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Education
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Content Review: Models for Instructional Design (Essay Sample)
Instructions:
Project description
In this week's Learning Resources, you explored a number of new models for instructional design. This Content Review will enable you to consider the advantages and limitations of each.
Compare each model below to Smith and Ragan's model:
ADDIE
Backward Design
NTeQ
Create a chart to show your comparison.
Then write 1 page (250 words) in which you evaluate the advantages and limitations of each model, including Smith and Ragan's.
Assignment: Table and 1 page (250 words) written description)
RESOURCES:
Wang, S., & Hsu, H. (2009). Using the ADDIE model to design second life activities for online learners. TechTrends: Linking Research & Practice to Improve Learning, 53(6), 7681. doi:10.1007/s11528-009-0347-x
-This article offers information on the use of Second Life (SL), a 3D multi-user virtual environment (MUVE) to enrich distance learning, applying ADDIE principles.
Childre, A., Sands, J. R., & Pope, S. T. (2009). Backward design. Teaching Exceptional Children, 41(5), 614.
-In this article, the authors examine the backward design (also referred to as "understanding by design" or UBD) approach to curriculum design.Focus on the underlying philosophy of the backward design model, the tasks involved in each step, and how this model might be applied to a variety of instructional settings.
McTighe, J., & Thomas, R. S. (2003). Backward design for forward action. Educational Leadership, 60(5), 5255.
-This article on Backward Design is written about K12, but presents another systems approach that could be of value to you. Focus on how you might apply this model to adult learners.
Lowther, D. L., & Morrison, G. R. (2003). Integrating computers into the problem-solving process. New Directions for Teaching &Learning, 2003(95), 3338
-This article discusses the NTeQ Model.
Jonassen, D. H. (2002). Engaging and supporting problem solving in online learning. Quarterly Review of Distance Education, 3(1), 113.
-This article discusses the Problem-Solving Model. source..
Content:
Models for Instructional Design
Name
Institutional Affiliation
Smith & Reagan
Model
ADDIE
Model
Backward
Design
Model
NTeQ
Model
Problem
Solving
Model
Steps
Has 3 Phases
-Analysis
-Strategy
-Evaluation
Has 5 Phases
-Analysis
-Design
-Development
Implementation
-Evaluation
Has 4 Phases
-Identify learners
-note curricular priorities
-design assessment framework
-create learning activities
Has 5 Phases
-Specify objectives
-Match objectives to computer functions
-specify problem
-data manipulation
-results presentation
Has 5 Phases
-manipulating the problem space
-representing the problem components
-generating hypothesis
-testing possible solutions
-drawing conclusions
Main
objective
The model aims
At having a comprehensive functional unit
Aims at designing second life activities for online learners
Aims at designing a curriculum and instruction that facilitate understanding, retention and generalization
To integrate computers into problem based lessons
Aims at equipping learners with competence to address real life challenges
Context
The model begins with the end in mind.
Provides near real life environments and allows enriched learning experiences
It is rooted in constructivism which narrows on how students constructs understanding
Relies on the competence of the professor and how he effectively integrates computers as problem solving devices
It requires manipulation of the problem space
Uses
The model aids in developing assessment and strategies.
Ensures that learners have effective applications in their professional fields
It gives learners chances to make the content learned meaningful by connecting it to real life
Deals with computers integration into problem based arena
Helps learners acquire competence and skills to equip them to handle life challenges more effectively
Attributes
Its analysis and evaluation phases are robust.
Lesson plans provide accommodation for learning barriers
It aids in discerning the disparity between learners knowledge versus their comprehension.
This model can be used void of technology
Requires mental representation of a situation in the world
The ADDIE model has vast merits. To begin with, it avails a "near- real life" aura by allowing users’ to connect to objects, subjects or phenomena which are infeasible and futile to scrutinize or observe in real life and hence through this augment the learning experience. Besides, ADDIE model reinforces the idea of social presence and hence enhancing more effective bonding between instructors and their online learners. Also, it enhances constructivity where online students can formulate and design knowledge via their personal knowledge coupled with distinct experiences. In this, ADDIE model allows online learners to observe and experiment. The ADDIE model also exposes learners to an avalanche of multimedia resources such as audio and video playbacks where they can capture 2D- image snapshots. The ADDIE model also bequeaths learners wit liberty to discover data which is in accordance with their interests and also to delve into knowledge from the internet (Wang & Hsu, 2009).
However, the ADDIE model has few drawbacks. First, it has extremely elevated hardware requirements. In this concern, learners may be forced to upgrade their laptop machines so as to achieve smooth and effective online service void of slow speed. Also, malicious individuals may deliberately disrupt class lessons by interrupting learners via deployment of personal text messages. Also, online texts may "get stuck" and become complex for the instructors to track down the conversations. Lastly, instructors using the ADDIE model can craft real assignments where students can solve problems, unearth meaning and effectively collaborate and cooperate with their fellow course mates (Wang & Hsu, 2009).
The Backward Design Model has a couple of merits as well. First, it aids in discerning the disparity between learners knowledge versus their comprehension. It also serves to craft instructions that focus a high level of comprehension which consequently demands thoughtful planning. This model also aims at achieving learning results and distinct standards and the assessment versus examination for attaining those laid out standards. Lastly, backward design model gives learners a chance to impart meaning to the knowledge learned by linking it to real life (McTighe, & Thomas, 2003). Besides, Backward Design is rooted in constructivism and hence narrows on how learners reframe and constructs comprehension. Drawbacks involved in this model includes finding an equilibrium which allows effective curriculum designing and coming up with instructions which facilitate comprehension generalization and retention (Childre, Sands, & Pope, 2009).
The NTeQ Model has wide merits as well. First, it is purposely designed to aid learners to deploy computers as a problem-solving device. Second, this model can be used void of technology and can use technology in non-problem solving devices to perform different roles as well. Its major drawback is having an incompetent professor who is ignorant on how to effectively deploy computers as a problem-solving devices (Lowther & Morrison, 2003).
The Problem Solving Model has wide merits as well. For instance, learners must meet the pro...
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