trends in idt

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2. Adopter Categories Innovators Early adopters Early majority Late majority Laggards 3. Adopters base their adoption of an innovation on: Relative advantage Compatibility Complexity Trialability Observability 4. What is an instructional strategy? Method of presenting information so that thelearner constructs meaningful relationships between new knowledge and existing knowledge What is a delivery strategy? Means of choosing the correct deliverymechanism for the instruction 5. Good instructional strategies motivate the learner to generate or construct meaning Recall Repetition, rehearsal, etc. Integration Synthesizing sources Organization Understanding relationships Elaboration Adding your ideasYour goal is to facilitate understanding and, as much as possible, higher order thinking 6. Part-task practice and/or worked examples Based on Cognitive Load Theory (Sweller, 1999;van Merrienboer, 1997) Designers can use basic ID processes and message design principles to construct learning environments for complex tasks 7. Problem solving Taxonomy of problem types and appropriatedesigns (Jonassen, 2011) Game-based learning Simulations 8. Collaborative learning/Distributed cognition Social constructivist theories of learning (i.e.Vygotsky, 1978) Literature in peer tutoring, reciprocal teaching Learning through social networking 9. Trends in instructional strategies are aligned with trends in instructional technologiesNew technologies allow for innovative strategies not realized before the ClarkKozma debate 10. Web 2.0 (Cloud Computing) Collaborative technologies Information sharing 11. Online/distributed learning Virtual schools; K12, Military Online universities and/or blended instruction 12. Learning Objects Reusable objects designed for specific domainsand/or concepts MERLOT Wisconsin Online Resource Center ml A list of learning object and digital content sites 13. Artificial intelligence PUSH Intelligent Tutoring Systems PULL Data mining, testing ideas Uses diagnostics to adapt to each learner Structured expert and pedagogical models 14. Instructional games and simulations Allow for complex problem solving Gamification Use of game structures in non-game environments Fidelity in simulations Affects of realism on learners 15. Virtual worlds Worlds can be open or constructed specifically foreducational purposes Second Life Whyville Allow for global collaboration and social learning 16. Instructional designers consider the strategy and delivery technology When designers are involved in development, research guides message design (i.e. use of rich media) Innovations are used when they can have a positive impact Not just because they are cool 17. Describe an example of an innovative instructional technology What is the technology? How can it be used in an educational context? What instructional strategies are possible? Has this technology been widely adopted? If yes, why? If no, why not?