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IDT 617


Adopter Categories
 Innovators
 Early adopters

 Early majority
 Late majority
 Laggards


Adopters base their adoption of an
innovation on:
 Relative advantage
 Compatibility
 Complexity
 Trialability
 Observability


What is an instructional strategy?
 Method of presenting information so that the

learner constructs meaningful relationships
between new knowledge and existing knowledge


What is a delivery strategy?
 Means of choosing the correct delivery

mechanism for the instruction


Good instructional strategies motivate the
learner to generate or construct meaning
 Recall
 Repetition, rehearsal, etc.

 Integration
 Synthesizing sources

 Organization
 Understanding relationships

 Elaboration



 Adding your ideas

Your goal is to facilitate understanding and, as
much as possible, higher order thinking


Part-task practice and/or worked examples
 Based on Cognitive Load Theory (Sweller, 1999;

van Merrienboer, 1997)
 Designers can use basic ID processes and message
design principles to construct learning
environments for complex tasks


Problem solving
 Taxonomy of problem types and appropriate

designs (Jonassen, 2011)
 Game-based learning
 Simulations


Collaborative learning/Distributed cognition
 Social constructivist theories of learning (i.e.

Vygotsky, 1978)
 Literature in peer tutoring, reciprocal teaching
 Learning through social networking


Trends in instructional strategies are aligned
with trends in instructional technologies



New technologies allow for innovative
strategies not realized before the ClarkKozma debate


Web 2.0 (Cloud Computing)
 Collaborative technologies
 Information sharing


Online/distributed learning
 Virtual schools; K12, Military
 Online universities and/or blended instruction


Learning Objects
 Reusable objects designed for specific domains

and/or concepts
 MERLOT
 Wisconsin Online Resource Center
 http://www.trendsandissues.org/trends/Ch_31.ht
ml
 A list of learning object and digital content sites


Artificial intelligence
 PUSH
 Intelligent Tutoring Systems
 PULL
 Data mining, testing ideas
 Uses diagnostics to adapt to each learner
 Structured expert and pedagogical models


Instructional games and simulations
 Allow for complex problem solving
 Gamification
 Use of game structures in non-game environments
 Fidelity in simulations
 Affects of realism on learners


Virtual worlds
 Worlds can be open or constructed specifically for

educational purposes
 Second Life
 Whyville

 Allow for global collaboration and social learning





Instructional designers consider the strategy
and delivery technology
When designers are involved in development,
research guides message design (i.e. use of
rich media)
Innovations are used when they can have a
positive impact
 Not just because they are cool


Describe an example of an innovative
instructional technology
 What is the technology?
 How can it be used in an educational context?
 What instructional strategies are possible?
 Has this technology been widely adopted?
 If yes, why?
 If no, why not?

More Related Content

Trends in IDT

  • 2. Adopter Categories Innovators Early adopters Early majority Late majority Laggards
  • 3. Adopters base their adoption of an innovation on: Relative advantage Compatibility Complexity Trialability Observability
  • 4. What is an instructional strategy? Method of presenting information so that the learner constructs meaningful relationships between new knowledge and existing knowledge What is a delivery strategy? Means of choosing the correct delivery mechanism for the instruction
  • 5. Good instructional strategies motivate the learner to generate or construct meaning Recall Repetition, rehearsal, etc. Integration Synthesizing sources Organization Understanding relationships Elaboration Adding your ideas Your goal is to facilitate understanding and, as much as possible, higher order thinking
  • 6. Part-task practice and/or worked examples Based on Cognitive Load Theory (Sweller, 1999; van Merrienboer, 1997) Designers can use basic ID processes and message design principles to construct learning environments for complex tasks
  • 7. Problem solving Taxonomy of problem types and appropriate designs (Jonassen, 2011) Game-based learning Simulations
  • 8. Collaborative learning/Distributed cognition Social constructivist theories of learning (i.e. Vygotsky, 1978) Literature in peer tutoring, reciprocal teaching Learning through social networking
  • 9. Trends in instructional strategies are aligned with trends in instructional technologies New technologies allow for innovative strategies not realized before the ClarkKozma debate
  • 10. Web 2.0 (Cloud Computing) Collaborative technologies Information sharing
  • 11. Online/distributed learning Virtual schools; K12, Military Online universities and/or blended instruction
  • 12. Learning Objects Reusable objects designed for specific domains and/or concepts MERLOT Wisconsin Online Resource Center http://www.trendsandissues.org/trends/Ch_31.ht ml A list of learning object and digital content sites
  • 13. Artificial intelligence PUSH Intelligent Tutoring Systems PULL Data mining, testing ideas Uses diagnostics to adapt to each learner Structured expert and pedagogical models
  • 14. Instructional games and simulations Allow for complex problem solving Gamification Use of game structures in non-game environments Fidelity in simulations Affects of realism on learners
  • 15. Virtual worlds Worlds can be open or constructed specifically for educational purposes Second Life Whyville Allow for global collaboration and social learning
  • 16. Instructional designers consider the strategy and delivery technology When designers are involved in development, research guides message design (i.e. use of rich media) Innovations are used when they can have a positive impact Not just because they are cool
  • 17. Describe an example of an innovative instructional technology What is the technology? How can it be used in an educational context? What instructional strategies are possible? Has this technology been widely adopted? If yes, why? If no, why not?