficult to understand, and when a stakeholder understands the fundamentals underlying the research with which they are assisting, communication barriers are eliminated, feedback is well-reasoned and actionable, and there is greater buy-in from stakeholders. Understanding the clinical research process helps community stakeholders better understand their contribution to research and offer critical feedback to aid in implementation of research findings in health-related settings.


2011 ◽  
pp. 1006-1022
Author(s):  
Dr. Sheila Seitz ◽  
Courtney Uram

The purpose of this chapter is to provide a brief summary of the military’s use of gaming and simulation to accomplish training. Historically, the military has been a forerunner in the exploration of training techniques that incorporate aspects of games and simulations. Training tools emerge in various gaming formats such as simulations, edutainment, commercial-off-the-shelf games (COTS), and serious games. To develop training in the form of games or simulations, elements of instructional design must be considered to include learning objectives, game play, and feedback. Emerging technologies provide possible solutions to training challenges such as achieving affective learning domain objectives and the portability of training. The military, as an early adapter of games and simulation, continues to forge the way by integrating gaming and simulation, instructional design, and emerging technologies to achieve the ever growing demands of training.


Author(s):  
Katia Passerini ◽  
Kemal Cakici

This chapter reviews the efforts of a large university located in the East Coast of the United States to support faculty technology literacy through participation in development programs featuring a mix of technology skills and instructional design seminars. The success of these programs is evaluated on a series of criteria: faculty needs and satisfaction, ability to meet faculty learning objectives, and short-term and long-term benefits in terms of new initiatives implementation. Survey protocols and instruments used to evaluate program effectiveness are included to support future implementations by other institutions. The authors intend to encourage the development of similar programs, and the understanding of current obstacles that hinder a full deployment of technology in the classroom.


Author(s):  
Dr. Sheila Seitz ◽  
Courtney Uram

The purpose of this chapter is to provide a brief summary of the military’s use of gaming and simulation to accomplish training. Historically, the military has been a forerunner in the exploration of training techniques that incorporate aspects of games and simulations. Training tools emerge in various gaming formats such as simulations, edutainment, commercial-off-the-shelf games (COTS), and serious games. To develop training in the form of games or simulations, elements of instructional design must be considered to include learning objectives, game play, and feedback. Emerging technologies provide possible solutions to training challenges such as achieving affective learning domain objectives and the portability of training. The military, as an early adapter of games and simulation, continues to forge the way by integrating gaming and simulation, instructional design, and emerging technologies to achieve the ever growing demands of training.


Author(s):  
Latonia M. Ayscue

Perception research helps to understand how stimuli (gist) interacts with learners' sensory systems (visual, auditory, tactile). Communication in virtual learning environments is significant because when the laws of perception are manifested, the strategy should include discovering how the relationships between the instructional design process (analyze, design, develop, implement and evaluate) synthesizes learning theories and learners' experience to create effective communication in virtual instructional events, learning objectives and goals.


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