Introducing and Implementing Instructional Design in an International Context
INSTRUCTIONAL DESIGN DOCUMENT
Transcript of INSTRUCTIONAL DESIGN DOCUMENT
MEP3013
TEKNOLOGI INDUSTRI DAN REKA BENTUK DALAM
PEMBANGUNAN KOSWER KURSUS
INSTRUCTIONAL DESIGN DOCUMENT
FOR
TOPIC 5.3 LATEST PROGRAMMING LANGUAGE
NAMA NO.MATRIKTANI ANAK RANTAI D20122061856 LOVIANA LENYU ANAK DUNSTAN MANDAU D20122061854NIK MULAIKAH NAIMAH BINTI NIK ADNAN D20122061838NOORSUZIYANTE BINTI MAT NAPI D20122061850SHAFARINA BINTI MOHD SAFAR D20122061840 SHAZWANI BT SAHBUDIN D20122061852 AZLIN SUHAIDA BINTI RODZI D20122062442 SHUWAIBATUL ASLAMIAH BINTI GHAZALLI D20122061837NUR AMALINA EZZATY BT OMAR D20122061861 BANU NAYAR A/P ASHOK KUMARAN D20122061846
INSTRUCTIONAL DESIGN DOCUMENT
Table of ContentsBACKGROUND.........................................................1PURPOSE............................................................1TARGETED AUDIENCE..................................................1DESIGN DOCUMENTS AND STAKEHOLDER...................................2PHASES.............................................................2INTENT.............................................................3BENEFITS...........................................................3GOAL...............................................................4PHASES OF INSTRUCTIONAL DESIGN.....................................4Analyse..........................................................4Project Timeline...............................................5Project Budget.................................................5Return to investment...........................................5CONTENT ITEM...................................................6Target Audience/Output.........................................9Technical Aptitude............................................10Technology Item...............................................11
Design..........................................................12Design Items..................................................12
Development.....................................................17E-learning Courseware Setting.................................18Learner evaluation............................................18
Implementation..................................................19Evaluation......................................................19
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BACKGROUND
Instructional Design Document is the foundational component in the
development of the content and exercises within the Storyboard
Document.
PURPOSE
The goal of e-learning is to facilitate learning outcomes for a
defined audience. Design is a process that aims to link the intended
outcomes to the requirements and constraints of the project. The
designer will use learning theory and the different e-learning
methodologies (interactive tutorials, drills, simulations,
hypermedia, etc) to engage learners in such way that learning takes
place in an effective and efficient manner.
TARGETED AUDIENCE
The aim of instructional design is to structure the learning
material so that it leads to the most effective learning by the
target audience.
In order for a good design to lead to an appropriately developed
instructional program design information should be communicated
clearly and effectively to all interested parties. For these reason
a set of design documents should be produced. Interested parties may
include:
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Client, project manager, content experts, teachers or
instructors and learners.
People involved in implementing the design such as
programmers, audio and video engineers, graphic artist,
actors, etc.
DESIGN DOCUMENTS AND STAKEHOLDER
The following are design documents that need to be accessed by the
several categories of stakeholders:
Instructional Designers <= all design documents
Clients <= Prototypes, storyboards
Project manager <= Planning document
Content experts <= Learning material, scripts, storyboards
Trainers or teachers <= Storyboards, prototypes, scripts
Learners <= Prototypes
Production Staff
Technical Writers <= Storyboards, scripts
Programmers <= Flowcharts, storyboards, prototypes
Graphic Artists <= Storyboards, prototypes
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PHASES
The ADDIE model is divided into 5 phases: Analyse, Design, Develop,
Implement, and Evaluate. In many of the sections within each phase,
topic material is presented first, followed by procedural steps for
performing a task or function. Throughout the Model, hypothetical
examples are provided to illustrate a concept, topic, or procedure.
While the information contained in the phases is based on and
derived from accepted adult learning theories and current
instructional development practices, the ADDIE model is designed as
an introduction to these topics. Additional research in education-
related fields is recommended for those personnel who participate in
the development or management of instruction.
INTENT
The ADDIE model was created to manage the instructional process for
analysing, designing, developing, implementing, and evaluating
instruction. The System Approach serves as a blueprint for
organizing or structuring the instructional process. The ADDIE model
is a set of comprehensive guidelines, tools, and techniques needed
to close the gap between current and desired job performance through
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instructional intervention. We targeted this document for use in
formal schools. The ADDIE model is a flexible, outcome-oriented
system based on the requirements defined by education and training.
Whether referred to as education or training, the instructional
process is the same; the outcomes are different. Therefore, in
keeping with the intention of the ADDIE model, throughout this ADDIE
model, the term instruction will be used to discuss both training
and education.
BENEFITS
The ADDIE model is a dynamic, flexible system for developing and
implementing effective and efficient instruction to meet current and
projected needs. The process is flexible in that it accounts for
individual differences in ability, rate of learning, motivation, and
achievement to capitalize on the opportunity for increasing the
effectiveness and efficiency of instruction. The ADDIE process
reduces the number of school management decisions that have to be
made subjectively and instead, allows decisions to be made based on
reasonable conclusions which are based on carefully collected and
analysed data. More than one solution to an instructional problem
may be identified through the ADDIE model; however the selection of
the best solution is a goal of the ADDIE model. The process is a
continuous, cyclical process allowing any one of the five phases,
and their associated functions, to occur at any time. In addition,
each phase within the ADDIE model further builds upon the previous
phase, providing a system of checks and balances to insure all
instructional data are accounted for and that revisions to
instructional materials are identified and made.
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GOAL
Instructional Design is the practice of creating or adapting
learning programs to maximize the effectiveness, efficiency and
appeal of the content. The goal of instructional design is to
develop instructionally sound learning solutions for a specific
curriculum or course. The goal of this courseware development
instruction is to develop effective and efficient project-based,
criterion-referenced instruction that promotes student transfer of
learning from the instruction setting to the job. Effective
instruction is instruction that produces the intended outcome.
Efficient instruction makes the best use of available resources at
the lowest cost. Project-based instruction means that we are looking
for student to actually do something at the end of lesson, not just
know something. Criterion-referenced instruction is instruction that
can be evaluated against a known set of criteria.
PHASES OF INSTRUCTIONAL DESIGNAnalyse
The Analyse Phase is a crucial phase in the ADDIE process.
During this phase, job performance data is collected, analysed, and
reported. This analysis results in a comprehensive list of tasks and
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performance requirements selected for instructional development. The
name of this courseware is Module 5 Programming for subject ICT form
5 in secondary schools.
Project Timeline
Project Budget
Here is the project cost estimation for developing this education
web-based courseware.
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Based on monthly salary.
Description Type of Employment Cost Values
(RM)Instructional designer 1-year contract 23,333.33Content Expert Full time 3000Project Manager Full time 6500Programmers Full time 3500Graphic artists Contract 4000Technical writers Full time 5000
Total Cost(RM) 45,333.33
Return to investment
This courseware education will help to save travel cost expense for
distance learner because it is a e-learning methodology. This will
help school or college to save their time to conduct a lesson
planning because student can access the content through online
anytime and anywhere. In the meantime, this methodology will improve
employee performance.
CONTENT ITEM
Reference
Huraian sukatan pelajaran ICT form 5
Learning objectives
At the end of this course, students will apply and able to
describe the types of latest programming such as;
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o “Fifth Generation Language”
o “Natural Language”
o “Open GL”
Current Knowledge
Students knew about technology, the benefits of using
information technology in a daily life, and already exposed
to real life experienced in using technology.
Curriculum Content
The curriculum emphasizes the integration of knowledge, skills and
values.
Knowledge
The knowledge to be acquired in the ICT curriculum consists of
concepts and facts about ICT as well as ICT terminology. It includes
procedures in managing computer systems, sequential processes in
developing products, and programming commands and syntax. It also
integrates discussions on current issues related to ICT and their
implications for the future.
Skills
The skills involved are communication skills, information management
skills, managing computer systems and problem-solving skills.
The details of each skill are as follows:
a) Communication Skills
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Communication skills refer to the process of gaining and
disseminating information verbally or non-verbally. These
involve:
Information sharing and dissemination
Production through various means including graphic
presentation, sketching and proto-typing using information
technology
Identifying, elaborating on and interpreting various points
of view
Exploiting, accessing and processing technologies with
confidence and competence
Ensuring security of information distribution
b) Information Management Skills
Information Management Skills provide opportunities to
develop information by:
maintaining the integration of information
using various inquiry techniques
identifying, searching, collecting, saving, accessing and
processing information
categorising, analysing, synthesising and evaluating
information
Presenting information clearly, logically, accurately and
precisely
c) Managing Computer Systems
This involves the use of computer hardware and software for
communications and problem-solving, including the ability
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to identify, assemble, arrange and maintain the computer
systems.
d) Problem-Solving Skills
Problem-solving skills provide opportunities for students to
apply ways and strategies to real-life problems. These skills
emphasize the following:
Logic and programming
Critical, creative, reflective and mantic thinking
Imaginative, initiative and flexibility
Identification, description, and re-interpretation of
problems and analysis from various perspectives
Investigation, exploration and generation of ideas
Problem-testing and solutions
Making decisions based on experience and sound rationale
Process and product evaluation
Values
The values in the ICT syllabus are diligence, accuracy, precision,
confidence, responsibility, integrity, respect, cooperation,
appreciation, courtesy and abiding by the ICT Code of Ethics.
Table of Contents
5.3 Current and Future Developments
5.3.1Latest Programming Languages
5.3.1.1Find out the latest programming languages:
fifth generation language
natural language
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OpenGL (Graphic Library)
Target Audience/Output
Reading Level for the targeted audience was expected to be in higher
and moderate standard of English language and Bahasa Melayu
language.
Audience Special NeedsBasic Devices System Requirement
Students Mouse
Keyboard
Pc/Laptop
Speaker
Window operating system
Graphic Card
Browser support flash media
and shockwaveProgrammers Mouse
Keyboard
Pc/Laptop
Intel i7 maximum
Window 7
Nvidia Gforce Graphic Card
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Speaker Adobe Illustrator CS6
Adobe Flash CS6
Adobe Dreamweaver CS6Graphic Artist Mouse
Keyboard
Pc/Laptop
Intel i7 maximum
Window 7
Nvidia Gforce GC
Adobe Photoshop CS6
Adobe Illustrator CS6
Adobe After Effect CS6Content Expert Mouse
Keyboard
Pc/Laptop
Window OS
Course Curriculum Standard
Microsoft WordTechnical
Writer
Mouse
Keyboard
Pc/Laptop
Window OS
Microsoft Word
Microsoft Excel
Technical Aptitude
Students in online learning often have a much higher drop out rate
compared to theirs peer taking a course in a traditional setting.
Reason for dropping out mostly because of;
1. Pressure at school
2. Lack of support and guidance from instructor
3. Too-time consuming
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4. Technology difficult to use
Table 1: Possible implication for schools and teachers for the integration of ICT into education
BarriersImplementation
For Schools For TeachersLack of access - Providing IT
resources including hardware and software
- Taking advantage of resources offered at schools
- access to ICT resources at home
Resistance to change
- Training in a new pedagogical approaches
- Being open minded towards new ways of teaching
Lack of time - Providing sufficienttime
- Acquiring skills of self-organisation and time managements
Lack of training - Providing training courses in dealing with the new devices, modern technologies, and new pedagogical approaches
- Knowing how to access to resources
- Preparing themselves (pre-service) by self-training
Lack of technical support
- Providing continued technical support
- Relying on themselves to be able to solve problems in their use of ICT
Technology ItemTargeted Resolution 1024 X 768
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800 X 600Audio If the course will have audio
narration, use speakerBlended Live web sessionsPrimary authoring tool Adobe Flash CS6
Adobe Dreamweaver CS6Adobe Captive CS6ProFormArticulateAdobe After Effect CS6Adobe Illustrator CS6Audacity
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Design
The outputs of the Analyse Phase becomes the input to the Design
Phase. During the Design Phase, the instructional developer takes
the ICT modules designated to be taught at the formal school in Form
5, and attempts to simulate, as closely as possible, the real world
learning situation within the instructional courseware environment.
The closer the instructional is to real world learning situation,
the more likely it is that the student will adapt themselves to the
courseware in order to learn about the module. The closer the
instructional conditions are to those required in the work setting,
the more likely it is that the student will transfer the learning to
real life situation.
During design phase, the instructional design document will be
finalized again to ensure everything was running on plan. The
subject description, table of content and subject outline will be
finalized as well. Finally, a first draft of rough storyboard is
created based on the course content.
Design Items
THEORY-BASED DESIGN FRAMEWORK
The definition of E-Learning stipulates that there are three key
components working collectively to foster meaningful learning and
interaction:
1) Pedagogical models or constructs
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2) Instructional and learning strategies
3) Pedagogical tools or online learning technologies (i.e.,
Internet and Web-based technologies)
These three components form an iterative relationship in which
pedagogical models or constructs grounded in the situated cognition
view inform the design of E-Learning by leading to the specification
of instructional and learning technologies. Furthermore, as learning
technologies become ubiquitous and new technologies continue to
emerge bringing forth new affordances (possibilities for action),
pedagogical practices and social structures are transformed.
Therefore, the three-component model in Figure 1 implies a
transformative interaction affecting E-Learning. Educators and
instructional designers can think of this model as a theory-based or
grounded design framework that guides the design of E-Learning.
Figure 1. Theory-Based Design Framework for E-Learning
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The first key component of the theory-based design framework for E-
Learning is pedagogical models. Pedagogical models are cognitive
models or theoretical constructs derived from knowledge acquisition
models or views about cognition and knowledge, which form the basis
for learning theory. In other words, they are the mechanism by which
we link theory to practise. Pedagogical models lead to the
specification of instructional strategies, which is the second key
component of the theory-based design framework. Instructional
strategies are what instructors or instructional systems do to
facilitate student learning. Instructional strategies operationalize
pedagogical models. In other words, they put them into practice.
Instructional strategies that are being used in the development of
this web-based courseware are:
(a) Promoting authentic learning activities
Promoting authentic learning activities is the core of all
instructional strategies. Authentic activities engage the
learner in a realistic and meaningful task that is relevant to
the learner’s interests and goals. Generally, authentic
learning tasks are presented in a learning environment using
scenarios, cases, or problems.
In this case, we enacted authentic activities in E-Learning
contexts using learning technologies, the third key component
of the theory-based design framework for E-Learning:
Using graphics to present elements of a case or problem
to make it more realistic.
Using digital audio and video to bring the case to life.
Using animation to add context to the case (e.g.,using an
animated slide show).
Using hypertext/hypermedia to provide elaboration on key
text items in the case narrative.
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Developing a direct manipulation interface using web
authoring tools to allow learners to immerse themselves
in, and manipulate, certain aspects of the case
environment.
Facilitating exploration and problem-solving.
In exploratory learning, there is limited instruction and
guidance from an instructor and more student-generated
learning through exploring and discovering information.
Exploration and problem solving are closely related. They
learn to set and seek knowledge independently.
Here are three commonly known learning theories main categories or
philosophical frameworks under which learning theories fall:
behaviourism, cognitive and constructive. Behaviourism focuses only
on the objectively observable aspects of learning. Cognitive
theories look beyond behaviour to explain brain-based learning. And
constructivism views learning as a process in which the learner
actively constructs or builds new ideas or concepts.
Behaviourists claim that it is the observable behaviour that
indicates whether or not the learner has learned something, and not
what is going on in the learner’s head.
Within this courseware, behaviourists suggest implication for online
learning with respect to the behaviourist school;
1) Learners should be told the explicit outcomes of the learning
so that they can set expectations and can judge for themselves
whether or not they have achieved the outcome of the online
lesson.
2) Course designers have to define sequences of instructions
using conditional or unconditional branching to other
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instructional units and pre-determining choices within the
course.
3) Learners must be tested to determine whether or not they have
achieved the learning outcome.
4) The behaviouristic approach for learning suggests to
demonstrate the required operation, procedure or skill, and to
break it down into its parts with appropriate explanation
before learners are expected to copy the desired behaviour.
Learners are supposed to build proficiency from frequent
review or revision with check tests at strategic points or
repeat practice with feedback.
In skill building, the same behaviourist approach is applied by
observing (what) a particular skill and practicing it. The student’s
task is to remember the skill and respond, while the feedback will
indicate whether the response is correct and incorrect. This are
happening during practice at the end of each lesson.
Behaviourism is deemed applicable to instructional design when
aiming:
To create measurable and observable learning outcomes among
students.
To use tangible rewards and informative feedback to improve
student learning performance.
To guide students in mastering a set of predictable skills or
behaviours.
The second model approached in the design of this courseware are
cognitive model. We choose cognitivism because it focuses on what
behaviourism ignores – the thought process behind the behaviour.
Having observed changes in the behaviour, adherents of this theory
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then use those changes as indicators to what’s happening inside the
individuals’ mind.
Cognitivism offers a learner-focused approach. It used tools and
technology that mimics the human thought process and even considers
more complex processes such as problem-solving, thinking,
information processing and concept formation.
Some aspects that is followed by the Instructional designers for
realizing the online courses are:
1) Online learning materials should include activities for the
different learning and cognitive styles. There is activities
at the end of the lesson.
2) The teaching strategy should enhance the learning process by
facilitating all sensors, focusing the learner’s attention by
highlighting important and critical information, reasoning
each instruction, and matching the cognitive level of the
learner.
3) The instructional designer should tie up to new information
with existing information from long-term memory using advanced
organizers to activate exiting cognitive structures.
4) The learning content should be chunked to prevent cognitive
overload. Exceeding a number of five to nine items to learn,
linear, hierarchical, or spider-shaped information maps should
be provided.
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Map to Competency Mapping
The five e-learning competencies are as follows:
e-Awareness - awareness of ICTs and their relevance in
society; including digital citizenship
Digital literacy - using technology for information and
knowledge (Students locate, organise, create, adapt, and share
information)
Media literacy - understanding the manipulation and the way
that digital media crosses over with mainstream media
Informational literacy - understanding, and interpreting
information from different sources
Technological literacy - confident and critical operation of
ICTs.
Task Inventory
Task will cover the topic within the latest programming languages
measure in the content.
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Performance objectives
Student will be evaluated in the end of each lesson.
Interactivities
The lesson for each subtopic within the topic were link to each
other. Students just needs to click the next button to access the
next lesson after they done with their current lesson.
Educational ImplicationsBehaviourist techniques have long been employed in education to
promote behaviour that is desirable and discourage that which is
not. Among the methods derived from behaviourist theory for
practical e-learning application are contracts, consequences,
reinforcement, extinction, and behaviour modification.
Contracts, Consequences, Reinforcement, and ExtinctionSimple contracts can be effective in helping students focus on
behaviour change. The relevant behaviour should be identified.
Testing/Evaluation
The evaluation will cover about the latest programming language to
ensure that the students understand and knew about the type of
programming languages and what does it look like. The content will
cover each three type of programming languages mention in the topic
and will describes about it examples in a form of pictures and
snippets of program code examples.
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Development
The Develop Phase of the ADDIE model builds on the outcomes of the
Analyse and Design Phases. The Analyse Phase identifies those tasks
to be instructed and the desired standard to which those tasks must
be performed. The Design Phase outlines how to reach the
instructional goals determined in the Analyse Phase by converting
job tasks to lesson taught in the courseware instructional
environment, and further builds the foundation for instruction
within the courseware.
During development phase, stakeholders should perform QC reviews of
storyboards and media development to get course to “GOLD” status.
Apart from that, designer should be able to complete the storyboards
to the final stage. A lecture or narration should be included to the
content, as well as supporting media notes. These should be “signed-
off” by project stakeholders before any media development begins.
In the meantime, store accessible items such graphics, images,
charts, videos, audio, and other media items to those who will be
using them. If course is narrated, create a separate script for
voice talent and record the audio tracks for the course. The
finished audio files should be placed in the media “bank” so the
developers have access. Developers will assemble all the various
components for the course and produce the finished product.
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E-learning Courseware Setting
The difficulties of interactivity and complexity level should be
consider either we prefer a highly interactive and visually
impressive course or a rapid eLearning development approach. For
this courseware development, we are recommended using a highly
interactive and visually impressive course using a flash and web-
based version. This is to produce a better courseware implementation
and highly interactive for students to access at any place and
anytime.
Learner evaluation
The part of evaluation will be considering the level of the student
awareness and understanding about the given topic or lesson. This
evaluation will be develop based on activity question. For each
successful activity, students will be given a perfect score.
In order to gain access to this evaluation phase, students have to
complete their lesson first.
To ensure students from skipping their lesson, the courseware will
be design in a compliance mode which will lock down the pages so
user cannot fast forward through course pages. The next button will
appear at the bottom of the pages after each lesson completed. Each
lesson will be design in a specific time based on the lesson type.
Implementation
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The courseware will be available to learner upon completion. Before
final implementation, the course that will be developed within the
courseware will be review and test first. Tracking will be confirmed
to ensure every steps was done and a report will be generates to
confirm technical functionality.
Evaluation
In the evaluation phase, the changes make to the storyboard will be
implement. During this implement changes, perform a “mini ADDIE”
cycle on the revisions requested whereby changes to the storyboards
and media are treated with similar respect and consistency as full-
course development. The process will be on a smaller, yet similar
scale.
A final storyboard will be presented once again to receive an
approval and to ensure that all lesson within the course was correct
and any technical issues was fixed.
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