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˜ Provide a definition for the O  of Instructional Design
˜ Describe and explain the µ|¦ phase of the
instructional design process
˜ Describe and explain the µ@ ¦ phase of the
instructional design process
˜ Describe and explain the µ@  O  ¦ phase of the
instructional design process
˜ Describe and explain the µa O    and
 ¦ phases of the instructional design process
˜ Describe what an interactive multimedia   should
look like
˜ Identify some key m O  O  for the design of
interactive multimedia
˜ Design an interactive multimedia lesson within ë 
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˜  systematic process for designing, developing,
implementing and developing, evaluating
instruction´
˜  n organised procedure for developing
instructional materials or programs which include
the steps of:
|nalysis (defining what to be learned),
@esign (specifying how the learning should occur),
@eveloping (authoring or producing material),
amplementing (using the materials for strategies in
context), and
valuating (determining the adequacy of instruction)´
˜ |@@a m 
è 
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@  O 

  a O 


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˜ O       :

hat can they do? nd what do they know already?
known and unknown ± competencies?
language skills?
typing skills and mouse skills?
what technology can they use?
motivation?
learning styles?
˜ O          m   
  :
critical and learning area outcomes are met
content is presented in a certain way
types of learning activities
è      

˜ |    :
skills
knowledge
attitudes and beliefs
outcomes (learning goals) must be ±
˜ meaningful
˜ measurable and observable objective
 Objectives must be clearly stated

˜ @  O    m :


Õ    ± ideas for content and approach
   of some initial ideas
˜ learners¦ pre-knowledge, computer skills, attitudes, age
(learners¦ demographics)
˜ amount of subject matter, capability of computer system,
ability of the developer
è      

˜    O   m  O :
Instructional analysis ±
˜ am   O    ± indented outcomes
˜ Yhoosing a m ± learning experiences
 tutorials,
 drill and practice,
 simulations,
 problem-solving
˜ Design principles
è      

˜    O   m  O 
  m ± methodology chosen:
˜ Feedback ± when, how much, way of feedback
˜ Question types ± multiple choice, true or false, one-word
˜ Learner control
˜ Motivation
˜ Judging ± learners¦ answers
ë   m  O  order by which information will be
presented:
˜ Opening screen
˜ Directions
˜ interaction
˜ Method of item selection
˜ closing
è      

˜ ë    m± visual way of presenting
the design that has been decided
˜ §  :
Formative
Summative
è  
   

˜ Development ± the entire process of
producing refining and validating the
programme:
     ± Macromedia
uthorware, Macromedia Director or symetric
Toolbook

    - Macromedia
Dreamweaver Microsoft FrontPage, Yoldfusion
a   m   ± YorelDraw, dode
Photoshop or Microsoft PhotoDraw
ë  sound, graphics or animations
è  
   

˜ Steps to be considered or followed:
The development of a O     O ± time
and money
Preparing of the    O   ± Microsoft
ord
|   of the separate pages or screen ± every single
screen is developed (text, graphics, video, animations,
hyperlinks, navigation buttons)
Yreation of  O , m and m  ± O  
 O
|   O  in the sequence that was
decided on during the design phase
Preparation of OO    ± guide, help pages,
additional content, exercises and contact details for the
developers
@ O  O 
  
  
  
˜ Phases are related inter-dependent
˜ Evaluate the effectiveness of the piece
˜ |O  
Done by design + development team
Use evaluation forms and style manual
˜ Õ   
Select learners, explain procedure
Determine prior knowledge
Observation, interviewing, assess
˜ Revision
   
       

˜ è  O      ± intrinsic
and extrinsic:
Ylearly stating the benefits of learning
Invoking curiosity
Start with a pre-test that leaves learners wanting
to learn why their answers were right or wrong
Yhallenge learners
Increase the difficulty gradually
˜ D O  m       
m:
Learning style preferences
Intelligences, pace, control
Simplify learning activities
   
       

˜  O  O     :
Focus attention
void distractions
Yonsistency ± colour, text
˜ a m OO    O   :
Repeated practice improve recall
˜ ë        :
learners must think about the material ±
˜ compare, contrast and integrate separate ideas
   
       

˜ [ O       :
encourage learners to explore and idea from different
perspectives
˜ Ym       O O 
m  :

orking memory is short-term memory
˜ keep content simple, short and to the point
˜ organise information into a small number of chunks´
˜ after presenting a concept, immediately let the learners
practice applying the concept ± verify understanding
˜ eliminate the unnecessary materials
ë  
      
˜ Deep context clear
Title pages
Introduce the subject
where-am-I?´ cues :overview>Getting started>Step 1
˜ consistent and logical design
˜ information guide and feedback

Deep interaction simple



hat is a user interface?
User frustrations
˜ Yonsistency in design
banner, secondary content, colour background
navigation buttons ± exit, help, menu, back, next
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˜ Introduction
title page
The outcomes
The direction for use should be stated
It may also be important to do learner identification
˜ Presenting the content: method (tutorials, or
simulations)
˜ spects to consider-
learner control
provide help
assessment ± true or false, multiple-choice, matching
items, text-input/fill-in-the-blanks, click-in + feedback
˜ Ending a programme: temporarily or permanently
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