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Instructional Design Approach

This instructional design approach uses constructivist learning theories and scenario-based learning strategies to teach fractions. It involves students working collaboratively in groups to solve scenario-based math word problems involving fractions. Formative assessments are conducted throughout to check for understanding. The topic would be introduced with a short lecture explaining the key concepts of fractions. Students would then work in small groups on a series of scenario-based math word problems involving fractions. The problems would present real-world situations requiring students to use fractions to solve them. As students work through the problems, the instructor would conduct formative assessments by checking in with each group. Once the

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You Ming
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0% found this document useful (0 votes)
71 views15 pages

Instructional Design Approach

This instructional design approach uses constructivist learning theories and scenario-based learning strategies to teach fractions. It involves students working collaboratively in groups to solve scenario-based math word problems involving fractions. Formative assessments are conducted throughout to check for understanding. The topic would be introduced with a short lecture explaining the key concepts of fractions. Students would then work in small groups on a series of scenario-based math word problems involving fractions. The problems would present real-world situations requiring students to use fractions to solve them. As students work through the problems, the instructor would conduct formative assessments by checking in with each group. Once the

Uploaded by

You Ming
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Instructional Design

Approach
PREPARED BY: TAM YOU MING
What is instructional design?

 Instructional design is a technology for the development of learning experiences and


environments which promote the acquisition of specific knowledge and skill by
students(Merrill, M. D.; Drake, L.; Lacy, M. J.; Pratt, J.,1996).
 Instructional design is a technology which incorporates known and verified learning
strategies into instructional experiences which make the acquisition of knowledge and
skill more efficient, effective, and appealing(Merrill, M. D.; Drake, L.; Lacy, M. J.; Pratt,
J.,1996).
 Instructional Design is the art and science of creating an instructional environment and
materials that will bring the learner from the state of not being able to accomplish
certain tasks to the state of being able to accomplish those tasks. Instructional Design is
based on theoretical and practical research in the areas of cognition, educational
psychology, and problem solving(Siemens, G. 2002).
Instructional Design

https://www.youtube.com/watch?v=w0iQgStGND4
Instructional Design Model
 ADDIE Model
 The ADDIE model is the generic process traditionally used by instructional designers and training
developers. The five phases—Analysis, Design, Development, Implementation, and
Evaluation—represent a dynamic, flexible guideline for building effective training and
performance support tools.
Instructional Design Model
 Dick and Carey Model
 Instructional models can vary widely. While some may focus on how to make the lesson plans and
others focus on the delivery of the content itself, the Dick and Carey instructional design model (also
known as the Systems Approach Model) is one of the former.
 All ten steps are connected, and some influence others indirectly while they may influence others
directly.
Instructional Design Model
 Kemp Design Model
 This article describes the Kemp Instructional Design Model (also referred to as the “Morrison, Ross, and
Kemp Model”), and also seeks to offer insight into some of the potential advantages of utilizing this
framework.
 Incorporating a variety of approaches from
a multiplicity of disciplines (Morrison et al., 2010),
this model represents an innovative approach
to instructional design by virtue of its non-linear
structure, and the interrelated nature of its
components.
Instructional Design Strategies
 Story-Based Learning
 Story telling is the powerful approach to captivate your learner’s attention creating an
engaging, emotional and perceptual learning experience. It contextualizes learning with
interesting elements such as a strong narrative, interesting and thought-provoking plots,
relatable characters, suspense and a strong message.
 Crafting compelling story-based learning involves: (i) Weaving a story around the content
establishes relevancy and makes it contextual. (ii)Using conversational narrative (tone) as if you
are talking to learners. (iii) Creating a conflict or tension
 Used in trainings like Behavioral Training, Sales Training, compliance training, Leadership training
Coaching and Counseling.
Instructional Design Strategies
 Scenario-Based Learning
 Scenario-based eLearning is an active learning strategy that not only improves learner
engagement, but also challenges them to take right decisions – changing behavior and
performance.
 The interactive branching scenarios put learners into real-life challenging situations and elicit
behavioral response.
 Here the learners need to solve them using their critical thinking and problem-solving skills.
 This strategy is appropriate for Compliance Training, Safety Training, Induction and Onboarding
Training, etc.
Instructional Design Strategies
 Gamification
 Gamification is one of the hot trends in eLearning. It refers to the use of game-design
techniques in non-game context.
 Adopting gamification strategy helps you create immersive learning experience taking learner
engagement to the next level with increased knowledge retention and performance.
 Gamification can be used in Safety Training, Induction and Onboarding Training, Compliance
Training, Product Training, etc.
Instructional
Design
Learning
Theories
21st century learning tools
Types Of Learning Tools Youtube Google Drive Evernote

Description • Allows students to • Students can • Evernote is just a


consume billions and collaborate on simple note-saving
billions of writing pieces from tool with categories,
videos every single anywhere, save tags
day. comments, and
• Create channels of curate all steps of the
their own to curate writing process in
and share digital digital portfolios
media content
Why Every 21st Century • YouTube is capable • Design and share • Organize anything.
Teacher Should Be Able of enabling self- presentation slides, • Take pictures of
To Use It directed learning, spreadsheets, papers or learning
academic direct concept mapping products.
instruction or tools • Save web
authentic project- screenshots.
based learning. • Take quick notes.
Instructional Design Approach
Similarities and Differences
Instructional Design Model ADDIE Model Dick & Carey Model

Similarities Both ADDIE and Dick & Carey are ID models that focuses on the
following three key elements:
• Input
• Output
• Process of designing the curriculum

Differences • More Flexible • More detailed and straight


• Has five phases forward
• An evaluation is done at the • Has ten phases
final phase • An evaluation is conducted
at every phase and a second
evaluation is conducted to
revise the instructions to
ensure that it achieves the
goal
Instructional Design Approach
Similarities and Differences
Instructional Design Strategies Scenario-Based Learning Gamification

Similarities Both Scenario-Based Learning and Gamification are ID Strategies


that focuses on the following elements:
• Active Learning
• Skills Training
• Improves Learner Engagement
• E-Learning
Differences • Put learners into real-life • Create immersive learning
challenging situations and experience taking learner
elicit behavioral response. engagement to the next level
with increased knowledge
retention and performance.
Instructional Design Approach
Similarities and Differences
Instructional Design Learning Behaviourism Constructivism
Theories

Similarities Both Behaviorism and Constructivism are:


• required for learning to take place. These conditions are verbal
information, cognitive strategies, intellectual skills attitude and
motor skills.
• theories of learning and they both try to explain how a student
learns and acquires knowledge
• Having a direct impact on the methods used to pass information
to learners both in the traditional classroom and in web basing
on instructions laid out.
Differences • Learner is passive:learns via • Learner builds on personal
external processes, example: experience, active and social
positive reinforcement in the learning process
• Methods used: lecture, drill • Methods used: Driscovery,
and practice, role learning, Collaborative group work
multiple choice tests • Scaffolding
• Peer review
Design instructional design approach for one topic
Instructional Design and Strategies Classroom Approach Product Approach System Approach
ADDIE MODEL
Analysis -Students will be asked to answer pre- Pre-test
test questions to determine the level of
student’s communication and
collaboration skills.
Design -Ask the student to form into a group Edmodo, Mind-map/diagram Cooperative Learning
of five and create a discussion group
for them on Edmodo.
-Students will be told via Edmodo by
teacher about the topic they will
discuss in classroom tomorrow.
-Students have to get prepare for the
group discussion by sharing ideas and
opinion using Edmodo.
Development -Communication and Collaboration Creativity Cooperative Learning
Skills
Implementation -In-class time is utilized for group Brainstorming, Mind-map/diagram Cooperative Learning
discussion and produce a mind-map
or diagram on a mahjong paper within
respective group to summarise
discussion result.
-Teachers will observe student
participation and performance during
group discussion.
Evaluation -Students will be asked to answer post- Post-test and questionnaire
test questions before in-class activities.
-Based on the results of both pre-test
and post-test questions, teacher will
take into consideration which part
needs to be emphasized to further
interact and engage students during
in-class activities

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