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Using Instructional Design Models and Experience to Succeed in Flipping your ClassroomWassinger, Craig, Boynewicz, Kara 01 January 2018 (has links)
No description available.
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Development Of Instructional Design Model For Drama Course Offered In Faculty Of EducationOzbek, Gokcen 01 August 2009 (has links) (PDF)
The main aim of this study is to develop an instructional design model of drama course for preservice teachers in Faculty of Education. Firstly, to reach this aim the models in the literature were reviewed and the model was created as synthesis of them. In addition of this, the drama courses at universities were examined and the last version of this model was shaped. Secondly, the effectiveness of the model was tested through developing a drama instruction to the preservice English Language teachers. The sample was consisted of 16 preservice teachers from the department of English Language Teaching in Faculty of Education, Middle East Technical University. The results of the study showed that the instructional design model worked appropriately in constructing a drama education course and this 10-week drama course had a positive effect on the preservice teachers&rsquo / tendency towards drama and basic knowledge about drama. Furthermore, this study revealed the process of drama instruction in universities step by step for the practitioners who works in education field.
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Random variables : a CAI tutorial in statistics for distance educationFresen, Jill Winifred 19 October 2001 (has links)
Available in Afrikaans only Die navorsingsverslag dokumenteer die instruksionele ontwerpproses van 'n rekenaar gesteunde tutoriaal (RGT), "Random Variables", een van 'n reeks van nege soortgelyke tutoriale wat as aanvulling tot die geskrewe studiegids vir 'n eerstejaar kursus in Statistiek by die Universiteit van Suid?Afrika (Unisa) gebruik word. Die instruksionele benadering wat in die RGT gebruik is, probeer om kognitiewe ondersteuning te verskaf en om 'n intuitiewe begrip van abstrakte konsepte aan te moedig. Die doel is om die geisoleerdheid waarin afstandsonderrig studente verkeer, te verlig en om groter interaktiwiteit met die studiemateriaal tot stand te bring. Formatiewe evaluering het 'n sentrale plek in die instruksionele ontwerpmodel, wat analise, ontwerp, onwikkeling en implementering insluit, ingeneem. Die formatiewe evaluering is in vier mikro?stadia, naamlik vakkundige resensie, prototipe, loodstoetsing en veldtoetsing gedoen. Die navorsingsresultate het daartoe gelei dat die tutoriale as sulks verbeter is. Dit kan ook verdere navorsing op die gebied van summatiewe evaluering rig en lei. Die navorsingsverslag moet saamgelees word met die loop van die program "Random Variables", wat op disket beskikbaar is. / Thesis (PhD)--University of Pretoria, 2002. / Humanities Education / PhD / Unrestricted
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The design and implementation of a computer-based course using Merrill's model of instructional designNordhoff, Helga Irene 02 August 2002 (has links)
This dissertation is the developmental research report on the design and development of a multimedia tutorial on Anthropometry for university-level health science students. The practical implication of using Merrill's Model of Instructional Design for developing course work for senior students in the health sciences was investigated. The multimedia tutorial was designed and developed, and the prototype evaluated by a team consisting of subject and education experts. The prototype was tested by third-year dietetic students who had completed the lecture-based and paper-based course. The students were observed while using the program, then completed a structured questionnaire and finally were given the opportunity to express their views in an informal group discussion. It was found that if the activation of relevant existing knowledge does not take place, Merrill's Model will be turned inside-out: the student's own problem replaces the instructional problem. / Thesis (MEd (Computer-integrated Education))--University of Pretoria, 2003. / Social Studies Education / unrestricted
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Wood Magic Program: A Distance Education PerspectivePugh, Christina Elizabeth 28 May 2002 (has links)
Research has shown that widespread misperceptions prevail regarding the use and sustainability of America's forest resources. Elementary school students receive only a general foundation in the area of wood science and many elementary school resources have shown to be inadequate. Virginia Tech and a few other universities have adopted Wood Magic (originated at Mississippi State University) which presents active, hands-on, and engaging science-based education to third, fourth, and fifth graders, allowing them the opportunity to obtain both a theoretical and practical knowledge in these areas of study. A distance education version of the Wood Magic Program, utilizing interactive videoconferencing, is the focus of this thesis.
An instructional design model has been developed to meet the needs of designers or instructors looking to expand into the distance education environment. This model describes all steps necessary to develop and implement a distance course or program.
A survey was conducted of all randomly selected third, fourth, and fifth grade elementary school science teachers in Virginia. The intentions of the survey were to discover the barriers to implementing the Wood Magic Distance Education Program into their current curriculum. The three largest barriers to implementation were cost of materials, time, and travel resources. / Master of Science
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Development of a Career-Oriented Instructional Design Model for Game ProgrammingWu, Penn Pinlung 01 January 2012 (has links)
This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to the identification of three disparities: curriculum objectives and structure, instructional content, and curriculum orientation; (d) discuss theories and models of instructional design, student engagement, and related pedagogies; and (e) explore how these theories and models might be instrumental in improving education of game programming. The results obtained from the literature review were also used to formulate guidelines for investigating the status of currently available curricula in game programming. The research design and the research methods utilized by this study to examine the research questions are also described in detail.
Four research questions were used to guide the study with the goal of identifying or forming a guiding principle for developing an instructional design model for a career-oriented education of game programming professionals. The results of this study indicated that all of the investigated game programming curricula had not yet produced graduates whom the game companies are interested in hiring as game programmers and that educational institutions had missed an opportunity to equip students with the proper programming skills for the game industry. Furthermore, this study identified that an accreditation standard as well as an industry-accepted instructional design model was not yet available to reflect the personnel hiring requirements of the game industry. The curriculum and coursework must be career-oriented and instructional content must center on game programming. Game programming pedagogy must lead to development of core competencies. In reviewing these findings, the guiding principles for developing an instructional design model became clear. The contribution of this study was to present an immediately applicable instructional design model that could be used as a basis by schools to create or fine tune their game programming curricula. The completed model is provided as an attachment to this dissertation. This proposed instructional design model is intended to provide an initial basis towards a solution to minimize the disparities between academia and the game industry in educational areas of curriculum orientation, curriculum objectives and structure, and instructional content. As with any problem solution, future study and analysis should be done in order to optimize and standardize a game programming curriculum that will be accepted by the game industry as well as accredited by a mutually accepted accreditation body.
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Toward the Development and Implementation of Personalized, Adaptive, and Comprehensive E-learning SystemsSamwel, Emad 01 January 2016 (has links)
Enrollment in online courses is increasing at a much higher rate than enrollment in on campus courses. Initially, online systems were developed by moving course content from in-class courses as is to an online platform. Later, Web 2.0 technology was implemented in order to improve students’ online engagement. These systems considered all students as one homogeneous group and ignored the fact that different students learn in different ways and at different speeds. Later, adaptive online learning systems were developed based on the assumption that if the instructional approach matches the student learning style, student performance and experience will improve. The use of these systems yielded mixed results because there is no agreement on what, how, and when to adapt instructions. The problem is that there is still a lack of empirical evidence about which online learning system’ design is the most effective, efficient, and engaging.
There were two goals for this study. The first was to develop a new instructional theory and design model suitable for personalizing and adapting online learning. The first goal was achieved by developing student personalized, adaptive, and comprehensive e-learning spaces instructional theory and design model. This theory is based on finding the best fit among student characteristics, knowledge domain objectives, and technology used in delivering the online course. The second goal was to implement the newly developed theory and design model in an e-learning system prototype. This goal was achieved by developing and internally validating the e-learning system prototype by utilizing a panel of five instructional design experts. The Delphi method was used to solicit input from the expert panel in three rounds of validation. The validation process resulted in the experts’ consensus that the prototype incorporated the instructional theory and design model well and that this instructional theory holds the promise of increasing online learning courses’ effectiveness, efficiency, and student engagement.
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How External Instructional Design Consultants Do Their Work: A Case StudyMoore, Michelle D. 05 1900 (has links)
The purpose of this qualitative case study was to define and describe the work of external instructional design consultants. Study participants included seven instructional designers with varied educational backgrounds and work experience who work in a variety of contexts supporting clients in the design and delivery of learning experiences. All seven participants completed an initial survey with demographic and background questions. Five participants then took part in semi-structured interviews. Collected data was coded using both deductive and inductive methods with each case considered individually before combining the data for analysis across cases. Study findings support previous research suggesting that the work of instructional designers is dependent on context. Results further indicated that external instructional design consultants regularly engage in project management, communication and collaboration, and the analysis and evaluation components of the instructional design process, all in keeping with existing literature. External instructional designers differed in that they do more sales-related work, and, in the analysis process, focus more on client needs than learner characteristics. Study participants were invested in creating high quality, engaging learning experiences, while also willing to accommodate the unique challenges facing any given client. The study findings suggested that prospective employees' instructional design knowledge is of limited value during hiring interviews; instead, participants reported being more likely to hire former educators and subject-matter experts who can be trained to do instructional design work. Two broad themes emerged from the study's findings: 1) instructional designers can be organized into instructional designer and manager roles with corresponding responsibilities; and 2) the question of how best to prepare instructional designers is a question of what knowledge and skills are needed and where those skills should be developed. These themes formed the basis of five instructional design personas that resulted from this study, as well as a proposed program for preparing instructional design professionals.
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