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 ◽  
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.


2022 ◽  
pp. 60-78
Author(s):  
Alejandro Trujillo Castro ◽  
Magally Martínez Reyes ◽  
Anabelem Soberanes-Martín

The way of approaching the difficulties in technological areas is opening potentialities for teaching and learning, considering the competences as actions that put into practice skills to solve problems. A clear example is the computational thinking that proposes a way of thinking and facing different challenges. Through the design-based research methodology and the ADDIE model, an instructional design is proposed to carry out activities using educational robotics, analyzing its impact on skills related to computational thinking. An educational intervention is carried out with students from 13 to 15 years old from the three grades of secondary education in Mexico. It was established that the student's reaction to a challenge is: a) Due to lack of confidence in his or her own abilities, it is difficult for him or her to face the problem. b) Knowledge of computer thinking allows him or her to think of a strategy to try to solve it. The results suggest that those who have notions about computer thinking have more facility to think and face the different challenges.


2022 ◽  
pp. 380-403
Author(s):  
Onur Dönmez

Learners struggle to keep up with the cognitive demands of online learning. Terms referring to the drain of learners' cognitive resources such as “Zoom fatigue” have been around for a while. The instructional design of online courses must consider cognitive factors more than ever. The cognitive load theory (CLT) has major underpinnings for designing online courses. The CLT seeks to optimize the learning process by considering the demands of the learning tasks (intrinsic cognitive load), design of the learning material (extrinsic cognitive load), and activation of learners' cognitive resources (germane cognitive load). Several principles have been proposed to manage each cognitive load type. This chapter will begin by outlining the CLT. Then, well-defined cognitive load effects will be introduced, along with evidence from the field. Next, new frontiers of the theory will be presented. Finally, implications of the cognitive load effects for online learning practices will be discussed.


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