Types of Instructional Design Models and Technology Integration with E-creation tools

     

ADDIE MODEL

   


Addie model is the generic process traditionally used by instructional designers and training developers.

It is divided into 5 stages:

Analysis

The first phase we find is the Analysis which is considered the "Goals Establishment Stage". The designer's focus in this phase is on the target audience. It is also here that the program matches the level of ability and intelligence displayed by each student/participant. The focus is intended to be on topics and lessons that students have yet to explore and learn. Instructors distinguish between what students already know and what they should know after completing the course.


Design


This stage determines all the objectives, the tools that will be used to measure performance, the various tests, the analysis of the subject, the planning, and the resources. It is even used for feedback. The focus is on learning objectives, content, subject matter analysis, exercise, lesson planning, assessment instruments used, and media selection.



Development


In the third stage, which is Development, the production, and testing of the methodology used in the project begin. In this stage, the designers make use of the data collected from the previous two stages and use this information to create a program that will convey what needs to be taught to the participants. The Development stage is about putting all the ideas that were previously raised into action. This phase includes three tasks, namely writing, production and evaluation.

Implementation


The fourth stage, implementation, reflects the continual modification of the program to ensure maximum efficiency and positive results. Participants will be able to participate and learn much more. This stage is where IDs strive to redesign, update, and edit the course to ensure it can be delivered effectively. Much of the actual work is done here, as IDs and students work hand-in-hand to train on new tools so that the design can be continually evaluated for further improvement.

Evaluation

The last stage is Evaluation. This is the stage where the project is on the final test regarding the what, how, why, and when of the things that were achieved (or not) of the whole project. This phase can be divided into two parts: formative and summative. The initial evaluation actually occurs during the development stage. The formative phase occurs while the students and IDs carry out the study, while the summative part occurs at the end of the program. The main objective of the evaluation stage is to determine if the objectives have been met and to establish what is limited to moving forward to increase the efficiency and success rate of the project.

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Assure Method


Assure is an instructional design model that has the goal of producing more effective teaching and learning.  

                                               Steps of the Assure Model



Definitions of each step of the Assure model


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                    Gagne’s Nine Events of Instruction


Using this adaptive model, teachers can connect with students in a way that is suitable to their learning styles in any given circumstance. Through this manner, students achieve more optimal learning outcomes and become true subject matter experts.





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Kemp Design Model


Incorporating a variety of approaches from a multiplicity of disciplines (Morrison et al., 2010), this model represents an innovative approach to instructional design by its non-linear structure and the interrelated nature of its components.



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  Backward Design


The first step to producing quality online, blended or face-t0-face courses is quality course design. The most common approach to course design is, to begin with, a consideration of the most suitable methodologies for teaching content. In other words, the focus is typically on how the content will be taught, rather than on what is to be taught.


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Factors in Successful Technology Integration


When effectively integrated into the curriculum, technology tools can extend learning in powerful ways. These tools can provide students and teachers with:

  • Access to the up-to-date, primary source material
  • Methods of collecting/recording data
  • Ways to collaborate with students, teachers, and experts around the world
  • Opportunities for expressing understanding via multimedia
  • Relevant learning and assessment that is authentic
  • Training for publishing and presenting their new knowledge





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How to Use E-creation Tools in the Classroom


E tools provide possibilities for students to become creative with language and publish their thoughts and ideas in a variety of ways as well as their publish their own products. Students construct activities that maximize opportunities to interact with others in English.


E-CREATION TOOLS 

  • Software or applications of software that provide a free forum for students to publish their original work. 

  • Construct activities that maximize opportunities for ELLS to interact with others in English.

INSTRUCTIONAL MATERIALS 


WEB PUBLISHING SITES 


Content is provided through the use of a website for access by the public in general. All about creating a web page. Example: Geocities





PRESENTATION SOFTWARE

 

Software design for creating presentations. Example: Powerpoint




EXERCISE CREATION TOOLS 


This is software that creates different exercises that can be used as assessment tools. Example: hot potatoes.



MOVIE MAKER

 

It can be used to create movies from still photos or video clips. Example: Windows movie maker.

PODCASTING 


It enables the distribution of audio files

 over syndicated feeds that can be replayed on media players or computers. Example: Audacity







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