Versioning Learning to Different Target Learner Groups

A fairly common practice in instructional design is to originate a new instructional design over new content and then version the learning onto different tracks for different learning groups. Some learners may require a particular learning experience while others do not (based on learner experience mapping). Visual instructional design helps in the segmenting of various learner groups, the definition of various learning paths, various methods for customizing learning through customization, differentiation, addition and subtraction of elements, content revision and editing, cultural overlays, and some whole or partial redesigns for an effective and evocative learning experience for the target group.

2020 ◽  
Vol 2 (1) ◽  
pp. 101-111
Author(s):  
Michael Kerres ◽  
Katja Buntins

AbstractAs tools for AI-enhanced human learning, recommender systems support learners in finding materials and sequencing learning paths. The paper explores how these recommenders improve the learning experience from a perspective of instructional design. It analyzes mechanisms underlying current recommender systems, and it derives concrete examples of how they operate: Recommenders are either expert-, criteria-, behavior-, or profile-based or rely on social comparisons. To verify this classification of five different mechanisms, we analyze a set of current publications on recommenders and find all the identified mechanisms with profile-based approaches as the most common. Social recommenders, though highly attractive in other sectors, reveal some drawbacks in the context of learning. In comparison, expert-based recommendations are easy to implement and often stand out as simple but effective ways for suggesting learning materials and learning paths to learners. They can be combined with other approaches based on social comparisons and individual profiles. The paper points out challenges in studying recommenders for learning and provides suggestions for future research.


Entropy ◽  
2021 ◽  
Vol 23 (6) ◽  
pp. 668
Author(s):  
Christos Troussas ◽  
Akrivi Krouska ◽  
Cleo Sgouropoulou

This paper describes an innovative and sophisticated approach for improving learner-computer interaction in the tutoring of Java programming through the delivery of adequate learning material to learners. To achieve this, an instructional theory and intelligent techniques are combined, namely the Component Display Theory along with content-based filtering and multiple-criteria decision analysis, with the intention of providing personalized learning material and thus, improving student interaction. Until now, the majority of the research efforts mainly focus on adapting the presentation of learning material based on students’ characteristics. As such, there is free space for researching issues like delivering the appropriate type of learning material, in order to maintain the pedagogical affordance of the educational software. The blending of instructional design theories and sophisticated techniques can offer a more personalized and adaptive learning experience to learners of computer programming. The paper presents a fully operating intelligent educational software. It merges pedagogical and technological approaches for sophisticated learning material delivery to students. Moreover, it was used by undergraduate university students to learn Java programming for a semester during the COVID-19 lockdown. The findings of the evaluation showed that the presented way for delivering the Java learning material surpassed other approaches incorporating merely instructional models or intelligent tools, in terms of satisfaction and knowledge acquisition.


2008 ◽  
Vol 32 (3) ◽  
pp. 212-218 ◽  
Author(s):  
Gregory A. Brown ◽  
Frank Lynott ◽  
Kate A. Heelan

When students analyze and present original data they have collected, and hence have a cultivated sense of curiosity about the data, student learning is enhanced. It is often difficult to provide students an opportunity to practice their skills, use their knowledge, and gain research experiences during a typical course laboratory. This article describes a model of an out-of-classroom experience during which undergraduate exercise science students provide a free health and fitness screening to the campus community. Although some evidence of the effectiveness of this experience is presented, this is not a detailed evaluation of either the service or learning benefits of the fitness screening. Working in small learning groups in the classroom, students develop hypotheses about the health and fitness of the population to be screened. Then, as part of the health and fitness screening, participants are evaluated for muscular strength, aerobic fitness, body composition, blood pressure, physical activity, and blood cholesterol levels. Students then analyze the data collected during the screening, accept or reject their hypotheses based on statistical analyses of the data, and make in-class presentations of their findings. This learning experience has been used successfully to illustrate the levels of obesity, hypercholesterolemia, and lack of physical fitness in the campus community as well as provide an opportunity for students to use statistical procedures to analyze data. It has also provided students with an opportunity to practice fitness assessment and interpersonal skills that will enhance their future careers.


Author(s):  
Lia DiBello ◽  
Whit Missildine

Instructional design has not kept pace with the growth of the globalized knowledge economy. In the area of project management, a volatile global economy requires immersive learning and training exercises targeted to expert learners that have not yet been widely adopted. The authors developed a 16-hour, immersive collective learning experience for mid- to high-level project managers. The exercise was carried out in the Second Life Virtual Worlds platform and aimed to accelerate learning among participants. In addition, the authors tested a number of questions about the capacity of Virtual Worlds to be used for running complex, immersive learning and training. Results indicate that participants experienced high levels of engagement with exercise and, in the second iteration, were able to achieve goals within the exercise. Various technological breakdowns pointed to both the downsides as well as the opportunities for Virtual Worlds to be used for immersive rehearsal engagements.


2012 ◽  
pp. 561-572
Author(s):  
Douglas L. Holton

This chapter describes a case study of the design and implementation of an online project-based course for learning constructivist instructional design techniques. Moodle, a free and open source learning management system, was chosen as a tool to meet both the goals of the course and the needs and abilities of the adult learners in this course. Despite the instructor’s and students’ inexperience with both Moodle and online courses, Moodle greatly facilitated the process, resulting in a largely successful and motivating learning experience.


Author(s):  
Julieta Noguez ◽  
Karla Muñoz ◽  
Luis Neri ◽  
Víctor Robledo-Rella ◽  
Gerardo Aguilar

Active learning simulators (ALSs) allow students to practice and carry out experiments in a safe environment – anytime, anywhere. Well-designed simulations may enhance learning, and provide the bridge from concept to practical understanding. Nevertheless, learning with ALS depends largely on the student’s ability to explore and interpret the performed experiments. By adding an Intelligent Tutoring System (ITS), it is possible to provide individualized personal guidance to students. The challenges are how an ITS properly assesses the cognitive state of the student based on the results of experiments and the student’s interaction, and how it provides adaptive feedback to the student. In this chapter we describe how an ITS based on Dynamic Decision Networks (DDNs) is applied in an undergraduate Physics scenario where the aim is to adapt the learning experience to suit the learners’ needs. We propose employing Probabilistic Relational Models (PRMs) to facilitate the construction of the model. These are frameworks that enable the definition of Probabilistic Graphical and Entity Relationship Models, starting from a domain, and in this case, environments of ALSs. With this representation, the tutor can be easily adapted to different experiments, domains, and student levels, thereby minimizing the development effort for building and integrating Intelligent Tutoring Systems (ITS) for ALSs. A discussion of the methodology is addressed, and preliminary results are presented.


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):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than thirty years’ existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


Author(s):  
Lia DiBello ◽  
Whit Missildine

Instructional design has not kept pace with the growth of the globalized knowledge economy. In the area of project management, a volatile global economy requires immersive learning and training exercises targeted to expert learners that have not yet been widely adopted. The authors developed a 16-hour, immersive collective learning experience for mid- to high-level project managers. The exercise was carried out in the Second Life Virtual Worlds platform and aimed to accelerate learning among participants. In addition, the authors tested a number of questions about the capacity of Virtual Worlds to be used for running complex, immersive learning and training. Results indicate that participants experienced high levels of engagement with exercise and, in the second iteration, were able to achieve goals within the exercise. Various technological breakdowns pointed to both the downsides as well as the opportunities for Virtual Worlds to be used for immersive rehearsal engagements.


Author(s):  
Johan Magnusson

This article addresses the role of the professional analysts as actors within the field of IT Governance. Through a content analysis of over 400 reports from the largest commercial research firm, instances of normative statements are identified and analyzed. With the intended target group of the reports being Chief Information Officers, the findings show that the content of IT Governance has changed during the last three years. This is discussed in relation to the role that professional analysts play in an ongoing construction of IT Governance. The article concludes by identifying possible risks and benefits involved in using professional analysts as sources for best-practice, as well as calling for a more practice-based definition of IT Governance.


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