instructional design
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F1000Research ◽  
2022 ◽  
Vol 11 ◽  
pp. 46
Author(s):  
Amani Y. Owaidah

Background: Phlebotomy is a medical procedure that is performed frequently in the blood collection activities of medical institutions. The procedure involves close interaction with different types of patients—some of whom are cooperative and others, who, for many reasons, are not (for example, patients who have a fear of needles). Blood extraction is an essential skill in several medical specialties, such as in laboratory sciences. Lesson planning in phlebotomy education is mainly focused on procedural skills, and very little attention is given towards teaching communication skills despite the close patient interaction in phlebotomy. In this paper, I propose a lesson plan for teaching communication skills to medical laboratory sciences and nursing students based on Gagne’s instructional design. Methods: The training session included two main parts: training session using Gange’s instructional design and at the end of the session, the participants were surveyed for the effectiveness of the training session. Results: 17 participants were included in the study. Overall, the majority of the participants were highly satisfied with the effectiveness of the training session in teaching communication skills with all seven survey questions receiving a mean score of 4.58 on a Likert scale of 1-5. Conclusion: We demonstrated the effectiveness of Gange’s instructional beyond theoretical lesson planning to teach communication skills through role-play in phlebotomy education.


2022 ◽  
Vol 12 (1) ◽  
pp. 44
Author(s):  
Alberto González-Fernández ◽  
Francisco-Ignacio Revuelta-Domínguez ◽  
María Rosa Fernández-Sánchez

Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to adapt teaching–learning processes to the characteristics of homo videoludens, placing value once again on the role of playful action in the personal development of individuals. The interest that has arisen in studying the implications of gamification processes in the different educational stages, in order to determine their impact and suitability, has led to an increase in scientific publications. With the intention of studying the presence and implications of gamification in teacher training as a methodological principle implemented in the teaching–learning process, both in its initial and permanent stages, this systematic review of the literature identifies those instructional design models applied in the field of gamification, as well as its educational significance. Thus, the need to introduce gamified practices in the field of teacher training is observed, providing an experiential learning that allows teachers to apply this methodology in a relevant way in their professional development, based on their own experience.


2022 ◽  
Vol 7 ◽  
Author(s):  
Hazem Jadallah ◽  
Carol J. Friedland ◽  
Isabelina Nahmens ◽  
Charles Pecquet ◽  
Charles Berryman ◽  
...  

The construction industry is suffering, in part, from a lack of training programs offered to the construction workforce. Unfortunately, most construction training and education research focuses on university student education. Integrating education science theory into construction workforce training has the potential to improve industry training but there is a dearth of studies that present details of this integration process. To address this gap, a training framework was developed to educate material stakeholders on material properties, selection, and installation. This framework is based on andragogical and Universal Design for Learning (UDL) principles. An assessment method evaluates training agendas to improve upon instructional design before training implementation. This method assesses the proposed training framework by enumerating the occurrences of Bloom’s Taxonomy verbs to determine how closely the proposed training’s goals and objectives followed Bloom’s guidelines. This study culminates by establishing linkages from educational theory to proposed training modules. The module template is presented in a goals and objectives format so that organizations can best implement and test this training framework.


2022 ◽  
Vol 30 (12) ◽  
pp. 133-142
Author(s):  
V. I. Toktarova ◽  
A. E. Shpak

The article addresses issues related to the description of the aspects of the instructional design of a mobile educational environment of a modern higher education institution. The authors give the definitions of the mobile educational environment, describe its functional features, and also consider the requirements for its instructional design and development. The article presents the clustering of digital services for the full implementation of a mobile educational environment (services for planning and supporting educational activities, services for organizing and supporting educational activities, communication and feedback services, general information services). The results of the experimental research to identify the attitude of students, teachers and administrative workers to the functional significance of mobile technologies and their application in the educational process are presented.


2022 ◽  
pp. 269-281
Author(s):  
Margaret Moodian

This chapter aims to illustrate how online mentorship can be as effective or even more effective as in-person mentorship. Individuals have been mentored online for years; however, because of the COVID-19 pandemic, it has become more popular out of necessity. Mentorship can happen in any number of settings. The focus for this chapter will be on different areas that foster mentor/protégé relationships. These include competency-based education programs, doctoral studies, instructional design, adjunct and fulltime faculty, and nonprofit leadership.


2022 ◽  
pp. 1230-1241
Author(s):  
Rupanada Misra ◽  
Leo Eyombo ◽  
Floyd T. Phillips

One of the important questions for teachers and education policymakers is how to engage new age learners, especially minority students, in a meaningful way. Game-based learning provides a platform where minority students can be intrinsically motivated to stay focused. The incorporation of multimedia design and instructional design principles in educational games would potentially help learners comprehend the information and engage in deeper learning. The decision-making process in a game-based learning environment is tied to the neural system of information processing. As research studies point out, the reward that the learner gets is, in fact, the stimulus that with desirable properties that drives behavior. Other than that, the effective feedback in the game-based learning environment has a powerful influence on learning.


2022 ◽  
Vol 5 (1) ◽  
pp. 27
Author(s):  
Gerardo Quiroz Vieyra ◽  
Luis Fernando Muñoz González

Faced with confinement due to COVID-19, educational institutions with face-to-face models had to continue their activities under conditions and with resources not used up to that moment. For this, the institutions formulated and put into operation continuity plans, which involved everything from remote education to hybrids between the latter and online education. Institutions that already had online or hybrid education programs were able to apply that experience to their face-to-face programs, allowing them to respond more quickly than those that did not. The stages of the teaching-learning process that were "adjusted" during this emergency in order to give continuity to educational activities were the last two, namely: the development of instructional material and teaching. In this work, an intervention is proposed in a previous stage of the process, that is, in the instructional design (ID), using the ASSURE model derived from the ADDIE model or approach. This intervention is based on the lessons learned during the pandemic, for the preparation or reformulation of study plans that consider information and communication technologies as a platform to enhance the effectiveness of learning, selecting them and establishing their use strategy from the stage in which the materials are designed, which may be useful considering that even if the students return to the classrooms, a virtual part will be preserved, that is, a hybrid model, in which the face-to-face-virtual ratio will be determined by the educational strategy of the institution.


2022 ◽  
Vol 12 (1) ◽  
pp. 1-18
Author(s):  
Terra Gargano ◽  
Edward E. Timke

This article explores how to successfully adapt simulations developed for traditional classrooms for synchronous platforms. Acknowledging the importance of the co-construction of knowledge and the impact of active learning in classrooms, this article explores instructional design approaches, logistical issues, and pedagogical considerations for translating successful in-person simulations to online synchronous learning environments. An example from a graduate level intercultural communication course is described as a platform for addressing lessons learned and sharing best practices. By reimagining five areas of adaptation, including materials, technology, grouping students, communication, and the role of the facilitator, faculty can examine critical junctures at the intersection of content knowledge, technology know-how, training pedagogy, and instructional design to conduct successful synchronous simulations.


2022 ◽  
pp. 298-314

In instructional design, there are a number of common “use cases” for acquiring open-source shared visuals and images: breaking up gray text, driving attention, sparking the imagination, illustrating concepts, providing examples, explaining phenomena, representing reality, depicting models, and others. The instating of licensure and open-source releases has meant that there are literally hundreds of millions of such visuals available online, with varying levels of releases (with variations on the following dimensions: editability, [non]crediting, [non]commercial usages, [non]required sharing, all the way up to full release into the public domain with no restrictions). The federated Creative Commons Search (old) enables exploration and acquisition across a range of web-based platforms for digital images based on text search. When pursuing actual images for particular usage, the abundance of shared imagery suddenly becomes small-set and limited. This work explores this phenomenon and provides some ideas for mitigation.


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