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Instructional Media Design Commons

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Full-Text Articles in Instructional Media Design

Instructional Designers Conducting Professional Learning Using Social Media: A Phenomenological Study Of Their Experiences Through A Self-Regulated Learning Lens, Pauline S. Muljana Aug 2022

Instructional Designers Conducting Professional Learning Using Social Media: A Phenomenological Study Of Their Experiences Through A Self-Regulated Learning Lens, Pauline S. Muljana

STEMPS Theses & Dissertations

Because the instructional design and technology field is dynamic (Sharif & Cho, 2015; Wang et al., 2021), instructional designers need to pursue continuous, just-in-time professional learning (Carliner, 2018) to improve knowledge, skills, and abilities (Sharif & Cho, 2015; Ritzhaupt & Martin, 2015), without being constrained by location, budget, and time (Muljana et al., 2020; Muljana et al., 2021). On the one hand, the omnipresent social media technologies offer affordances for facilitating this type of professional learning. Such technologies allow instructional designers to reach out to colleagues, search for ready-to-implement strategies, and find relevant, timely information. On the other hand, conducting …


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 Jul 2022

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 …