Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 6 of 6

Full-Text Articles in Education

An Examination Of The Decision-Making Process Instructional Designers Use To Complete Projects With The Constraints Of Limited Time And Tools, Denesha Kaye Rabel Oct 2019

An Examination Of The Decision-Making Process Instructional Designers Use To Complete Projects With The Constraints Of Limited Time And Tools, Denesha Kaye Rabel

STEMPS Theses & Dissertations

Based on a phenomenological theoretical perspective, the purpose of this qualitative study was to explore how instructional designers make decisions related to determining which layers and related instructional design activities to address based on time and tool resource constraints. To explore the topic, this study was guided by five research questions which included: (a) what type of time and tool constraints do instructional design practitioners experience, (b) how do instructional design practitioners make decisions based on time constraints when completing work projects, (c) how do instructional design practitioners make decisions based on tool constraints when completing work projects, (d) how …


Examining Effective Collaboration In Instructional Design, Melissa Sue Ferguson Jul 2018

Examining Effective Collaboration In Instructional Design, Melissa Sue Ferguson

OTS Master's Level Projects & Papers

The purpose of this study was to examine the application of teamwork in instructional design to determine the frequency by which coordination, decision making, leadership, interpersonal skills, adaptability, and communication are applied in real-world instructional design teams. Instructional designers found on the social media network, LinkedIn, were asked to voluntarily complete the 36-item Teamwork Skills Questionnaire, which was distributed and returned electronically. Descriptive statistics of mean and standard deviation were calculated using Microsoft Excel.

The most frequently applied teamwork skills in instructional design teams were interpersonal skills (M = 3.57) and communication (M = 3.26). Each of the six skills …


The Influence Of Multimedia Production Knowledge On The Design Decisions Of The Instructional Designer, Stephen Brent Hoard Oct 2016

The Influence Of Multimedia Production Knowledge On The Design Decisions Of The Instructional Designer, Stephen Brent Hoard

STEMPS Theses & Dissertations

This study explored the interaction of multimedia production competencies of expert and novice instructional designers on the design decisions made during the instructional design process / workflow. This multiple measures study used qualitative survey instruments to access and measure the production competencies of participants, then a design aloud protocol to capture and measure the instructional design decision-making process for those same participants. A follow-on interview after the initial design aloud session was conducted in order to triangulate and confirm any trends or findings uncovered during the earlier design aloud session. Ultimately, the objective of this study was to provide some …


Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower Jan 2014

Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower

Libraries Faculty & Staff Publications

The idea of the digital native was based on abstraction; when we look in detail at the digital activities of high-school and college students, we see deskilling and consumer training rather than information literacy or technical fluency. Yet that training is still training, and may be adaptable in such a way that it can become a literacy—in, for example, the way militaries have mobilised skill-sets produced through gaming. We too can and should mine the narrow and profit-driven consumer training that emerging adults have undergone for kinds of inquiry and critical engagement for which they may have inadvertently been given …


Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers Jan 2014

Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers

STEMPS Faculty Publications

This paper will examine how Gagne’s Nine Events of Instruction (1992) may appear, perhaps inadvertently, within commercial games that guide the user from novice to expert player. By employing a qualitative artifact analysis methodology, we examine a popular action adventure video game to determine if game designers encourage players to build game expertise by employing similar events to Gagne’s instructional design model. We demonstrate that our artifact of analysis does consistently employ Gagne’s events, though often in a manner unique to a digitally mediated space. We conclude that an experiential game setting has the potential to be a platform for …


Batman Meets Gagne: Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fisher, Tian Luo, Seann Dikkers Jan 2013

Batman Meets Gagne: Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fisher, Tian Luo, Seann Dikkers

STEMPS Faculty Publications

This paper will examine how Gagne’s Nine Events of Instruction (1992) may appear, perhaps inadvertently, within commercial games that guide the user from novice to expert player. By employing a qualitative artifact analysis methodology, we examine a popular action adventure video game to determine if game designers encourage players to build game expertise by employing similar events to Gagne’s instructional design model. We demonstrate that our artifact of analysis does consistently employ Gagne’s events, though often in a manner unique to a digitally mediated space. We conclude that an experiential game setting has the potential to be a platform for …