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Full-Text Articles in Education
Instructional Designers' Perceptions Of The Practice Of Instructional Design In A Post-Pandemic Workplace, Donna Petherbridge, Michelle Bartlett, Jessica White, Diane Chapman
Instructional Designers' Perceptions Of The Practice Of Instructional Design In A Post-Pandemic Workplace, Donna Petherbridge, Michelle Bartlett, Jessica White, Diane Chapman
Educational Foundations & Leadership Faculty Publications
This article explores instructional designers’ perceptions of changes to instructional design practice in a post-pandemic workplace. A thematic analysis of interviews conducted with 33 instructional designers revealed that instructional designers believe that the profession is profoundly altered post-pandemic. Findings around post-pandemic instructional design practice include adopting agile instructional design practices, increasing collaborations with others within a context of empathy, recognizing the importance of accessibility, and increasing reliance on technology to deliver both instruction and training within the context of an expanded portfolio of how instruction will be delivered in the future.
Building Belonging Into The System, Kristin Herman, Michelle Gill
Building Belonging Into The System, Kristin Herman, Michelle Gill
STEMPS Faculty Publications
This design case documents how a K-12 district took steps to systemically support virtual student wellness and belonging. Plans for course design to support social-emotional-academic learning (SEAL) competencies, increase perception of belonging, and create safe, predictable learning environments characteristic of a trauma-informed approach to teaching and learning are shared. The assumption virtual learners are not looking to experience belonging and cannot be successful unless they already have strong SEAL skills is challenged. Rather, the positioning of SEAL competencies as learning objectives rather than necessary prerequisites to access online learning proved to contribute to more equitable learning opportunities.
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
Distance Learning Faculty & Staff Books
The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …
Designing For The One-Shot: Building Consensus On Design Processes For Academic Librarians, Kirsten Hostetler
Designing For The One-Shot: Building Consensus On Design Processes For Academic Librarians, Kirsten Hostetler
STEMPS Theses & Dissertations
Academic librarians have long been responsible for teaching information literacy competencies on college campuses, even as many are hesitant to accept the title of teacher. With inadequate instructional design preparation and one-shot sessions serving as a popular, if limited, instructional medium, librarians’ design processes are often developed on the job and infrequently explored in the literature. Previous research has examined specific design models and instructional strategies, but no studies were found that determined how academic librarians select and implement these design decisions within the unique context of a one-shot.
The purpose of this study was to describe academic librarians’ design …
Examining Effective Collaboration In Instructional Design, Melissa Sue Ferguson
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 …
Instructional Designer Awareness And Application Of Strategies To Manage Cognitive Load, Justin A. Sentz
Instructional Designer Awareness And Application Of Strategies To Manage Cognitive Load, Justin A. Sentz
STEMPS Theses & Dissertations
This study examined how practicing instructional designers manage cognitive load in a standardized scenario as they select and implement instructional strategies, message design, content sequencing, and delivery media within various domains with learners at different levels of expertise. The study employed a quasi-experimental, mixed methods design to gain insight into how practicing instructional designers perceive their awareness of strategies to manage cognitive load and implement those strategies within a standardized design scenario. The research design involved the collection of quantitative data from the participants during an initial web-based questionnaire and a second collection of both quantitative and qualitative data as …
Learning Through Play, The Old School Way, Lucinda Rush
Learning Through Play, The Old School Way, Lucinda Rush
Libraries Faculty & Staff Presentations
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster introduces new ideas for instructional design using game structures that students are already familiar with to teach information literacy concepts. It is well documented that millennials enjoy learning through collaboration with peers and self-exploration in a fast-paced, technology rich environment, and game-based instruction can be a great way to engage them in the classroom. While millennials are comfortable with technology and enjoy learning through video and web-based games, it is difficult for libraries with limited resources to compete with the expectations that students have based on …
Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower
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 …
Reconsidering Instructional Design With Web 2.0 Technologies, Fei Gao, Kun Li, Tian Luo, Jamie Smith
Reconsidering Instructional Design With Web 2.0 Technologies, Fei Gao, Kun Li, Tian Luo, Jamie Smith
STEMPS Faculty Publications
Emerging technologies such as Web 2.0 afford interconnections, content creation and remixing, which provide rich opportunities to for more personally meaningful, collaborative, and socially relevant learning (Greenhow, Robelia, & Hudges, 2009). Web 2.0 and other emerging technologies offer new possibilities of designing collaborative activities that engage learners in meaningful learning (Chai & Tan, 2009; Cress & Kimmerle, 2008).
Despite the enthusiasm of integrating Web 2.0 technologies into learning environment design, researchers found that few instructors know the pedagogies that could lead to productive innovation (Collis & Moonen, 2008). This symposium consists of one theoretical paper and three case studies that …