scholarly journals Applying Obejctivist Instructional Design of Addie Model on Learning Reading Comprehension

Author(s):  
Yudi Hari Rayanto ◽  
Supriyo ◽  
Sugianti
Author(s):  
Kamyar Raoufi ◽  
Sriram Manoharan ◽  
Karl R. Haapala

Promoting excellence in sustainable manufacturing has emerged as a strategic mission in academia and industry. In particular, universities must prepare the next generation of engineers to contribute to the task of sustaining and improving manufacturing by providing appropriate types of sustainability education and training. However, engineering curricula are challenged in delivering educational training for assessing technical solutions from the three domains that define sustainability: economic, environmental, and social. In the research presented here, an educational framework is developed with an aim to improve student understanding of sustainable product design (PD) and manufacturing. The framework is founded on the analyze, design, develop, implement, and evaluate (ADDIE) model for instructional design. The developed framework is demonstrated using an example of a sustainable PD activity. This instructional design case study illustrates how engineering students would be able to investigate the impacts of raw materials, unit manufacturing processes, manufacturing locations, and design changes on product sustainability performance by integrating PD information and manufacturing analysis methods during the PD phase.


Author(s):  
Scott J. Warren ◽  
Mary Jo Dondlinger

This chapter discusses two games that were designed to target learning as well as implications for the design of future games intended for this purpose. It illustrates how the ADDIE model of instructional design can be leveraged to produce digital game spaces as well as the limitations that designers face based on the goals of the project, the chosen technology, and the audience chosen for the digital intervention. The goal of this chapter is to use real-world examples of learning game design processes in order to prepare instructional designers for the complexity of using game and instructional design principles as a means of improving student motivation, learning, and other psychological factors that prepare them for engaging meaningfully in the educational experience.


2016 ◽  
Vol 2016 ◽  
pp. 1-6 ◽  
Author(s):  
Lawrence Cheung

Interpreting basic chest radiographs is an important skill for internal medicine residents to help them adequately diagnose and manage respiratory diseases. Educators need tools to ensure that they take a systematic approach when creating a curriculum to teach this, as well as other skills, knowledge, or attitudes. Using an instructional design model helps educators accomplish this task by giving them a guide they can follow to ensure that the curriculum meets the needs of the learners. Using the creation of a curriculum to teach chest radiograph interpretation as an example, this paper illustrates how educators can use the ADDIE model of instructional design to help develop their own curricula.


Author(s):  
Rachmaniah Mirza Hariastuti ◽  
Mega T. Budiarto ◽  
Manuharawati Manuharawati

Banyuwangi is a town part of Java island, Indonesia. Cultural of Banyuwangi still run by original society named Using tribe. One of the culture which still defended by Using tribe is custom house. The paper describe about house of Using Banyuwangi and instructional design that made from the result of explore activity. This research joining ethnography method and development research. While the data collecting done with observation method, interview, and documentation. As for study device developed with ADDIE model that limited at development step. The result showed that house of Using’s construction show the existence of mathematics concepts specially geometry two dimension, pythagoras, and similarity. This result used to developed the instructional design based on contextual teaching – learning. Selected items is pythagoras. The instructional design will be implementing at research hereinafter.


2014 ◽  
Vol 6 (2) ◽  
pp. 111-126
Author(s):  
Imroatus Solikhah

 This study is aimed at devising teaching materials for Writing for Academic Purposes (WAP).  In context of English for Academic Purposes (EAP), writing is the core materials together woth reading comprehension and critical thinking.  The study used Recursive Reflective Design and Development (R2D2) from Willis (1995). The main data if this study were writing materials for academic purposes and the subjects of the study included lecturer, students, and expert in writing. The study revealed two main ifndings.  In the Defining Stage, the findings indicated that WAP should include writing for academic purposes that start from paragraph, three paragraph-composition, and 3-5 paragraph essay. The model of the essay is argumentative or persuasive essay as it is applicable for Test of Written English (TWE) for the TOEFL.  In the Design and Development Stage, the WAP materials were developed into four components of instructional design:  Competency Standard, Basic Competency, Indicators, and Core Materials.  In overall outline, the design of WAP is begun with paragraph and its component and the essay for TWE.               


Author(s):  
Irene Chen

Instructional design (ID) is the systematic process of planning events to facilitate learning. The ID process encompasses a set of interdependent phases including analysis of learners, contexts and goals; design of objectives, strategies and assessment tools; production of instructional materials; and evaluation of learner performance and overall instructional design effort. The system approach, developed in the 1950s and 1960s, is rooted in the military and business world and has dominated educational technology and educational development since the 1970s. Currently, there are more than one hundred different ISD models, with almost all based on the generic ADDIE model. Other commonly known models include the Dick and Carey Model, the R2D2 Model, the ICARE Model, and the ASSURE Model. These models share three major components: analysis, strategy development, and evaluation. This chapter identifies the different roles and responsibilities involved when developing a typical title and outlines the main steps in the development.


Author(s):  
Muhammad Akmal Nabil Mohd Nazmir ◽  
Omar Muzaffar Bin Amir Faezal

Instructional Design is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing. Utilising the resources such as Textbook, GAGNE, and ARCS method of learning allows the Instructional Design to take shape of an English language game that aims to educate students, and allow the students an immersive experience and entertain themselves playing a video game that aims to teach Grammar, Reading Comprehension, and Listening exercises. The objective of this game is to instil entertainment in learning via the application of an immersive video game, rife with both lore and characters.


Author(s):  
James O. Connelly ◽  
Paula Miller

The ever-decreasing time between the doubling of knowledge creates a problem for education concerning how to handle information overload. To address this issue, educators must learn to make learning more effective and more efficient. Currently, there is more to learn and less time in which to learn. Therefore, Smart technology offers a solution: It helps manage cognitive load through the formation of a schema, which helps humans learn more with greater efficiency and greater effectiveness. This can be accomplished by instructional design that makes use of Gagné's conditions of learning and the nine instructional events based on them. These can be brought together through the ADDIE instructional design model. This process is amplified by using Smart instructional technology to create the learning material and to deliver it to the learner. The educational venues for learning include face to face, online, or mobile communication devices. Examples are provided about the conditions of learning, nine instructional events, and the ADDIE Model, which are applied to classical guitar instruction. Further, the elements of Smart technology are presented as a resource for teaching and learning.


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