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Effective learning using an instructional design model for educaiton 4.0
1. EFFECTIVE LEARNING FOR
EDUCATION 4.0
Dr. Hasanah binti Abd. Khafidz
Pusat Kesejahteraan Insan dan Komuniti
Fakulti Pengajian Islam
Universiti Kebangsaan Malaysia
7. e-Learning
• a form of learning conducted via internet, intranet, network or
cd-rom
• successful e-learning courses are:
• interactive
• energetic
• dynamic
• appealing the learner’s VAK (visual, auditory & kinesthetic).
8. Blended Learning
• combine several media in one course
• addresses different learning styles
• combine the needs of traditional learners with the
younger learners
12. Which generation are you?
• Traditionalists
• Ages 66+
• Prefer learning through lectures
• Dislike role-plays and games
13. Which generation are you?
• Baby Boomers
• Ages 47-65
• Love to learn through lectures and workshops
• Enjoy small group activities
14. Which generation are you?
• Gen X
• Age 29-46
• Prefer e-learning to traditional learning
• Enjoy experiential learning activities
• Prefer self-studying
15. Which generation are you?
• Gen Y
• Prefer e-learning to traditional learning
• Prefer hands-on learning
• Prefer learning through social learning tools/apps
20. Intrinsic vs extrinsic motivation
What motivates you to attend this course?
Compare with Maslow’s Hierarchy of Human
Needs
[Click here: https://www.simplypsychology.org/maslow.html]
23. HEUTAGOGY
is the study of
self-determined
learning
Knowledge SHARING is the
key
Read more:
https://www.teachthought.com/pedag
ogy/a-primer-in-heutagogy-and-self-
directed-learning/
30. ANALYSIS
• Who is the audience and their characteristics?
• Identify the new behavioral outcome?
• What types of learning constraints exist?
• What are the delivery options?
• What are the online pedagogical considerations?
• What is the timeline for project completion?
31. DESIGN
• Documentation of the project's instructional, visual and technical
design strategy
• Apply instructional strategies according to the intended behavioral
outcomes by domain (cognitive, affective, psychomotor).
• Create storyboards
• Design the user interface and user experience
• Prototype creation
• Apply visual design (graphic design)
32. DEVELOP
• Create and assemble the content assets that were
created in the design phase
33. IMPLEMENTATION
• Delivery phase including the training or learning process.
• The lecturers or facilitators should be able to deliver the
course curriculum, learning outcomes, method of
delivery, and testing procedures.
• Might also includes the learning activities for the students
including training them on new tools (software or
hardware).
34. EVALUATION
• Formative and summative.
• Formative evaluation is present in each stage of the
ADDIE process.
• Summative evaluation provides opportunities for
feedback from the users at the middle or the end of the
learning process.
38. David Ausubel
Educational psychology: A cognitive approach, 1968.
“The most important single factor influencing
learning is what the learner already knows.
Ascertain this and teach him accordingly.”
39. How can we acquire the prior
knowledge in learners?
40. How to ensure that all students are
actively involved in the learning
process?
Is there somewhat named as intermittent
discussion?
41. Why is it important to get
feedback from learners?