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The ADDIE Design Phase

The ADDIE Design Phase
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Instructional Design Models & Theories | Instructional Design Central Instructional Design Models and Methods "Models, like myths and metaphors, help us to make sense of our world. Whether derived from whim or from serious research, a model offers its user a means of comprehending an otherwise incomprehensible problem. An instructional design model gives structure and meaning to an I.D. problem, enabling the would-be designer to negotiate her design task with a semblance of conscious understanding. Review and compare various instructional design models and methods below: Merrill's First Principles of Instruction ADDIE Model Dick and Carey Model Kemp's Instructional Design Model Gagné's Nine Events of Instruction Bloom's Learning Taxonomy Kirkpatrick's 4 Levels of Training Evaluation Cathy Moore's Action Mapping Merrill's First Principles of Instruction ADDIE Model The ADDIE instructional design model is the generic process traditionally used by instructional designers and training developers. Figure 2 ADDIE Model, Diagram by: Steven J. Dick and Carey Model 7.

untitled Learning Solutions Learning Solutions is a leading industry publication offering an insider’s perspective that is focused on supporting eLearning professionals. Our goal is to provide the greater learning and development community with relevant and timely information on the most critical and sought-out topics in eLearning. More Info > Research Library Guild Research delivers research reports and resources with the goal of helping you make sense of the depth of our field. More Info > Publications Library The Publications Library consists of eBooks, white papers, videos, and our annual eLearning Salary & Compensation Report. More Info > Sponsored Library The eLearning Guild community is filled with great content from both inside and outside of the Guild. More Info > Online Events Archive More Info > Conference Archive More Info > DemoFest Archive The DemoFest Archive provides a unique opportunity to see and learn from the work of your peers. More Info >

What Makes Effective eLearning? | Rob's Learning and Technology Blog There seems more interest than ever in elearning, but I worry that people will charge headlong for an author tool thinking it’s the answer to their prayers. The trouble is there’s more to creating good elearning than just using the author tool. Whatever we build it must be effective. We all know that, but what does ‘effective’ mean? Relevant – it must align to what I, the learner, want to achieve. It’s not easy, but ensuring that whatever you produce satisfies all five of these requirements will allow you to create a truly effective learning experience. Like this: Like Loading... The eLearning Guild: Community & Resources for eLearning Professionals

Analysis For eLearning Projects SumoMe When you are hit with a new training or eLearning project or even an idea for a project, you need the facts before you can proceed. You can usually gather the facts by conducting one or more forms of analysis, of which there are many flavors. You’ll find that the amount of effort required for an analysis varies. In some cases, it involves no more than interviewing several key people. Here are some of the most common forms of analysis that I use. Needs Analysis or Assessment There are several types of needs assessments. How to get the information: Interviews with stakeholders and managersInterviews with target audience membersInterviews with other relevant staff, e.g., Information Technology and Human ResourcesProvide surveys and questionnaires to the target audience to assess knowledgeObservation of target audience members performing relevant tasks Audience Analysis Try to identify the following: How to get the information: Task Analysis Instructional Analysis . Environment Analysis

An Outline For Creating An Instructional Design Document An eLearning course is developed through the combined efforts of Instructional Designers, learning designers, multimedia developers, technology experts, Subject Matter Experts, and project managers. When you have so many stakeholders involved, how do you ensure that the project stays on course and does not lose its focus? What is the single document that binds all the people involved to work toward a common goal? That document is called the Instructional Design Document (IDD). The Instructional Design Document functions as a single reference point that guides multiple stakeholders as they perform their individual tasks related to developing an eLearning course. What Does An Instructional Design Document Do? The Instructional Design Document provides a framework that guides all key individuals involved in the eLearning development process. An Instructional Design Document answers questions such as: What is the purpose of the course? Why Is The Instructional Design Document Important? 1. 2. 3.

untitled January 15, 2014 Learning from stories is an effective and powerful tool for learning design, because stories allow us to learn from the experience of others without having to face personal consequences. To paraphrase Fast Company writer Drake Baer, stories “let you demo other peoples’ minds in the comfy confines of your own.” In Using Stories for Learning: Answers to Five Key Questions, Karl Kapp, author of The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, explores why stories are so valuable for learning, describes how to match learning objectives to four powerful learning story types, and offers guidance on how to compose learning stories. He examines the elements of a good story and provides a storytelling worksheet to make designing your own learning stories easier. Files Report Download Report (PDF) You do not have access to this file.

Tout sur la pédagogie 3.01 | Stéphane Côté Le parcours de Stéphane Côté en est un où une certaine effervescence l’entoure concernant la pédagogie. Si vous l’avez déjà rencontré en personne, vous avez tout de suite remarqué son emballement quasi enfantin lorsqu’il parle de l’enseignement. En effet, il cherche, découvre, évalue, mesure l’impact de ses idées qui se tissent autour d’une approche non conventionnelle qu’il décide d’intituler la pédagogie 3.0. En 2012 il quitte son poste de conseiller pédagogique en TIC qu’il occupait depuis plus de quatre ans pour aller lui-même mettre à l’épreuve cette vision de la pédagogie actualisée afin de voir, si oui ou non, il y a matière à partager et à déployer… À son atterrissage dans la réalité d’une classe, il remarque qu’il avait oublié la pression du temps et ses effets néfastes sur la réflexion. Définition de la pédagogie 3.0 : Contrairement à une méthode, la pédagogie 3.0 est une approche complète qui englobe : Maintenant, d’où provient la nomenclature de la pédagogie 3.0? Au plaisir,

Dans la salle de classe du futur, les résultats ne progressent pas Dans le cadre d’une série sur le « pari éducatif high-tech » (dans laquelle notamment plusieurs experts américains tentent d’apporter leur vision sur ce à quoi ressemblera l’école dans 10 ans), Matt Richtel, pour le New York Times s’est rendu dans le district scolaire pilote de Kyrene en Arizona : un secteur où tous les élèves utilisent des tableaux blancs interactifs et des ordinateurs à l’école. Depuis 2005, le district a investi 33 millions de dollars pour moderniser ses écoles. Ici, c’est la nature même de la classe, du rapport à l’enseignant qui a été transformé : l’enseignant circule entre les élèves qui apprennent à leurs rythmes sur leurs ordinateurs. Au profit de qui se fait la surenchère technologique à l’école ? Image : Le graphique de l’évolution des dépenses et des résultats du district de Kyrene dans l’Arizona réalisé par le New York Times. La poussée des dépenses technologiques intervient alors que les écoles doivent faire de durs choix financiers. Les métriques en question

Apprendre/désapprendre : sur la ligne de crête des apprentissages numériques A l’occasion de la parution de la 3e édition du Digital Society Forum consacrée aux nouvelles formes d’apprentissages (la première édition était consacrée aux nouvelles relations, la seconde à la famille connectée), en partenariat entre la Fing (et notamment son média, InternetActu.net), Psychologies Magazine et Orange, nous republions le texte introductif du sociologue d’Orange Labs, Dominique Cardon, qui revient sur les rapports entre éducation et technologies. Une bonne introduction aux deux principales problématiques de l’apprentissage : qu’est-ce qu’apprendre et qu’est-ce que change le fait d’apprendre avec le numérique… En elles-mêmes, les Technologies de l’Information et de la Communication pour l’Enseignement (TICE) ne sont causes de rien, ne rendent pas les enseignants plus pédagogues, les enseignés plus performants ou la société plus savante. Regarder ailleurs Qu’apprendre ? Alors, si le savoir est dans le réseau, toujours à portée de main, que faut-il apprendre ?

Diferente andragogie -pedagogie Termenii de „andragogie” și „pedagogie” se referă la ajutorul oferit adulților, respectiv copiilor, de-a lungul procesului educațional. Fie că este vorba despre eLearning sau despre predarea în stil tradițional, prezentarea oricărei informații din cadrul unei discipline trebuie să fie adaptată publicului în fața căruia este expusă. Mai exact, strategiile de predare în cazul adulților se deosebesc de mijloacele de transmitere a unor informații sau cunoștințe către copii. La baza acestor diferențe stă în primul rând vârsta, din aceasta derivând o serie de alți factori de care orice educator, profesor, instructor sau învățător trebuie să țină cont atunci când abordează o disciplină. Drept urmare, și în cazul resurselor folosite în eLearning este necesar să se ia în seamă aceste diferențe, dat fiind gradul ridicat de flexibilitate al acestor soluții prin comparație cu învățământul față în față. Motivația adulților de a învăța este predominant intrinsecă, iar cea a copiilor, extrinsecă.

ePedagogy Introduction Despite an increased interest in the use of e-learning to enhance students’ learning, it is surprising that so little research has been conducted to justify these claims. Goodyear (2001GoodyearP (2001) Psychological foundations of networked learningin: C. Jones & C. Steeples (Eds)Networked learning: perspectives and issues(Godalming, Springer) [Google Scholar]) concluded: ‘the literature on learning in higher education is surprisingly quiet with respect to what both lay people and practitioners might expect to be a key construct—that of “understanding” ’ (p. 62). In their review of 100 published research reports completed in the period 1991–2001, Coomey and Stephenson (2001CoomeyMStephensonJ (2001) Online learning: it is all about dialogue, involvement, support and control—according to the researchin: J. The self-system processing of presenting tasks. Published online: 14 December 2016 Figure 1 The four systems of learning and their connections Methodology Findings Table 1.

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