Instructional design and technology (IDT) uses systematic methods to create effective instruction. The field draws on learning theories and instructional design models to develop, implement, and evaluate instruction. Common models include ADDIE (analysis, design, development, implementation, evaluation) and Gagne's events of instruction. Recent advances incorporate technologies like multimedia, simulations, and online learning, but challenges remain in integrating technology and assessing student outcomes.
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
In learning, competitions are used for years in applications of robotics because of the increased learning efficiency. Likewise, competitions can be used as learning catalyzers in software engineering. In this work, a graduate-level course in software engineering is flourished with a learning setting based on competitions. The course relies on teaching agile software engineering methodologies. A project is implemented using an agile methodology because of the preparation of the students to the real world. From the software engineering point of view, software development should be learned by the students by experiencing the entire development life cycle. From the business point of view, the students should learn to take roles in software development by experiencing teamwork and collaboration, and they should be ready for the software development issues of real life. Competition-based learning supports these two points of view by increasing teamwork, creating self-motivation, and by simulating today’s fast-changing environments. In short, learning efficiency is increased for a course of agile software engineering using a competition-based learning setting by adapting a problem from mathematics.
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
In learning, competitions are used for years in applications of robotics because of the increased learning efficiency. Likewise, competitions can be used as learning catalyzers in software engineering. In this work, a graduate-level course in software engineering is flourished with a learning setting based on competitions. The course relies on teaching agile software engineering methodologies. A project is implemented using an agile methodology because of the preparation of the students to the real world. From the software engineering point of view, software development should be learned by the students by experiencing the entire development life cycle. From the business point of view, the students should learn to take roles in software development by experiencing teamwork and collaboration, and they should be ready for the software development issues of real life. Competition-based learning supports these two points of view by increasing teamwork, creating self-motivation, and by simulating today’s fast-changing environments. In short, learning efficiency is increased for a course of agile software engineering using a competition-based learning setting by adapting a problem from mathematics.
This file indicates the ICT utilization in Teacher Education field in India. This helps the characteristics and advantages of Digital media in Teacher Education
This file indicates the ICT utilization in Teacher Education field in India. This helps the characteristics and advantages of Digital media in Teacher Education
A presentation at AgileTour 2012 Ho Chi Minh City, 8-9/11/2012
This is a reflection on how we can innovate higher education in VN with the ideas from Agile.
Lightning Talk - presented to the following stakeholders at various stages: Steering Committee, Library Services, Student Services, Head of Teaching Forum, Head of Academic Schools Forum...
This paper will briefly describe and critique the purpose and what instructional models are followed by process of three selected models: (1) The Dick & Carey Model (2) Kemp Model (3) 3 PD Model. The process description and critique for each model will serve as the foundation and supporting points required for comparison and contrasting process of the models.
The CDIO™ INITIATIVE is an innovative educational framework for producing the next generation of engineers. The framework provides students with an education stressing engineering fundamentals set in the context of Conceiving - Designing - Implementing - Operating (CDIO) real-world systems and products. Throughout the world, CDIO Initiative collaborators have adopted CDIO as the framework of their curricular planning and outcome-based assessment. CDIO collaborators recognize that an engineering education is acquired over a long period and in a variety of institutions, and that educators in all parts of this spectrum can learn from practice elsewhere. The CDIO network therefore welcomes members in a diverse range of institutions ranging from research-led internationally acclaimed universities to local colleges dedicated to providing students with their initial grounding in engineering. CDIO envisions an education that stresses the fundamentals, set in the context of Conceiving - Designing - Implementing - Operating systems and products, through a curriculum organized around mutually supporting courses but with CDIO activities highly interwoven. CDIO activities are rich with student design-build-test projects, integrate learning of professional skills such as teamwork and communication, feature active and experiential learning, and are constantly improved through quality assurance process with higher aims than accreditation.
Secondo CDIO, conoscenze Techniche e capacità di analisi , abilità e caratteristiche Professionali e Personali , capacità Interpersonali (teamwork & comunicazione) costituiscono le fondamenta sulle quali costruire le conoscenze, abilità e caratteristiche ingegneristiche necessarie alle attività di ideazione, progettazione, realizzazione e gestione operativa di prodotti e sistemi, nell'impresa e nel contesto sociale.
L’ambiente di apprendimento Technology-Enhanced deve essere basato su: Integrazione disciplinare (Integrated Course Block); Project-based learning; Learning by thinking-doing-use;
Realizzazione di progetti, per il mondo reale, sperimentando le varie fasi del ciclo di vita di un prodotto/sistema dalla ideazione alla gestione operativa.
For IDT 6700 we were tasked to redesign a technology of choice, which was Blackboard for this final project. The course tools I focused specifically on the redesign was the journal tool and session timeout warning. After initial prototype, focus group, and product evaluation I redesigned the Blackboard layout as displayed.
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Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
2. Overview of Instructional Design and
Technology (IDT)
What is Instructional Design and Technology?
History of Instructional Design
What theories and models are used in IDT?
Instructional Design Evaluation Models
New Advances and current obstacles face the IDT field.
3. What is Instructional Design &
Technology?
The definition according to Reiser and Dempsey (2012)
Instructional Design and Technology is described as:
“The systematic design of instruction and the use of media for
instructional purposes, the two sets of practices that have formed, and
still do form, the foundation of our field. The definition also focuses on
the efforts by many professionals in our field to use a variety of
instructional and non-instructional means to improve human performance
in the workplace.”
4. History of Instructional Design and
Technology
Interactive Timeline Through Dipity.com
History of Instructional Design and Technology
6. 1. Analysis
2. Design
3. Develop
4.
Implement
5.
Evaluate
1. Analysis- Needs
assessment, analyze
performance problems,
write objectives, create
goals
2. Design- Writing
Objectives,
evaluate &
organize content
3. Develop-
Preparing
student/instruct
or materials
5. Evaluate- Gather
feedback from end
users via summative
or formative
assessments.
4. Implement-
Deliver Instruction
Basic Steps of ADDIE
Instructional Model
7. Theories of Learning and Instruction
How do theories effect learning?
Learning Theories provide information on how people learn and how to
improve learning experiences and facilitate higher-level learning.
Examples of Theories:
Gagne’s Theory
Constructivism
Schema Theory and Cognitive Load
Behavioral Learning Theory
Bloom’s Taxonomy
8. Gagne’s Learning Theory
1. Gaining
attention
2. Informing
the learner of
objectives
3. Stimulating
recall of prior
knowledge
4. Presenting
information
5. Providing
guidance
6. Eliciting
Performance
7. Providing
feedback
8. Accessing
performance
9. Enhancing
retention and
transfer
9. Evaluation in Instructional Design
Scriven describes evaluation as “the process of
determining the merit, worth, and value of things,
and evaluations are the products of that process.
(p. 139)
Evaluation Models:
Stufflebeam’s CIPP Evaluation model
Rossi’s Five-Domain Evaluation model
Kirkpatrick’s Training Evaluation model
Patton’s Utilization-Focused Evaluation
10. Modern Advances in the Instructional
Design and Technology
Diagrams
Audio
Videos
Animations
Photographs (3D/4D)
Distance Learning
13. Current Issues
Privacy
Technology Integration Gaps
“Data show that only 21 states (42%) require technology coursework to
receive teacher licensure and only 10 (20%) require technology testing for
recertification” (Reiser & Dempsey, 2012, p. 213)
Assessment of student learning outcomes.
Issues keeping students on track on an assignment.
Time constraints, Cost
Lack of prescriptive guidance
Gaming technology integration lacks research in how it promotes learning.
14. Overview of Instructional Technology
and Design
What is Instructional Design and Technology?
History of Instructional Design
What theories and models are used in IDT?
Instructional Design Evaluation Models
New Advances and current obstacles face the IDT field.
15. References
Reiser, R., & Dempsey, J. (2012). Trends and issues in instructional design and
technology (3rd ed.). Boston: Pearson.
Editor's Notes
Gagne was primarily concerned with instruction and how what is known about learning can be systematically related to the design of instruction.
Also refer to them as learning objects used in instructional design models.
-Online classrooms via virtual world
-This is a small visual list of the virtual worlds available online today
-Web 2.0 technologies can and will be implemented into instructional design projects to promote and facilitate learning online and remotely.
Most formal learning environments occur in the closed doors of the classroom.
Blogs are an example of a learning resource that can be a privacy issue and are hesitated to be used in academics because of this.
Support or lack thereof