Hello

My name is Andrea and I design

Here are some samples of my work

TECH TOOLS FOR ESL TEACHERS

An e-Learning experience about technological tools which ESL teachers could take in order to update the way they approach material creation and students' skills practice. This project was created as part of the MicroMasters Program offered by the University of Maryland Global Campus.


TalentLMS, Articulate Rise360, Piktochart, Screencast-O-Matic, Shotcut, Audacity

scenario-based interaction

A scenario-based interaction intended to help medical staff practise communicating with patients using the AIDET communication framework.
A relevant aspect of this activity is the information tracking system built within the instruction.


Articulate Storyline360, Twine, xAPI, SCORM Cloud

SPANISH LAW PRESENTATION MODULE

The first module of a hypothetical series of modules conceived to prepare people for an exam for public service (known in Spain as an "oposición").
When studying for these exams learners have to memorise the most important aspects of a number of Spanish Laws.


Articulate Storyline360

GeoGuesser immersive quiz

An example of knowledge recollection through gamification together with the idea of immersing the learner in the activity with Virtual Reality features.


Articulate Storyline360, Street View Download 360

INTERACTIVE CONTENT PRESENTATION

A brief presentation about decision-making developed to demonstrate some of the possibilities Storyline360 offers when it comes to displaying information interactively.


Storyline 360

Tech Tools for ESL Teachers

THE ISSUE

Before becoming an instructional designer I worked as an ESL teacher for nearly 10 years and I came to realise the crescent need for a way to enable not-so-tech-savvy teachers to use tools that are becoming essential when it comes to engaging with young, digital native students.


THE SOLUTION

The solution I imagined was a safe space to discover some of the best alternatives available and learn about the ones that feel relevant to those engaging with the experience, by exploring, experimenting and confronting results and opinions.

DESIGN THEORY

A mix of learning theories affected the creation of this e-learning experience. First of all, since course takers are supposed to be adult professionals, andragogy’s assumptions play a big role in the way the course is structured. Learners perfectly know why they are taking the course and are highly motivated, but reflection on past experiences can further increase their motivation. Also, the learner’s self control assumption aligns with the idea of learners doing guided research and optional activities on their own to better learn about the various tools.
Another predominant learning theory at play is social constructivism. The contents of the instruction are loosely structured so collaborative learning helps cementing ideas, while the scaffolding concept is applied to assessment tasks.
Furthermore, it cannot be denied that any instructional designer analysing this learning experience would immediately be reminded of connectivism due to how knowledge and ideas are shared, as well as to the idea that the whole course is about updating the learners’ technological skills. The way learners and tutors communicate and the concept of project-based activities also hint at connectivism.
Finally, it should be pointed out that the instruction is an e-Learning course; therefore, Mayer’s 12 principles of multimedia learning (cognitivism) were definitely taken into consideration when presenting contents.


THE PROCESS

Analysis - For this particular project I didn’t have to consult a SME as I had taught English myself for quite some time and I knew all too well the issues the course was meant to solve.
Before conducting some research to find the best free tools out there I determined two main needs to cater for which would define the contents of the instructive modules:

  • ways to digitally create audio, video or visual materials when what is available doesn’t satisfy our necessities

  • digital tools to use in class to help students practise a variety of skills

Infographic about the skills practised with the various tools

Design and Develpoment - I selected the best OERs available and created materials with a variety of tools such as Piktochart, Canva, Screencast-O-Matic, Shotcut and Audacity, among others, always trying to present information in many different ways in order to suit all kinds of learners. I then used Articulate Rise 360 to build the course.

Assessment - Optional and nonelective tasks and discussions are structured in a way that leads learners to progressively get familiar with the different tools and prepare them for the final assessment. This involves the creation of a lesson plan which requires the use of two or more tools presented in the course; a clear example of project-based learning with real-world applications.

Explore Tech Tools for ESL Teachers

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Use the following credentials to access the course

  • User: techtoolsguest@gmail.com

  • Password: techtoolspwd

AIDET scenario-based interaction

THE ISSUE

Studies show that effective, empathetic communication can drastically improve a patient’s experience while going through medical examinations or procedures.
The issue arises from the difficulty in ensuring all medical personnel adhere to an ideal standard of proper communication. When creating this project I imagined a day hospital in need of a learning solution to teach staff about the AIDET communication framework.

THE SOLUTION

Having medical staff use the AIDET communication framework is a proven way to make sure patients feel less anxious and more cared for. Being online scenario-based interactions one of the most efficient and cost-effective options when trying to enhance soft skills, this learning experience aims at creating a safe environment for medical professionals to practise such skills.


DESIGN THEORY

To train people skills one must engage more than cognitive centers. It’s also necessary to engage emotional and behavioral learning centers. This happens when learners are in scenarios which elicit behaviors that are followed in real time by corrective feedback.
Information offered within a contextual setting enables learners to easily manage it within their working memory, helping them to commit it to their long-term memory.
Scenario-based interactive modules rely upon real world experience rather than theoretical information. As a consequence of this, on top of the high level of interactivity, learners are more motivated as they can directly see how the skills and knowledge will benefit them in the long term.


THE PROCESS

The starting point of a project such as this would normally be a series of meetings with SMEs, potential learners and possibly even patients, in order to fully understand the framework, the situations in which it should be applied, as well as the perspective of the people involved in a typical interaction. However, since this was a portfolio project, I used all the relevant information I could find through intensive online research.
Once I was comfortable with the knoledge base it was time to decide on a suitable situation and create a branching script for the interaction.
Using a tool such as Twine allowed me to visualise the conversation branches with a common starting point and leading to an informative results page.
I should mention that had I been in contact with the aforementioned SMEs and future learners, I would have surely consulted them both during and at the end of the scripting process in order to create an interaction as realistic and relevant as possible with their help.

The main tool I used to build the learning experience from scratch was Articulate Storyline.
A series of triggers let the learners select their answers and take them to the corresponding follow-up questions. As learners progress through the interaction, their answers shape the feedback they receive at the end of the scenario.


TRACKING

Data is collected all along and sent to a LRS via xAPI statememts. This allows for the possibility to gather information about each time they go through the conversation, including which questions are viewed, how learners answer, how long it takes them to answer each question, their final result, as well as whether they access the job aid available to them.
Data collection is essential when it comes to evaluating a learning experience in order to improve it whenever possible.


STYLE AND VISUAL ELEMENTS

The style of the learning scenario is intentionally simple and consistent, keeping visual distractors to a minimum. A few brand colours are used throughout the interaction and the day hospital logo is always present. I used Canva to create both the logo and the job aid.

AIDET scenario-based interaction

GeoGuesser immersive quiz

DESCRIPTION

This is a simple quiz that showcases how Storyline 360 can be used to create game-like experiences to test the learner's knowledge.I used a program called Street View Downlad 360 to get the 360º panoramic images and a few Storyline triggers and layers did the trick.

THE ACTIVITY

Decision-making interactive presentation

DESCRIPTION

This short slideshow was entirely made with Articulate Storyline360 and it is intended to show how a learner can be kept engaged by having to actively interact with the content in order to go through the presentation.

THE PRESENTATION

Spanish Law presentation module

DESCRIPTION

I developed this module to show how some essential pieces of information can be communicated to a learner at the beginning of an instruction.These bits of information include:

  • A landing page with clear identification of the instruction topic

  • A welcome page

  • An page in which the objectives of the instruction are stated

  • An index

  • Information concerning how to navigate around the instruction


Two more points should be pointed out.Firstly, the way the learner's understanding and memorisation of the instruction contents are promptly tested.Immediate feedback, the ability to revise answers at the end and the option to retake the quiz as many times as necessary all contribute to the achievement of the instruction goals.Secondly, the fact that if I had dedicated more time to the project, I would have created a question for each single point of the presentation and randomised questions every time a learner takes the quiz.

THE INSTRUCTION

Nice to meet you

Becoming an instructional designer

I was born and bred in Turin, in the north of Italy, where I got a degree in Business Management, only to realise at the age of 23 that a career in economics was not going to be my path and that in order to find my own I would have to expand my horizons. Ten years later, having lived in numerous different cities, with over 8 years' experience as an ESL teacher, I found myself longing for change once again. I enjoyed teaching, but the company I worked for asked me to start helping them with some online English courses specifically designed for professionals from varying fields. I was asked to take on the role of subject-matter expert / improvised instructional designer. That challenging experience gave me new enriching insights into various aspects of language learning, but more importantly, it made me see e-learning as the future of education. Long story short, I decided to train professionally to build on my teaching experience and start a new adventure, pursuing a career in instructional design.

My interests

I love being active. Among the many sports I enjoy doing, surfing and rock climbing are my passions. I am also keen on reading, listening to music and I consider myself to be a passable chess player. I take great pleasure in travelling and I have been lucky enough to visit lots of unique places around the world. Since personal relationships play an important role in my life, I have always tried to share those experiences with people close to me.

What makes me who I am

Curiosity and love for languages

As Baudelaire said, "I set out to discover the why of it, and to transform my pleasure into knowledge".

Perspective-taking ability

I'm learning new things all the time so it's easy for me to look at things from the learner's perspective when teaching or designing an instruction.


Sociability

I'm a people person. I know the future is online and I'm not against it at all, but I believe face-to-face interaction is how we truly see each other for what we are.

Adaptability

I'm an optimist at heart and I think change, somehow, is always good. As long as you can adapt, of course.

What is Instructional Design?

"An Instructional Designer produces value through the design, development and distribution of learning solutions"

Ellen Wagner

Ok, but how?

In a lot of different ways. Analysing needs and goals, applying theory, interacting with subject matter experts and stakeholders, developing instructional materials and activities, evaluating and improving on every step of the process and always growing while innovating.


Click on the images below if you want to learn more about some of the main theories affecting
the world of education and instructional design

Or check out the following chart to get an overview comparison of those theories

Andragogy

Infographic by Daniela Muresan

Learning theory overview

Andragogy as a learning theory was popularised by Malcom Shepherd Knowles at the end of the 20th century. It focuses on adult learners an is based on six assumptions:

  • Adults need to know why they need to know what they are learning. Knowing the learning objective and possible outcomes increases motivation levels among adults and can lead to better results.

  • Motivation. As opposed to children, adults are (mainly and generally speaking) intrinsically motivated. Therefore, rewards and external motivators should not play a central role in adult instruction.

  • The learner’s self-concept. Adults are aware of their responsibility over their lives and as a consequence they tend to feel more comfortable if they feel they are in control of the learning experience. This is especially true for those who have an internal locus of control.

  • Adults’ prior experience should be used as a resource when linking new knowledge to past experiences. This can help them better understand the concepts they are learning.

  • Readiness to learn comes from adults’perception that what they are learning is relevant to their needs and that it will positively impact their lives by providing them with immediate value. It is important to let adults know how the learning experience will benefit them.

  • The learner’s orientation to learning assumption states that adults learn better when they are given task-oriented learning exercises as they can see them aligned to practical daily-life situations. Learning by doing also boosts adults’ confidence and motivation.

Knowles also specified four principles which apply to adult learning:

  • Adults need to be involved in the planning and evaluation of their instruction.

  • Experience (including mistakes) provides the basis for the learning activities.

  • Adults are most interested in learning subjects that have immediate relevance and impact on their job or personal life.

  • Adult learning is problem-centered rather than content-oriented. (Kearsley, 2010)

Strengths

First of all, the learner’s involvement in the structuring of the learning experience serves as a great motivator.
Andragogy’s high consideration of the learner’s prior experience and point of view goes beyond basic respect. It is a way of creating useful learning resources.
Second, Andragogy is a very broad-based theory and it can be applied in a wide variety of situations. One common situation in which the andragogical approach is taken is in professional contexts. In this kind of circumstances, not only does the learner benefit from the acquisition of new knowledge or skills, but it is also advantageous for the company which arranges for the training to take place. In addition to that, due to one of the basic assumptions of this theory, learning experiences tend to be quite practical ones, which can be essential in some specific work settings.Another important strength of this learning theory is that it is cohesive with other learning theories. This means that, depending on each objective, it does not exclude the use of other approaches whenever more suitable.

Weaknesses

One of the most common criticisms is that andragogy does not categorise as a learning theory, but this clearly depends on one’s definition of learning theory.Other negative comments about andragogy derive from the fact that the assumptions and principles are not always applicable to any given context or situation. One of the best examples is that not all adults fit into the andragogical description of the “ideal” adult learner, one who is responsible, and self-motivated. Some adults actually behave childishly and need to be controlled and motivated in ways that stray from the andragogical approach.
Another problem with andragogy is that, according to the first principle, adult learners need to be involved in the planning of their instruction.
However, in some cases, for the learning outcome to be positive certain topics must be included in the curriculum, whether the learner wants it or not. Also, sometimes learners are not even aware of what they need to learn in order to achieve a learning objective.Nonetheless, possibly the biggest flaw of andragogy is that it is not a comprehensive theory. It mainly focuses on the characteristics of adult learners, but it does not offer programmatic goals. As a result, it may not always guarantee a successful result.

Applications in instructional design

Nearly all assumptions and principles of andragogy affect directly how instructional designers create courses.For a start, andragogy’s idea of self-concept is applied in instructional design by offering adult learners as much autonomy as possible, while still offering support when requested.Second of all, taking into consideration prior experience means being able to choose the best strategies or models, as well as tools, when designing and developing instruction.Moreover, as the orientation to learning assumption suggests, adults prefer learning information or skills which will benefit them in the immediate future. For this reason, when designing instruction it is better to offer real world examples and scenarios, for them to realise how useful in their daily lives the learning experience will be. This is also relevant if we think about the third principle of andragogy.When it comes to applying the principles to instructional design, we should remember to make adult learners active participants of the development and implementation of curriculum and evaluation (first principle). This is done by getting useful feedback, which helps us turn valuable information into learning activities which reflect the real needs of adult learners. Following the second principle, instructional designers create exercises which push learners to explore the subject matter on their own, gaining first-hand experience through trial-and-error. This also links to the last principle of andragogy, according to which it is better to provide problem-centered activities, rather than asking learners to simply memorise content. Simulations are a great practical example of this. By going over them, adults are allowed to develop skills and practical knowledge which will benefit them in the real world.


References

Boulton-Lewis, Gillian M., Lynn Wilss, and Sue Mutch. (1996). Teachers as adult learners: Their knowledge of their own learning and implications for teaching. Higher Education, 32
Kearsley, G. (2010). Andragogy (M. Knowles). The theory Into practice database. Retrieved from http://tip.psychology.org
Knowles, M. S. (1980). The modern practice of adult education: From pedagogy to andragogy. Englewood Cliffs: Prentice Hall/Cambridge
Knowles, M. S., et al. (1984). Andragogy in action: Applying modern principles of adult education. San Francisco: Jossey-Bass
Pappas, C (2014). 9 Tips To Apply Adult Learning Theory to eLearning. Retrieved from https://elearningindustry.com/9-tips-apply-adult-learning-theory-to-elearning
Roberts, M. (2007). Applying the andragogical model of adult learning: A case study of the Texas Comptroller’s Fiscal Management Division. Applied Research Projects, Texas State University- San Marcos. Paper 209. Retrieved from http://ecommons.txstate.edu/arp/209

Cognitivism

Cognitivism in education

Strengths

First of all, the cognitive approach discourages cramming of information, which tends to be ineffective. Also, the whole theory focuses on how the mind works and therefore how learning can be made more effective. Some practical examples of that could be the concepts of developing and introducing programs based on already existing knowledge (schemata), providing analogies to connect new knowledge with already existing knowledge, dividing learning materials into stages and maintaining a logical flow of lessons taught.Secondly, according to cognitivism, learning is more efficient and beneficial if the learner understands the reason why he/she is acquiring the new information in the first place.
The idea of linking new knowledge to already existing one also makes the learning more meaningful. According to David Ausubel, material that is closely related to what the learner knows is meaningful and always turns out to be effective.
Thirdly, the cognitive approach sees learning as a personalized experience, as each learner is unique and has their own experience, knowledge, and perception, which can greatly influence the way they interpret and consume new information. Creating learning experiences that fit each individual based on their own knowledge, that is meaningful for their role and which encourages them to discover new solutions can drive great results and improve their overall performance.Moreover, cognitive learning strategies focus on applying new information or skills in life situations, which is a very practical idea.
Another practical aspect is that through the experience of learning and the implementation of self-regulated learning techniques, the learner becomes able to recycle and use learning methods that worked previously. This helps them learn new things faster.
Finally, in Bruner’s view the learner benefits from the development of his/her analytical thinking skills and instructors should help learners actively find their own motivations for learning, which once again has more effective outcomes.

Weaknesses

Some criticism to cognitivism relates to how experiments are conducted. Although the fact that they are performed in a controlled environment is positively viewed by some for being replicable, others deem the results of such experiments invalid due to the idea that they do not take into consideration the many variables which can affect a mental process in the real world.Also, some researchers view mediational processes as subjective, given that they cannot be measured scientifically.
To conclude, from a completely different perspective, cognitivism is accused of not taking into account the role of emotions.

Applications of cognitivism in instructional design

Cognitivism’s emphasis on the active involvement of the learner in the learning process translates into learner control (choice of learning path and curriculum).Secondly, SRL theories have a clear influence on ID, promoting the use of metacognitive training strategies (self-planning, monitoring, and revising techniques).Furthermore, the idea of structuring, organizing, and sequencing information to facilitate optimal processing leads instructional designers to the use of metaphors, chunking information into meaningful parts, and carefully organizing instructional materials from simple to complex.In addition, according to cognitivists it is important to create a learning environment that allows and encourages students to make connections with previously learned material. From an instructional designer’s perspective this involves recalling prerequisite skills, using relevant examples and analogies.To finish, cognitive task analysis procedures performed in ID stem from cognitivism’s use of hierarchical analyses to identify and illustrate prerequisite relationships. As a consequence, instructional designers can measure non-observable and mental tasks, such as decision making and problem-solving.


References

Ausbel, D. P. (1963) The Psychology of Meaningful Verbal Learning, Grune and Stratton, New York
Bruner, J. S. (2002). The process of education. Harvard University Press
Ertmer, P. A., & Newby, T. J. (2013). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 26(2)
McLeod, S. A. (2015). Cognitive psychology. Simply Psychology.
https://www.simplypsychology.org/cognitive.html
Mergel, B. (1998). Instructional design & learning theory. In Educational communications and technology. University of Saskatchewan

Constructivism

Cognitivism in education

Strengths and weaknesses

Following the constructivist method, the primary responsibility of the teacher, who acts as a facilitator of learning rather than an instructor, is to create a collaborative problem-solving environment where students become active participants in their own learning, thus promoting a sense of personal agency as students have ownership of their learning and assessment.
This leads to faster, more efficient learning, with higher retention rates.
On the other hand, the resulting lack of structure might have a negative impact on those students who require highly structured learning environments to progress.Also, removing traditional types of grading makes it difficult for teachers to be aware of which students are struggling and falling behind.
An aspect of social constructivism that is generally positively regarded by modern researchers is the use of cooperative work, which forges group expectations for high-level thinking, and helps learners acquire skills vital for learning and success in everyday life. In addition to that, in groups whose members have different levels of ability, more advanced peers can help less advanced ones operate within their ZPD.
The ideas of understanding the students' preexisting conceptions, guiding the activity to address them and then build on them, as well as the concept of scaffolding, make for a highly personalised approach.

However, the problems which arise from this are practical ones. Effectively applying the scaffolding technique requires teachers to be well-trained and it can be difficult to focus on each individual student when a single teacher is supposed to cater for the needs of large groups of learners.Another critique to the scaffolding concerns the fact that it originated from research into the linguistic and cognitive development of very young children being helped by a parent or adult caregiver, and that the type of learning and communication between instructors and students are likely to be dissimilar, due to different levels of intimacy, context and curriculum-related learning objectives.Furthermore, since scaffolding is heavily dependent on verbal instruction, it might not be equally useful in all cultures for all types of learning. In fact, in some cases, certain skill may be learned more effectively through observation and practice.Subjects charcterised by a heavy load of data-related information to be grasped are also considered less suitable for the application of constructivist theories, as in some cases teachers may be tempted to cut student discussion and self-discovery short in an attempt to cover all topics in the curriculum, possibly undermining student motivation, which is one of the theoretical advantages of constructivist teaching.Finally, a challenge constructivist instructors face is trying to constantly introduce discrepant and novel materials and methods as a way of capturing students' attention and motivating them to engage without turning the classroom experience into entertainment.

Applications of constructivism in instructional design

Same as behaviorism, constructivism has many applications in instructional deisgn.
To start with, learner analysis and determining prior knowledge and schema can help instructional designers create a framework for instruction, selecting knowledge which can be more readily assimilated.
Secondly, designing learning activities that reveal disconnects between prior knowledge and the demands of the current task, violating students’ expectations and predictions, makes them confront discrepancies created by inadequate information or misconceptions, creating a cognitive disequilibrium that can motivate learning.Thirdly, constructivism’s emphasis on the identification of the context in which the skills will be learned and subsequently applied translates into anchoring learning in meaningful contexts when designing instruction.
Furthermore, the importance of learner control and the capability of the learner to manipulate information pushes instructional designers to create tasks and courses in which the learner actively uses what he/she learns.
Moreover, the problem-solving skills that allow learners to “go beyond the information given” can be developed through activities which train pattern-recognition skills, as well as presenting alternative ways of representing problems.To conclude, presenting new problems and situations that differ from the conditions of the initial instruction supports constructivism’s idea of assessment focused on transfer of knowledge and skills.


References

Al-Huneidi, A. & Schreurs, J (2012). Constructivism Based Blended Learning in Higher Education. International Journal of Emerging Technologies in Learning. Retrieved from https://online-journals.org/index.php/i-jet/article/view/1792
Bruner, J. S. (1957). Going beyond the information given. New York: Norton.
Ertmer, Peggy & Newby, Timothy. (2008). Behaviorism, Cognitivism, Constructivism: Comparing Critical Features From an Instructional Design Perspective. Performance Improvement Quarterly. 6, 50-72
Hartle, R. T., Baviskar, S., & Smith, R. (2012). A field guide to constructivism in the college science classroom: Four essential criteria and a guide to their usage. Bioscene, 38, 31-34
Hein, G. E. (2002) The Challenge of Constructivist Teaching. Retrieved from http://www.george-hein.com/papersonline/challengeconstruct2002/challengeconstruct_2002.html
Maybin, J., Mercer, N. & Stierer, B. (1992). 'Scaffolding': learning in the classroom. In: Norman, Kate ed. Thinking Voices: The work of the National Oracy Project. London: Hodder & Stoughton, 186–195.
McLeod, S. A. (2019). Constructivism as a theory for teaching and learning. Simply Psychology. Retrieved from https://www.simplypsychology.org/constructivism.html
Palmer, D. (2006). A Motivational View of Constructivist‐informed Teaching. International Journal of Science Education, 27
Rogoff, B. (1990). Apprenticeships in thinking. New York: Oxford University Press.

Behaviorism

Overview

Behaviorism, or psychology of behavior, supports the idea that all behaviour is learned through stimulus-response interactions with the environment. According to this theory of learning, innate or genetic factors have little influence on behaviour.

Behaviorism in education - strengths and limitations

Behaviorism can be a powerful tool when it comes to motivating students, though it can be a challenging task for the teacher to work out the correct use and amount of reinforcement.An advantage of this approach is that students are clearly presented with the information they are expected to learn and it is also made clear to them when their responses are correct or not and why, which certainly avoids confusion. The negative side of this is that education based on behavioral principles tends to be excessively teacher-centered.Nonetheless, the idea of focusing on measurable learner performance can help with tracking students’ learning curves, but it has been criticised by some, who believe that teachers may become prone to concentrating on easily measurable data, thus ignoring educational outcomes that involve complex intellectual processes.A behavioral mindset on the part of the instructor entails ensuring that the learner has all the pre-requisites necessary to perform the wanted educational outcome. This is done by carrying out a thorough analysis of the task, breaking it down to simpler and simpler skills, which are then sequenced to form a gradual learning path. This process can be highliy beneficial for students who need to learn complex tasks, but lack essential basic skills.This is particularly true when teaching subjects such as mathematics, in which procedures are well-defined and there is only one correct answer. Behavioral techniques such as drills and regular review can also be fruitful while teaching foreign languages.
However, the tendency of behaviorism to ignore thought and mental processes makes it an ineffective approach when the desired educational outcome requires a greater depth of processing.
Behaviorism is nowadays considered an overly simplistic theory, as it does not consider the role of cognition in learning, neglecting mediational processes such as memory, attention or perception.
Another aspect of knowledge acquisition overlooked by this theory is the idea of social learning, which occurs observing, imitating and interacting with others.
Finally, behaviorism fails to address how emotional states can affect one’s learning.

Applications of behaviorism in instructional design

Although behaviorism may not be the most popular theory of learning nowadayas, some of its principles are deeply embedded in instructional design.First of all, behaviorism’s emphasis on producing observable and measurable outcomes in students is applied when determining clear, measurable objectives, as well as while producing criterion-referenced assessment.Secondly, detailed task and learner analysis are extremely valuable in order to identify the learning gap and decide a starting point for instruction.
Thirdly, the breakdown of complex tasks into sequential steps is reflected in the sequencing of instructional presentation and in the idea of mastery learning.
Furthermore, tangible rewards and informative feedback, are a clear use of reinforcement to impact performance.To conclude, Skinner’s use of cues, shaping and repeated practice to strengthen the correct stimulus-response association are easily comparable to the use of prompts and to the fact that the sequencing of practice is normally organised in a simple-to-complex order.


References

Pavlov, I. P. (1897/1902). The work of the digestive glands. London: Griffin
Gray, P. (2011) Psychology, Worth, NY. 6th ed. pp 108–109
Watson, J. B. (1913). Psychology as the behaviorist views it. Psychological Review, 20, 158-178.
Midgley B.O. & Morris E. K. (1998) Nature and nurture in skinner's behaviorism. Mexican Journal of Behavior Analysis. 24, 111-126
Skinner, B. F. (1938) The behavior of organisms. New York: Appleton-Century-Crofts
Pasch, M., Sparks-Langer, G, Gardner, T. G, Starko, A. J., & Moody, C. D. (1991). Teaching as decision making: Instructional practices for the successful teacher. New York: Longman
Swanson, H.L. & Sachse-Lee, T. (2000). Working memory, short-term memory, and speech rate as predictors of children's reading performance at different ages. J. Educ. Psychol, 93, 720-734.
Schunk, D. H. (1991). Self-efficacy and academic motivation. Educational Psychologist, 26, 207-231.
Neisser, U. (1967) Cognitive Psychology. New York: Appleton-Century-Crofts
Bandura, A. (1977). Social learning theory. Englewood Cliffs, NJ: Prentice Hall.
Martin, B. & Reigeluth, C. (1999). Affective education and the affective domain: Implications for instructional-design theories and models. In C. Reigeluth (Ed.), Instructional-design theories and models. London: Erlbaum.
Brown, S. (1998). Criterion-referenced assessment: What role for research. In H. Black & W. Dockerell (Eds.), New developments in educational assessment. British Journal of Educational Psychology, Monograph Series No. 3, 1-14.
Bloom, B. S. (1968). Learning for Mastery. Instruction and Curriculum. Regional Education Laboratory for the Carolinas and Virginia, Topical Papers and Reprints, 1

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