Searching for "instructional"
ID, UX and LXD: Differences and Similarities Explained
https://www.linkedin.com/pulse/id-ux-lxd-differences-similarities-explained-sonia-tiwari/
LXD Learning Experience Design
UX User Experience Design
ID Instructional Design
Niels Floor‘s highly informative articles on lxd.org
Instructional Design focuses on instruction, User Experience Design focuses on the user, and Learning Experience Design focuses on the learner. This is not to say that IDs don’t care about learners, or that UX designers do not work on educational products, or that LXDs spend no time thinking about instruction or users. The difference lies in who these designers orient their process towards the most – instruction, user, learner.
history of ID at Instruction Design Central.
more about the origins of UX in this article in Career Foundary by Emily Stevens or this brief intro to HCI in Interaction Design Foundation by John Carroll. If you’re curious, learn about what Don Norman thinks of UX today.
ID as a field tends to be more scientific and organized, following academic frameworks
UX tends to be both scientific and artistic in its approach. UX designers are informed by academic theories and frameworks, but are also flexible and artistic in finding engaging, intuitive solutions to usability issues.
LXD tends to be more artistic than scientific. While LX designers care about the learning process deeply though understanding of related learning theories and cognitive processes of learners, their primary focus is on designing visually stunning, useful, and engaging learning experiences.
IDs are typically working on products such as Courses, e-learning modules, curriculum, workshops. UX designers are typically working on products such as mobile apps, websites, digital games, software. LXDs are typically working on all these things – courses, apps, AND other forms of learning experiences which could take the form of museum exhibits, summer camps, AR interactive booklets, children’s books, movies, toys and games or any other medium that can be used to generate a learning experience.
Indeed.com
software tools are just like paintbrushes, they don’t make an artist. Some popular paintbrushes for IDs are Adobe Captivate, Articulate Storyline, Brainshark. For UX designers some popular tools are Adobe XD, Sketch, Figma, Balsamiq. For LXDs everything Adobe Creative Cloud has to offer – and many other ID/UX tools as well (depending on what the experience design needs) come in handy.
For IDs, one of the popular frameworks is ADDIE: Analyze, Design, Development, Implement, Evaluation
For UX designers, a popular framework quoted often is Design Thinking: Empathize, Define, Ideate, Prototype, Test
For LXDs, Neils floor outlines this LXD process: Question, Research, Design, Build, Test, Improve, Launch
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more on ID instructional design in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
https://www.kirkpatrickpartners.com/Our-Philosophy/The-Kirkpatrick-Model
https://trainingindustry.com/wiki/measurement-and-analytics/the-kirkpatrick-model/
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DESIGNING WINNING WORKED EXAMPLES 1 – INTRA EXAMPLE FEATURES
Designing Winning Worked Examples 1 – Intra Example Features
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more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
Mayer’s 12 Principles of Multimedia
How to Use Mayer’s 12 Principles of Multimedia Learning [Examples Included]
1. The Coherence Principle
2. The Signaling Principle
3. The Redundancy Principle
humans learn best with narration and graphics, as opposed to narration, graphics, and text.
4. The Spatial Contiguity Principle
learn best when relevant text and visuals are physically close together
5. The Temporal Contiguity Principle
learn best when corresponding words and visuals are presented together, instead of in consecutive order.
6. The Segmenting Principle
learn best when information is presented in segments, rather than one long continuous stream.
7. The Pre-Training Principle
learn more efficiently if they already know some of the basics.
8. The Modality Principle
learn best from visuals and spoken words than from visuals and printed words.
9. The Multimedia Principle
learn best from words and pictures than just words alone.
10. The Personalization Principle
learn best from a more informal, conversational voice than an overly formal voice.
11. The Voice Principle
learn best from a human voice than a computer voice.
12. The Image Principle
humans do not necessarily learn better from a talking head video.
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more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
EDUCAUSE QuickPoll Results: Artificial Intelligence Use in Higher Education
D. Christopher Brooks” Friday, June 11, 2021
https://er.educause.edu/articles/2021/6/educause-quickpoll-results-artificial-intelligence-use-in-higher-education
AI is being used to monitor students and their work. The most prominent uses of AI in higher education are attached to applications designed to protect or preserve academic integrity through the use of plagiarism-detection software (60%) and proctoring applications (42%) (see figure 1).
The chatbots are coming! A sizable percentage (36%) of respondents reported that chatbots and digital assistants are in use at least somewhat on their campuses, with another 17% reporting that their institutions are in the planning, piloting, and initial stages of use (see figure 2). The use of chatbots in higher education by admissions, student affairs, career services, and other student success and support units is not entirely new, but the pandemic has likely contributed to an increase in their use as they help students get efficient, relevant, and correct answers to their questions without long waits.Footnote10 Chatbots may also liberate staff from repeatedly responding to the same questions and reduce errors by deploying updates immediately and universally.
AI is being used for student success tools such as identifying students who are at-risk academically (22%) and sending early academic warnings (16%); another 14% reported that their institutions are in the stage of planning, piloting, and initial usage of AI for these tasks.
Nearly three-quarters of respondents said that ineffective data management and integration (72%) and insufficient technical expertise (71%) present at least a moderate challenge to AI implementation. Financial concerns (67%) and immature data governance (66%) also pose challenges. Insufficient leadership support (56%) is a foundational challenge that is related to each of the previous listed challenges in this group.
Current use of AI
- Chatbots for informational and technical support, HR benefits questions, parking questions, service desk questions, and student tutoring
- Research applications, conducting systematic reviews and meta-analyses, and data science research (my italics)
- Library services (my italics)
- Recruitment of prospective students
- Providing individual instructional material pathways, assessment feedback, and adaptive learning software
- Proctoring and plagiarism detection
- Student engagement support and nudging, monitoring well-being, and predicting likelihood of disengaging the institution
- Detection of network attacks
- Recommender systems
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more on AI in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence+education
https://higheredinquirer.blogspot.com/2021/07/the-growth-of-robot-colleges.html
some frightening full-time faculty numbers at some large online universities.
Robot colleges have de-skilled instruction by paying teams of workers, some qualified and some not, to write content, while computer programs perform instructional and management tasks. Learning management systems with automated instruction programs
The assumption is that managing work this way significantly reduces costs, and it does, at least in the short and medium terms. However, instructional costs are frequently replaced by marketing and advertising expenses to pitch the schools to prospective students and their families.
The business model in higher education for reducing labor power and faculty costs is not reserved to for-profit colleges. Community colleges also rely on a small number of full-time faculty and armies of low-wage contingent labor.
In some cases, colleges and universities, including many brand name schools, utilize outside companies, online program managers (OPMs), to run their online programs, with OPMs like 2U taking up as much as 60 percent of the revenues.
State of XR & Immersive Learning 2021 Outlook Report
p. 12 about VR and AR
p. 15 about social VR platforms
p. 39 CAVE like environment for Nursing students
p. 43 The FUTURE Time Traveller is a project developed and co-funded by the European Union’s Erasmus+ programme and coordinated by Bulgaria’s Business Foundation for Education in partnership with seven national organizations.
p. 46 obstacles – disabilities
p. 48 California State University Northridge, which has developed an MA in Instructional Design with a focus on XR and immersive games and simulations
free webinar: ‘How to facilitate effective group work at business schools’ on May 5 at 1PM ET.
This webinar will gather teachers and instructional designers from business schools in a panel discussion to share and exchange ideas on improving group dynamics and social loafing in team based education.
We’re happy to welcome Mustafa Elsawy, Learning Technologist from Georgia State University and Jeff Webb, Associate Professor from David Eccles School of Business as guest speakers for the discussion to share their insights on:
- Why and how team based learning adds value to course design;
- The challenges of implementing and facilitating group work in online, blended and hybrid classrooms;
- How peer feedback and peer assessment can contribute to achieve learning outcomes;
- How to empower faculty to scale peer feedback/assessment in future courses and prepare students for the labor market
You can learn more about the event on our website and register for free here.
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more on online ed in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+education
https://lompocrecord.com/opinion/columnists/jennifer-brown-and-christopher-lynch-quality-online-education-for-higher-ed-requires-public-investment/article_512e95ce-fae0-5d0b-917c-3a2f9232ad74.html
Online coursework must not be considered an inferior or cheaper option. Getting online right requires a significant investment in course development guided by professional course designers who focus on achieving and assessing learning outcomes. Best practices show that developing a quality online course takes about 10 weeks to build with the faculty member working closely alongside an instructional/course designer, and research has shown that in-person instruction improves after working with instructional designers.
An online lecture requires more lecture preparation, continuous monitoring of student progress, increased use of assessment tools, extensive electronic interaction with the students and online office hoursAdditional instructor and teaching assistant support is also needed, as well as technical support.
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more on online education in this ISM blog
https://blog.stcloudstate.edu/ims?s=%22online+education%22
Digital Humanities for Librarians
By: Emma Annette Wilson
Digital Humanities For Librarians. Some librarians are born to digital humanities; some aspire to digital humanities; and some have digital humanities thrust upon them. Digital Humanities For Librarians is a one-stop resource for librarians and LIS students working in this growing new area of academic librarianship. The book begins by introducing digital humanities, addressing key questions such as, “What is it?”, “Who does it?”, “How do they do it?”, “Why do they do it?”, and “How can I do it?”. This broad overview is followed by a series of practical chapters answering those questions with step-by-step approaches to both the digital and the human elements of digital humanities librarianship. Digital Humanities For Librarians covers a wide range of technologies currently used in the field, from creating digital exhibits, archives, and databases, to digital mapping, text encoding, and computational text analysis (big data for the humanities). However, the book never loses sight of the all-important human component to digital humanities work, and culminates in a series of chapters on management and personnel strategies in this area. These chapters walk readers through approaches to project management, effective collaboration, outreach, the reference interview for digital humanities, sustainability, and data management, making this a valuable resource for administrators as well as librarians directly involved in digital humanities work. There is also a consideration of budgeting questions, including strategies for supporting digital humanities work on a shoestring. Special features include: Case studies of a wide range of projects and management issues Digital instructional documents guiding readers through specific digital technologies and techniques An accompanying website featuring digital humanities tools and resources and digital interviews with librarians and scholars leading the way in digital humanities work across North America, from a range of larger and smaller institutionsWhether you are a librarian primarily working in digital humanities for the first time, a student hoping to do so, or a librarian in a cognate area newly-charged with these responsibilities, Digital Humanities For Librarians will be with you every step of the way, drawing on the author’s experiences and those of a network of librarians and scholars to give you the practical support and guidance needed to bring your digital humanities initiatives to life.
Will this semester forever alter college? No, but some virtual tools will stick around
Conceiving, planning, designing and developing a genuine online course or program can consume as much as a year of faculty training and collaboration with instructional designers, and often requires student orientation and support and a complex technological infrastructure.
If anything, what people are mistaking now for online education — long class meetings in videoconference rooms, professors in their bathrobes, do-it-yourself tools made of rubber bands and cardboard — appears to be making them less, not more, open to it.