Posts Tagged ‘ID instructional design’

3 types of instructional design

3 types of instructional design on the example of an egg cooking recipe
1. Manual.
“Add salt to the water, boil for 8 minutes, immerse in cold water,” that’s all—a simple sequence of steps.
Manual is the simplest, cheapest, and, unfortunately, the most common type of educational program. Yes, the automatic repetition of actions can lead to something, but any deviation will cause difficulties.
2. Manual with context.
Now imagine this recipe: “During cooking, the shell may crack, and the protein will leak out. To avoid this, add salt to the water. The salt will make the protein curdle.”
The context is added, it is explained why it is necessary to do things in that specific way. This is very important because it provides tools for working with real-life situations.
3. Abstraction.
In fact, this is a context twisted to the maximum. For example: “Salt will make the protein curdle. That is why in the old days, people bandaged purulent wounds with bandages soaked in saltwater.” Two completely different phenomena are taken, and a comparison is made based on a common abstract form.
This type is not always appropriate, but it can ignite the student with unexpected facts and comparisons.

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more on instructional design this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

Designing XR into Higher Education

Immersive Learning Environments: Designing XR into Higher Education

Heather Elizabeth Dodds

https://edtechbooks.org/id_highered/immersive_learning_e

The terms ‘extended reality’ or ‘cross reality’ refer to “technologies and applications that involve combinations of mixed reality (MR), augmented reality (AR), virtual reality (VR), and virtual worlds (VWs)” (Ziker, Truman, & Dodds, 2021, p. 56). Immersive learning definitions draw from Milgram and Kishino’s key taxonomy (1994) emphasizing the continuum of experiences that range from where a computer adds to a learner’s reality with overlays of information, or a computer experientially transports a learner to a different place and time by manipulating sight and sound.

VR Design Model

three different design models (see Figure 3): the ADDIE Design Model (Branson, 1978), Design Thinking (Brown & Wyatt, 2010) from user experience (UX), and the 3D Learning Experience Design Model (Kapp & O’Driscoll, 2009).

Serrat (2008) defines storytelling as “the vivid description of ideas, beliefs, personal experiences, and life-lessons through stories or narratives that evoke powerful emotions and insights” (p.1).

The foundational theory for most XR experiences is experiential learning theory. In cases where users create within XR, constructivist learning theory also applies.

XR experiences can include a story arc (See Appendix D), a tutorial of user affordances, intentional user actions, and place the user into first or third person experiences (Spillers, 2020).

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more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive+
more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

Instructional approaches

A Beginner’s Guide to Flipped Classroom

https://www.schoology.com/blog/flipped-classroom

Our 2018-2019 Global State of Digital Learning research study revealed some interesting insights about instructional approaches. It was taken by 9,279 education professionals from all across the country in various roles and districts.

When we look at instructional approaches most frequently used, the top ones are differentiated instruction (73.5%), blended learning (54.8%), and individualized learning (47.8%). And while flipped learning, personalized learning, and gamification command the most press, they aren’t being practiced as much as one might think. In many ways, this makes a lot of sense. These approaches require more time and resources than many of the others.

flipped-classroom-study.png

Gamification project in education

From the Higher Ed Learning Collective:

Kerry Lorette

Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!

https://www.facebook.com/groups/onlinelearningcollective/permalink/805665876730779/

excellent thread with a lot of materials:

Statistics is puzzling: Testing a novel approach to statistics learning.

https://doi.apa.org/doiLanding?doi=10.1037%2Fstl0000204

Improved student independence through competitive tinkering

https://ieeexplore.ieee.org/document/8190500?fbclid=IwAR3cXin2-59lw2a84nLpqy3NzcjymGXykA9p0QT92oAYD3mGiYgC9jk_leA

Gamification in the Business Communication Course

https://journals.sagepub.com/doi/full/10.1177/2329490616676576?fbclid=IwAR0nrDjPlchoHH74vse39TjuxBJpDHEpnvf9xbOxG4pu6hX8B5kyasxLmHQ

The Multiplayer Classroom: Designing Coursework as a Game

Future Trends Karl Kapp Instructional Design

On education, instructional design, gaming, and technological possibilities

May 6, 1:00 – 2:20 PM (CDT)

How can we best design learning experiences with technology?  What are the possibilities of gaming and education?

The Future Trends Forum will explore these questions with professor Karl Kapp of Bloomsburg University.

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The Future Trends Forum

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