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VALENZUELA CITY TECHNOLOGICAL COLLEGE
Kamagong Street, Fortune Village VI, Parada, Valenzuela City
Tel. No.: 8292 – 0480 / 8293 - 0775
ProfEd-125B: Technology for Teaching and Learning 2
Lesson#4: Instructional Design Models
What is Instructional Design?
- It is the practice of systematically designing, developing, and delivering instructional materials and experiences in a consistent and reliable fashion to optimize learning and student success. - It involves creating learning experiences that are effective, efficient, and engaging for learners, considering their needs, learning objectives, and available resources.
Different Instructional Design Models:
A. Gagne’s Nine Events of Instruction (Robert Mills Gagne) Practice Exercise #1: Identify the events of Instruction 1.) This event aims to capture the learners’ attention and engage them in the learning process. It can be achieved through the use of stimulating and relevant stimuli or by posing questions or problems. 2.) It conveys information that rouses the learner’s interest. 3.) Learners need to be aware of the specific learning objectives or goals they are expected to achieve. Clear communication of these objectives helps to focus their attention and motivate them to learn. 4.) It conveys what the teacher will be teaching. 5.) Activating learners’ prior knowledge helps them connect new information to existing mental frameworks. By reviewing relevant concepts or experiences, learners can build upon what they already know. 6.) Understand the current knowledge level of the learners prior to teaching the new lesson. 7.) The instructional content is presented to the learners in a structured and organized manner. It should be logically sequenced, chunked into manageable units, and delivered using appropriate instructional strategies such as lectures, visuals, flowcharts, diagrams, or multimedia. 8.) It conveys the information that elicits learning. 9.) It shares tips that enable the learners to apply the newly learned or taught topics / concepts. 10.) Learners need guidance and support to understand and acquire new knowledge or skills. This event involves providing clear explanations, examples, demonstrations, and instructions to assist learners in grasping the content. 11.) Learners are given opportunities to practice what they have learned. This active participation helps reinforce the newly acquired knowledge or skills and allows for feedback and correction if needed. 12.) Allow learners to practice the theoretical knowledge they learned through given reinforcement activities to do or perform by the learners such as scenario, role plays, sketching, and the likes. 13.) Learners receive feedback on their performance, indicating whether they have achieved the desired learning outcomes. Feedback helps them assess their progress, identify areas for improvement, and reinforce correct understanding or behavior. 14.) It let the learners know how they fared during the discussion by giving positive responses, correcting the mistakes made by learners or how the learners progress to the topic discussed. 15.) This event involves assessing learners’ performance to determine the extent to which they have achieved the learning objectives. Various assessment methods such as quizzes, tests, or practical exercises, can be used to evaluate their progress. 16.) It reviews or gauge students’ mastery of the subject matter. It provides both the learners and the instructional designers with a clear picture of the learning outcomes has been achieved or not. 17.) The final event focuses on promoting long-term retention and transfer of the learned material to real-world contexts. Strategies such as providing opportunities for review, application in different situations, and promoting transfer of knowledge to other domains are employed to solidify learning. 18.) The ultimate goal of any learning experience is ensuring recall and adaptability or sustainability of what the learners have learned and their application of knowledge or skills to life. Practice Exercise#2: Identify the events of learning in the following context clues in teaching BIRDS as vertebrates used in teaching Science Grade4: 1.) Today, I am going to discuss the Vertebrates, particularly you will learn the Birds. 2.) A duck is an example of Birds… it can be defined as… it can be described as… 3.) Great, your grade is 10/10, you were able to draw the duck like it is a real duck! 4.) Ok class, please listen. Sit up properly, eyes & ears on me! Let’s start the lesson. 5.) In your grade 4, you learn birds, What do you remember about birds? 6.) Now that you have learned that ducks are examples of birds, all of you will draw your own picture of a duck. 7.) Here are several examples of pictures of ducks. 8.) Now, out of these bird pictures, identify the ducks. 9.) You are correct! Give him 5 claps… no ducks can fly, they have been bred to be too heavy!
B. Merril’s Principles of Instruction (David Merril)
Practice Exercise#3: Identify the learning as to the Principles of Instruction.
1.) Learning is promoted when learners integrate their new knowledge into their everyday world. 2.) Learning is promoted when learners apply the new knowledge and skills. 3.) Learning is promoted when learners observe a particular skill or task then performs after. 4.) Learning is promoted when learners’ active relevant prior knowledge or experience. 5.) Learning is promoted when engage in a task centered instructional strategy. 6.) Examples are presenting learners with challenging, real-world problems that require them to use their newly acquired skills and knowledge to solve. 7.) Exaples are attention-grabbing techniques such as stories, humor, or challenging questions to capture the learner’s attention. 8.) Examples are done through video watching, simulations, or live demonstrations seeing how the skills or knowledge are applied in practice. 9.) Examples are done through case studies, or role-playing exercises practicing the skills or knowledge in a safe, controlled environment. 10.) Examples are done through reflection exercises, group discussions, or self-assessment activities integrating the new knowledge and skills into their existing knowledge base. 3.) ADDIE Model
4.) KEMP Model (Jerrold Kemp, Gary Morrison, and Steven Ross)
The Kemp Design Model adopts a
circular structure in which the circularity is achieved by viewing the nine core elements of the model as interdependent rather than singular and independent. This allows instructional designers a significant degree of flexibility, because they are able to begin the design process with any of the nine components or stages, rather than being constrained to work in a linear fashion. In other words, designers are not required to consider the components in any proscribed “orderly way to realize the instructional learning systems design.
5.) ASSURE Model (Robert Heinich & Michael Molenda)
6.) TPACK Model (Punya Mishra and Matthew J. Koehler’s ) Content Knowledge (CK) – This describes teachers’ own knowledge of the subject matter. It includes knowledge of concepts, theories, evidence, and organizational frameworks within a particular subject matter; it may also include the field’s best practices and established approaches to communicating this information to students. CK will also differ according to discipline and grade level – for example, middle-school science and history classes require less detail and scope than undergraduate or graduate courses, so their various instructors’ CK may differ, or the CK that each class imparts to its students will differ. Pedagogical Knowledge (PK) – This describes teachers’ knowledge of the practices, processes, and methods regarding teaching and learning. As a generic form of knowledge, PK encompasses the purposes, values, and aims of education, and may apply to more specific areas including the understanding of student learning styles, classroom management skills, lesson planning, and assessments. Technological Knowledge (TK) – This describes teachers’ knowledge of, and ability to use, various technologies, technological tools, and associated resources. TK concerns understanding edtech, considering its possibilities for a specific subject area or classroom, learning to recognize when it will assist or impede learning, and continually learning and adapting to new technology offerings. Pedagogical Content Knowledge (PCK) – This describes teachers’ knowledge regarding foundational areas of teaching and learning, including curricula development, student assessment, and reporting results. PCK focuses on promoting learning and on tracing the links among pedagogy and its supportive practices (curriculum, assessment, etc.), and much like CK, will also differ according to grade level and subject matter. In all cases, though, PCK seeks to improve teaching practices by creating stronger connections between the content and the pedagogy used to communicate it. Technological Content Knowledge (TCK) – This describes teachers’ understanding of how technology and content can both influence and push against each other. TCK involves understanding how the subject matter can be communicated via different edtech offerings, and considering which specific edtech tools might be best suited for specific subject matters or classrooms. Technological Pedagogical Knowledge (TPK) – This describes teachers’ understanding of how particular technologies can change both the teaching and learning experiences by introducing new pedagogical affordances and constraints. Another aspect of TPK concerns understanding how such tools can be deployed alongside pedagogy in ways that are appropriate to the discipline and the development of the lesson at hand.