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Catherine Strattner

Richard E. Clark - 0 views

  • “The media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in nutrition”.
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    An excellent quote regarding media and instructional design.
Irene Watts-Politza

Community of Inquiry - 0 views

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    A compendium of scholarship on Community of Inquiry Framework for Learning
Catherine Strattner

Instructional Design Commons - 1 views

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    Interesting series on each piece of the CoI framework.
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    If you click on "Available on the Web", you are able to "attend" an archived Elluminate Live! discussion on the topics of teaching and cognitive presence.
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    If you click on "Available on the Internet", you can view archived Elluminate Live! presentations on Teaching or cognitive presence.
William Meredith

InstructionalDesign - 0 views

  • The primary goal is information acquisition
  • Examples are traditional classroom lectures, reading assignments, and watching educational television.
  • high degree of instructional support, feedback and reinforcement — with limited learner control
  • ...2 more annotations...
  • typically characterized by problem-solving and scaffolded guidance that supports learning from an inductive, case-based and example approach.
  • characterized by the highest degree of learner control, initiative, and self-direction
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    The four architectures of instruction for blended classrooms.  
Mike Fortune

Instructional Design - 1 views

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    instructional design and educational technology resources
Lauren D

ADDIE Model | Learning Theories - 0 views

  • Summary: The ADDIE model is a systematic instructional design model consisting of five phases: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. Various flavors and versions of the ADDIE model exist.
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    Summary: The ADDIE model is a systematic instructional design model consisting of five phases: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. Various flavors and versions of the ADDIE model exist. Originator: Unknown.  Refined by Dick and Carey and others.
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    The ADDIE model is a systematic instructional design model consisting of five phases: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. Various flavors and versions of the ADDIE model exist.
alexandra m. pickett

What is it about ADDIE that makes people so cranky? - eLearning Roadtrip - 0 views

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    "Let's say it loudly and proudly - ADDIE isn't a learning model. Nothing about it says "learning model". It's a process model. "
Diane Gusa

elearningpost » Articles » Experience-Enabling Design: An approach to elearni... - 0 views

    • Diane Gusa
       
      Course evaluations would help here.
    • Diane Gusa
       
      I know it took me some time to find myself around. Some of my activity problems was reflection of problems of "getting aroung" What was intuitive to some was not for me. I wonder if the difference of linear thinking (most adults) and global thinking (me).
    • Diane Gusa
       
      This describes my experience thus far in this course structure.
  • ...16 more annotations...
    • Diane Gusa
       
      Key point and it follows how does the designer then rethink the product base on the learner's mind?
    • Diane Gusa
       
      This course is an experience.
    • Diane Gusa
       
      I wonder if this statement can be translated to social (emotional), teacher (behavioral), and cognitive presence?
  • Experience is a way in which the self relates or connects emotionally to the world. Experiencing something involves a complex set of psychophysical processes: sensation, perception, apperception, cognition, affection, and sometimes conation. Added to this, is the interplay of psychosocial factors like expectations, attitudes, needs, desires, etc.
  • sheer absences of structural orientation cues
  • For elearning to be successful, it needs to be crafted for experience at all the above three levels
  • Psychologist Alice Isen and her colleagues have shown that positive experiences are critical to learning, curiosity, and creative thought.
  • She discovered that people who felt good were more curious, better at learning, and were able to come up with creative solutions (Isen, A. M. 1993). The scope of design therefore, should extend beyond functionality to fulfill the need for experience.
  • a designer cannot control the development of expectations in the learners' minds
  • The designer can only control the product
  • Creating experience is the art of emotional, behavioral and cognitive engagement with the consumer.
  • dded to this, is the confusing maze of open and closed spaces and a gloomy and rugged floor to traverse while finding your way out of the confusion.
  • ease and intuitive way of getting in, moving around and exiting are the experience factors. How do we bridge this gap between layout and experience? Four possible guidelines, which can help a designer ensure outcomes are experienced in an elearning product, are: Embrace experience as an outcome Create a shared language Narrow the gap from idea to outcome Drive constituent parts towards total experience
  • One needs to cultivate a method of detachment by distancing oneself from the idea in order to evaluate its validity.
  • contribution as creating spaces that evoke desired experiences.
  • Establishing geography lets the viewer get the bearings on the topography of the event.
Kristen Della

Virtual Instructional Designer - 0 views

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    Description: The Virtual Instructional Designer (VID) is a Learning Anytime Anywhere Partnership (LAAP) grant-funded project to create a Web-based performance tool for post-secondary faculty designing Web-based distance courses. The purpose of the VID is to provide 24/7 desktop access for faculty to instructional design assistance on the process of developing online instruction or courses. Note, must provide an email address to gain access.
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