scholarly journals Authenticity in the process of learning about Instructional Design

Author(s):  
Jay R. Wilson ◽  
Richard A. Schwier

Authentic learning is touted as a powerful learning approach, particularly in the context of problem-based learning (Savery, 2006). Teaching and learning in the area of instructional design appears to offer a strong fit between the tenets of authentic learning and the practice of instructional design. This paper details the efforts to broaden and deepen the understanding of instructional design through a service learning approach to teaching, emphasizing authentic learning and assessment. Students are teamed and assigned to an actual contract with an external client under the supervision of the instructor who acts as project manager for the group. Contracts are negotiated to deliberately offer instructional design services to clients who would not otherwise be able to afford them, such as community-based non-profit groups. The reasons are two fold: first, we want to avoid competing for contracts that would interfere with the business of commercial instructional design groups and contractors; second, we want to impress on our students the idea that instructional design has social importance beyond the profit/loss and cost/effectiveness orientation of many instructional design businesses. In this way, we promote the idea that instructional designers are agents of social change, and their influence crosses interpersonal, professional, institutional and societal dimensions of change (Schwier, Campbell and Kenny, 2007).  Résumé : L’apprentissage authentique est présenté comme une approche efficace en apprentissage, en particulier dans le contexte de l’apprentissage par problèmes (Savery, 2006). Enseigner et apprendre la conception pédagogique semble offrir une correspondance étroite entre les principes de l’apprentissage authentique et la pratique de la conception pédagogique. Cet article présente de manière détaillée les efforts visant à élargir et à approfondir la compréhension qu’ont les étudiants de la conception pédagogique par l’utilisation d’une approche de la formation à l’enseignement basée sur l’apprentissage du service qui met l’accent sur l’apprentissage authentique et l’évaluation. Les étudiants sont regroupés en équipes et se voient attribuer à un véritable mandat auprès d’un client externe sous la supervision de l’instructeur qui agit à titre de gestionnaire de projet pour le groupe. Les mandats sont délibérément négociés de manière à offrir des services de conception de matériel pédagogique à des clients qui autrement ne seraient pas en mesure de s’offrir ces services, comme les groupes communautaires sans but lucratif. Les raisons pour ce faire sont de deux ordres : d’une part, lors de l’obtention de mandats, nous voulons éviter d’entrer en concurrence et d’interférer avec les activités de groupes commerciaux et d’entrepreneurs en conception pédagogique; d’autre part, nous voulons transmettre à nos étudiants l’idée que la conception pédagogique revêt une importance sociale qui s’étend bien au-delà des orientations axées sur les couples profits/pertes et coûts/efficacité que de nombreuses entreprises de conception pédagogique adoptent. Ainsi, nous véhiculons l’idée que les concepteurs de matériel pédagogique sont des agents de changement social et que leur influence touche aux facettes interpersonnelle, professionnelle, institutionnelle et sociétale du changement.  

Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.


Research of all types plays a critical role in instructional design. For example, instructional designers/developers require information about a number of disciplines, about their field, about human learners. They also conduct user research to pilot-test the learning designs. And, they also need to conduct research to better understand the teaching and learning dynamics. In any number of research approaches, visual stills (diagrams, photos, maps, data plots, and others) and moving visuals (video snippets, 4D simulations, and others) may be used to elicit information and discover new insights. This chapter addresses some of the visual ID related to research.


2021 ◽  
Vol 2 (1) ◽  
pp. 187-199
Author(s):  
Muhammad Saeed ◽  
Iqbal Ahmed

Modern educational pedagogies emphasize that teaching and learning frameworks should be designed to promote essential skills among students and develop their higher order thinking skills and the real-world application of those skills. In this milieu, service-learning is an emerging approach in education that best meets this need. Although much work exists on service-learning in developing students' social, moral, and citizenship potential, there is a lack of research that highlights the role of service-learning and its potential to promote high order thinking skills among pre-service teachers. This study attempts to extensively examine the role of service-learning in promoting high-order thinking skills among pre-service teachers. For this purpose, an integrated approach of Queensland University's higher order thinking guidelines was compared and contrasted as a framework with service-learning approach. The analysis and literature review showed that said the guidelines can be adopted using service-learning approach to promote higher order thinking skills of pre-service teachers. Therefore, the framework is proposed to be integrated into a service-learning course in higher education. The guidelines provide a five steps process for developing higher order thinking skills among teacher education students. The study results provide teacher educators with more practical ways to implement a more active and purposeful teaching and learning environment that encourages higher order thinking among pre-service teachers.


Author(s):  
Julia Penn Shaw

Teachers teach to the level of their ability: novices can teach students to be novices: experts can teach students to be experts. Using the Buddhist Eightfold Path as a model, this chapter explores the expert/novice paradigm as a framework for e-learning, particularly as offered through instructional design that can both scaffold novice instructors to teach to a higher level of learning, and also support experts to help students reach higher goals. Three facets of the teaching/learning dialogue are explored: expertise in a domain of knowledge (teacher), expertise in acquiring deep knowledge in a new domain through learning (learner), and expertise in the instructor/learner learning interface (instructional designer). Expert and novice teaching and learning and their relationship through instructional designers will be discussed.


2015 ◽  
Vol 22 (1) ◽  
Author(s):  
Cristine V. Redoblo

The computer era has come to integrate and assimilate in the academic curriculum and instruction. The Blended Learning adaptation further added to the teaching and learning experience in the classroom. The study investigated the factors on the use of ICT in terms of Computer usage, Internet usage, Multimedia usage and Mobile usage in Blended Learning Approach among the faculty. It analyzed the SWOT (strengths, weaknesses, opportunities and threats) of blended learning for a Proposed 5-year Instructional Design Strategic Plan. The study used quantitative research design by the use of the constructed questionnaire and qualitative through the conducted focus group discussions within the four campuses of CHMSC. The study revealed that CHMSC faculty exhibited low extent of use of blended learning. The result also showed a significant difference in the extent of use of ICT in terms of age, sex, and workplace whereas civil status, subject taught, and educational qualification do not significantly differ. The identified factors that affect blended learning were used as a basis for a Proposed Instructional Design Strategic Plan and projected after five years. The development and package of learning materials will be realized to the clients of the institutions and other stakeholders. Keywords—   ICT, blended learning, SWOT, FGD, Instructional Design Strategic Plan, computer, internet, multimedia, mobile, descriptive design, Philippines


Author(s):  
Shabana Figueroa ◽  
Wanjira Kinuthia

The purpose of this chapter is to discuss the macro and micro challenges instructional designers face when designing Web-based instruction for adult learners. Macro level challenges like institutional and infrastructural requirements are those outside the design process that directly affect teaching and learning outcomes. Micro level challenges, on the other hand, are those inside the design process that directly impact teaching and learning outcomes (e.g. cultural biases of the designers and instructors). The authors discuss the effects of these challenges for instructional designers in higher education. Since the population of focus is adult learners, a brief overview of adult learning and characteristics of adult learners is provided. A variety of models and frameworks have been developed within the field, with only a handful that are constructed to explore diverse learners and learning. The chapter also includes introspection of the authors’ experiences as instructors, instructional design professionals, and students in the field. It concludes with strategies instructional designers can use to overcome the challenges discussed.


Author(s):  
Xun Ge ◽  
Qian Wang ◽  
Kun Huang ◽  
Victor Law ◽  
Dominique C. Thomas

The purpose of this chapter is to provide some practical guidance and theoretical basis on designing simulated learning environments to researchers and instructional designers, medical educators, instructional design students, and others who are committed to improving learning and instruction in medical education. This chapter will benefit those who are interested in designing simulated learning environments and facilitating simulated learning experiences in instructional settings. The chapter first defines various types of simulations and their cognitive functions in support of students' authentic learning experiences. Following this, the chapter highlights critical components for designing simulated learning environments, including identifying learning objectives, developing problem scenarios, and facilitating students' learning experiences. It is hoped that this chapter will be a useful tool and resource for medical educators, researchers and instructional designers, and graduate students who are pursuing an advanced degree in instructional design and technology.


2021 ◽  
pp. 71-79
Author(s):  
Albert Schram

For effective online teaching and learning there is no short-cut for good instructional design, as well as following well-established pedagogical practices. For universities in the post-pandemic era, the main challenges for delivering quality online programs are, first, to provide good access through high quality digital infrastructure, and, secondly, to assure that all lecturers are trained in modern pedagogical approaches, basic instructional design principles for online teaching, and media usage. In my own experience, following the eight QM “Quality Matters” standards, will go a long way in improving online instruction and student engagement. These standards provide a simple, proven and robust framework, even for the inexperienced to design and deliver an effective and engaging course. Universities that have consistently applied QM standards, for example, dominate the rankings for best online programs in the USA (QM 2020). Uniquely, QM offers a low-cost training program on online teaching that can be rolled out at scale for lecturers at member universities and schools, that includes all elements for developing and delivering effective online courses, including the use of media.The use of media in any course is always optional. Recent research, however, shows that the use of media, in particular asynchronous video in combination with other learning materials, can lead to substantial improvements in learning. This research found that the combination of solid instructional design and the appropriate use of asynchronous media in online or hybrid courses can be more effective than traditional face-to-face teaching, due to more focused content, and students being able to rewind thus avoiding feeling overwhelmed (Noetel et al., 2021). Finally, I offer 10 helpful pointers for developing and delivering online courses using media, for those of us who are not experienced online instructors, or instructional designers.


2020 ◽  
Vol 4 (1) ◽  
pp. 266-277
Author(s):  
Muh Barid Nizarudin Wajdi ◽  
M Burhanuddin Ubaidillah ◽  
Sri Mulyani ◽  
Khoirul Anwar ◽  
Lailatul Istiqomah ◽  
...  

Education has been one of the most affected sectors since the corona pandemic. Like many countries affected, the Indonesian government has taken several precautions needed to reduce the spread of the virus. This causes obstacles in all educational activities, especially in the teaching and learning process. This article aims to illustrate assistance in redesigning learning model in this pandemic period by applying an online service-learning approach. The results show that educators are given many choices of online media that can be used for the teaching and learning processes, ranging from social media (WhatsApp and Facebook), learning management systems media (google classroom, Edmodo), and video conferencing (Zoom, google meet). In redesigning this learning model, educators mostly used WhatsApp as the main media in delivering the material in online classes, while the Google Classroom LMS media was used for managing the students' assignments


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