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D291
Learning Experience Design Foundations I
| Question | Answer |
|---|---|
| Instructional Design | WWII troops; big box retailer. Process of systematically creating instructional content and assessments aligned with the learning needs of a target audience. |
| Human-centered design | empathy, indiv AND goals are both important + CONTEXT Develop focus is on the learner or the end user of the design solution. Empathy with the learners enables the designer to create learning experiences from the perspective of those learners. Content developed from the perspective of the learner allows learners to make deeper, more meaningful connections to the content and more readily integrate new knowledge and skills. Consider educ bckgnd of lrnrs, how lrng will be applied, social/emotional needs |
| Learning Experience Design - LXD | Online shopping. connect indiv goals with context lrng goal through engagement led by lrnrs. lrng exper focus, not tools instruct design + focus on empathetic instruction, focus on needs of indiv learners, create engaging experience meeting their expectations. Instructional design +LXD interwoven Evolution of design: purpose of achieving lrng goals (trad instruc dsgn) to flexibility to address diverse lrnrs and contexts where lrng occurs (current instruc dsgn). More profound & equitable lrng outcomes |
| LXD principles | o Design thinking o User experience o Human-centered design o Learner research o Cognitive psych o Learning technology o Visual design o Usability and accessibility o The classroom of tomorrow o Social-emotional learning o Engaging learning experiences o Continuous iteration WGU example |
| Instructional design components | -learner analysis, -needs analysis, -goal statement, -learning objectives, -learning structure and sequence also known as architecture, -alignment of assessments & learning objectives, -learner engagement & transformation, -learning materials, -program assessment tools, -learning program, program implementation, and -program evaluation. |
| Iterate | do repeatedly; to develop (a product, process, or idea) by building upon previous versions or iterations, using each version as the point of departure for refinements and tweaks |
| Systematic | methodic, pertaining to classifying, ordered system |
| Design thinking - Design process model | problem-solving. HIGHLY ITERATIVE AND HIGHLY FLEXIBLE, so bouncing around areas. o CONINUOUS ITERATION OCCURS THROUGH THE DESIGN PROCESS AND AFTER EACH IMPLEMENTATION. -Empathize -Define -Ideate/brainstorm -Prototype -Test/Feedback |
| Prototype | drafts o Detailed plans for book club + selection and discussion guidelines o Sample pers read programs with read lists, comp tasks, progress tracking o Demo of interactive e-book showcases engaging features like auio varration and interactive quiz. |
| User-experience UXD | how the user interacts with lrng system, (Is it user-friendly and interesting, personalized, accessible?) User Experience Design (UX, UXD, UED, or XD) is the process of enhancing user satisfaction by improving the usability, accessibility, and pleasure provided in the interaction between the user and the product. learning experience design focuses on how learners perceive learning experiences rather than only focusing simply on tasks learners must complete. |
| ADDIE- Design process model | -Analyze: empathize/understand/survey target audience - Design: brainstorm estab lrng obj, incorp case studies -Develop: create nec materials/supporting resources with rubrics aligned with lrn obj -Implement: use what we created - Evaluate: feedback, assess whether lrng obj achieved, refine materials/activities |
| SAM - Design process model - Successive Approximation Model | 1. Much more iterative, focus on collab, flexibility, rapid prototyping. Flexible but systematic 2. ALL testing and feedback, constant evaluation to see if meets lrnr needs. 1. Preparation phase = info gathering 2. Iterative Design Phase – prototype, design, review; Savvy start, project planning, additional design. 3. Iterative Development phase – design proof, alpha testing sm grp, beta testing increase testing size, gold engaged by everybody, feedback/revisions/enhancements |
| Successive Approximation | SAM |
| ADDIE vs SAM | linear/waterfall process vs agile process consecutive steps vs all 6 steps concurrent A = no backtracking but more iterative over time more indep & systematic vs more collab & flexible military solution vs IT solution analysis, design, devel, implem, eval vs prep, iterative dsgn, iterative devel, alpha, beta, gold SAM is a simplified form of the ADDIE methodology that uses working models to elicit user feedback much earlier in the development process. |
| UbD Understanding by Designing/Backward Design - Design process model | **Begin with the end in mind! 1. ID desired results/goals – What do lrnrs need to know or be able to do? 2. Assessment evidence – What evidence measures knowledge or skill? 3. Plan learning exper and instruct - What lrng exper and instruction promores understand and build skills? |
| ADDIE vs SAM vs UbD vs Design Thinking | 1. analyze/prep phase/ID goals/empathize&define 2. design/iterative design/determine assessmts/ideate 3. develop/iterative development/plan lrng exper & instruc/prototype 4. implement/(iterative devel)/(plan)/test 5. evaluate/continuous evaluation/(plan)/(test) |
| Stakeholder | a person or group that has an investment, share, or interest in something, as a business or industry (or learning) |
| Concurrent | happening at the same time |
| Infer | to derive by reasoning; conclude or judge from premises or evidence: forecast based on data...connect dots |
| Agile | noting or relating to a philosophy of product development and production intended to create and distribute batches of working products in a short period of time with subsequent batches planned in a cyclical schedule of improvement, production, and distribution: agile manufacturing; Compare waterfall ( def 3 ).agile development. |
| Waterfall | each stage should be finished and then feed into the next. a philosophy of linear software development that includes sequential stages, from conception and design through testing and implementation, resulting in one finalized version of the product. |
| Behaviorism | views learning as a change in behavior that can be supported by external stimuli, such as question-and-response activities, repetitive drills, reinforcement, and/or consequences. Designer creates opportunities to learn a new behavior, practice that behavior, and receive reinforcing feedback for exhibiting the desired behavior. lrnr is reactive, just responding to stimuli |
| Cognitivism | learning incorporates complex cognitive processes such as thinking, problem solving, language, concept formation and information processing lrnr very active participant emphasize practice with corrective feedback. Instructional explanations, demonstrations, illustrative examples and matched non-examples are instrumental |
| Constructivism | knowledge “is a function of how the individual creates meaning from his or her own experiences” equates learning with creating meaning from experience Learners DO NOT TRANSFER knowledge from the external world ; build personal interpretations of the world based on indivi experand interactions. learning 3 crucial factors: activity (practice), concept (knowledge), and culture (context) focuses on the mind's inner workings, emphasizing the processes such as thinking, memory, knowing, and problem-solving. |
| Connectivism | connect learners socially, often through tech |
| behaviorism vs cognitivism | Behaviorism focuses on observable behaviors and external stimuli, viewing learning as a response to environmental changes. Cognitivism delves into the mental processes that mediate between stimuli and responses, recognizing the importance of internal cognitive activities in learning. |