Friday, May 3, 2019

Topic4 Learning design models


LEARNING DESIGN MODELS
Image result for learning design models
What is TPACK?
Technology has become an increasingly important part of students’ lives beyond school, and even within the classroom it can also help increase their understanding of complex concepts or encourage collaboration among peers. Because of these benefits, current educational practice suggests that teachers implement some form of technology in their classrooms – but many teachers face difficulties in doing so. Cost, access, and time often form considerable barriers to classroom implementation, but another obstacle is a lack of knowledge regarding how technology can best be used to benefit students across diverse subject matter.
According to the TPACK framework, specific technological tools (hardware, software, applications, associated information literacy practices, etc.) are best used to instruct and guide students toward a better, more robust understanding of the subject matter. The three types of knowledge – TK, PK, and CK – are thus combined and recombined in various ways within the TPACK framework. Technological pedagogical knowledge (TPK) describes relationships and interactions between technological tools and specific pedagogical practices, while pedagogical content knowledge (PCK) describes the same between pedagogical practices and specific learning objectives; finally, technological content knowledge (TCK) describes relationships and intersections among technologies and learning objectives. These triangulated areas then constitute TPACK, which considers the relationships among all three areas and acknowledges that educators are acting within this complex space.
TPACK model diagramTPACK model diagram
ADDIE
For many years now, educators and instructional designers alike have used the ADDIE Instructional Design (ID) method as a framework in designing and developing educational and training programs. “ADDIE” stands for Analyze, Design, Develop, Implement, and Evaluate. This sequence, however, does not impose a strict linear progression through the steps. Educators, instructional designers and training developers find this approach very useful because having stages clearly defined facilitates implementation of effective training tools. As an ID model, Addie Model has found wide acceptance and use.
Addie model
Most ID models are variations of the ADDIE model.
The concept of Instructional Design can be traced back to as early as the 1950s. But it wasn’t until 1975 that ADDIE was designed. Originally developed for the U.S. Army by the Centre for Educational Technology at Florida State University, ADDIE was later implemented across all branches of the U.S. Armed Forces.
The ADDIE model was based on an earlier ID model, the Five Step Approach, which had been developed by the U.S. Air Force. The ADDIE model retained this five-step feature, and included many sub-stages within each of the five broad phases. Due to the hierarchical structure of the steps, one had to complete the process in a linear fashion, completing one phase before starting the next.
ADDIE stands for Analyze, Design, Develop, Implement, and Evaluate. These equate to a 5-phase process for developing instructional materials.
  1. Analyze: The instructional designer clarifies the problem to be addressed with an instructional intervention, defines the training need and conducts an extensive audience analysis to determine the instructional environment, pre-existing knowledge, skills and abilities, opportunities and constraints.
  2. Design: The instructional designer writes learning objectives and determines the instructional strategies that will be utilized to achieve those objectives. Decisions are made about how the instructional materials will look, feel, operate, and be delivered to the learner. Storyboards and elearning prototypes are created.
  3. Develop: Content is assembled and incorporated into the design to produce the instructional or performance support materials. Deliverable is reviewed for quality and revised.
  4. Implement: The finished course or performance support tool is rolled out to the intended audience and its impact is monitored.
  5. Evaluate: The instructional designer uses various methods to determine whether the course or performance support tool is delivering the expected results.

What does SAMR stand for?
SAMR is an acronym that stands for Substitution, Augmentation, Modification and Redefinition. As instructors integrate technology tools into instruction, the model can be used to determine whether the technology application is enhancing or transforming the learning. The model, created by Dr. Ruben Puentedura, has four levels that explain the increasing impact of the integration from substituting another traditional learning method (such as writing with pen and paper) to creating a completely new learning style (such as students complete and present a team project using global videoconferencing and a virtual classroom).
The SAMR Model.jpg

Why was the SAMR Model Created?
The SAMR Model was created by Dr. Ruben Puentedura, who is the founder and current president of Hippasus, an educational consulting firm, and a member of the Maine Learning Technology Initiative support team.
While Dr. Puentedura was working as a graduate student at Harvard in the mid-80s, he began rethinking aspects of the undergraduate introductory science curriculum. He explored some technology tools for incorporating digital storytelling, but found there was nothing available that was intrinsic to a certain tool. He began to research the topic and the SAMR Model was eventually created.

Why Use the SAMR Model?
The purpose of the SAMR Model is to assist instructors with determining the level of technology integration in the learning environment. The instructor must first decide to incorporate technology into the planned curriculum, and then determine if the technology is enhancing or transforming the learning. The goal is to introduce technology tools that redefine the learning space, which is ultimately accomplished by replacing traditional teaching methods with alternate learning environments.
What is a Technology Tool?
A technology tool encompasses any technical method or process used in the accomplishment of objectives. Technology tools can include any practical method for solving a problem or completing a task that goes beyond human capability. Tools can include:
  • Apps for phones and other handheld devices
  • Interactive whiteboards
  • Media tools such as podcasts, videos or slideshows
  • Online collaborative tools such as wikis or Google Docs
  • Social media platforms such as Twitter, Instagram and Snapchat
  • Blogs and eportfolio sites



Topic4 Learning design models

LEARNING DESIGN MODELS What is TPACK? Technology has become an increasingly important part of students’ lives beyond school, and eve...