The DODDEL Model

Author(s):  
Mark McMahon

This chapter proposes a document-oriented instructional design model to inform the development of serious games. The model has key features in that it promotes a theoretically inclusive approach to learning, a focus on game elements and an emphasis on documentation to provide the rigour necessary to be used as part of a broader project management model. The model defines increasingly granular stages leading to final production documentation for software development. Each design stage contains a series of iterative co-dependent elements. It is proposed that the model can form a base for prescribing and managing activities within an industry context but also as a means to teach the instructional design process for serious games within a higher education setting. A case study of the initial implementation of the model is discussed in order to contextualise it and provide a basis for future enhancement.

Author(s):  
Lilia Cheniti Belcadhi ◽  
Sonia Ayachi Ghannouchi

Active Learning improves student attitudes and develops thinking and writing skills. It is increasingly recommended as a teaching method to improve learning. In this paper the authors are interested in the transformation of a face-to-face active course into a web-based active course. An instructional design approach based on meta-models for transforming active-based courses into online courses is proposed. This approach provides a detailed description of meta-models and processes of instructional design for active e-courses as well as the main involved actors. In order to evaluate and validate the proposed meta-models a case study has been carried out. It concerned the transformation of an entrepreneurship active course into an online version and its deployment. The proposed instructional design process constitutes the kernel of an authoring tool for the design of an active e-course, which permits to support the instructional designer in the production of active e-courses.


Author(s):  
Anne Patry ◽  
Elizabeth Campbell Brown ◽  
Rémi Rousseau ◽  
Jeanette Caron

This case recounts the story of the design and production of a series of online workshops for French-speaking healthcare professionals in Canada. The project spans a couple of years and, despite encountering some challenges, succeeds in large part because of its strong foundation: the instructional design. This case study features an instructional designer from a central Canadian university and three SMEs. The main design issues highlighted are the target population’s limited availability for continuing education, the SME’s lack of knowledge of the instructional design process, the magnitude of this project with its national scope but limited time frame and human resources, as well as personnel changes among the SMEs and the instructional design team. This case outlines how the project team deals with these challenges to produce a series of online workshops that provide high quality training in French to healthcare professionals across Canada.


Author(s):  
Iain McAlpine ◽  
Rex Clements

This article examines problem based learning (PBL) as a basis for the design of interactive multimedia. To be effective, interactive multimedia should be stimulating and challenging, while providing students with a learning environment in which they can carry out investigations and have access to resources and tools for finding and manipulating data. PBL is an ideal approach to instructional design for multimedia, as it provides a scenario of problem presentation, investigation, resolution and presentation that can form the basis for the multimedia activities. Carried out effectively, this approach can enable high level learning, as the students are required to use the higher order mental processes of analysis, comparison and contrast, hypothesis and synthesis in order to propose a solution to the problem. Students need to take an active rather than a passive approach to learning when using this method. The theoretical basis for this approach is discussed. A case study of higher education course materials in grazing management is used to illustrate the way the PBL approach is used in the instructional design of the materials. Evaluation data from trials with students is included to illustrate the effectiveness of the materials for teaching and learning.


2015 ◽  
Vol 8 (1) ◽  
pp. 82-106 ◽  
Author(s):  
Lilia Cheniti Belcadhi ◽  
Sonia Ayachi Ghannouchi

Active Learning improves student attitudes and develops thinking and writing skills. It is increasingly recommended as a teaching method to improve learning. In this paper the authors are interested in the transformation of a face-to-face active course into a web-based active course. An instructional design approach based on meta-models for transforming active-based courses into online courses is proposed. This approach provides a detailed description of meta-models and processes of instructional design for active e-courses as well as the main involved actors. In order to evaluate and validate the proposed meta-models a case study has been carried out. It concerned the transformation of an entrepreneurship active course into an online version and its deployment. The proposed instructional design process constitutes the kernel of an authoring tool for the design of an active e-course, which permits to support the instructional designer in the production of active e-courses.


2010 ◽  
pp. 281-311 ◽  
Author(s):  
K. A. Barrett ◽  
W. Lewis Johnson

This chapter will focus on the instructional design process used to create Alelo’s language and culture training programs. The objective of the design process is not just a serious game, but an integrated learning environment which combines serious games with other supporting learning activities. Learners apply their newfound communication skills and cultural knowledge to complete tasks in a simulated environment. The chapter will specifically focus on the design and development phases of the process, which uses interdisciplinary teams combined with an iterative approach to meet customer needs. The authors employ innovative learning technologies such as artificial intelligence and speech recognition; these add greatly to the learning experience but also introduce unique challenges for instructional design. Central to the instructional design process is situated instructional design and rapid prototyping. Authoring techniques that facilitate the creation of lessons and games that scaffold the learner from beginning- to intermediate-level proficiency are also be described. In addition, the chapter will explain how Alelo’s technology instantiates current theories, models, and research findings in the fields of language learning, serious games, and artificial intelligence.


2011 ◽  
pp. 1313-1343 ◽  
Author(s):  
K. A. Barrett ◽  
W. Lewis Johnson

This chapter will focus on the instructional design process used to create Alelo’s language and culture training programs. The objective of the design process is not just a serious game, but an integrated learning environment which combines serious games with other supporting learning activities. Learners apply their newfound communication skills and cultural knowledge to complete tasks in a simulated environment. The chapter will specifically focus on the design and development phases of the process, which uses interdisciplinary teams combined with an iterative approach to meet customer needs. The authors employ innovative learning technologies such as artificial intelligence and speech recognition; these add greatly to the learning experience but also introduce unique challenges for instructional design. Central to the instructional design process is situated instructional design and rapid prototyping. Authoring techniques that facilitate the creation of lessons and games that scaffold the learner from beginning- to intermediate-level proficiency are also be described. In addition, the chapter will explain how Alelo’s technology instantiates current theories, models, and research findings in the fields of language learning, serious games, and artificial intelligence.


2011 ◽  
Vol 15 (1) ◽  
Author(s):  
Reba-Anna Lee ◽  
Brian Dashew

In transitioning to a hybrid delivery model, faculty are presented with an opportunity to engage in a systematic instructional design process which can bring coursework in line with pedagogical best practices that may not exist in traditional face-to-face classes. This paper presents a model whereby Marist College Academic Technology & eLearning staff focuses faculty attention on designing effective student interactions with content, the instructor, and other students. These interactions promote deeper levels of engagement in student learning.


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