Professional Documents
Culture Documents
Dana L. Payne
Table of Contents
Page
Abstract.......................................................................................................................................... 3
ADDIE............................................................................................................................................ 4
Analysis ....................................................................................................................................... 5
Design .......................................................................................................................................... 6
Development ............................................................................................................................... 6
Implementation .......................................................................................................................... 6
Evaluation ................................................................................................................................... 7
SAM................................................................................................................................................ 7
SAM1........................................................................................................................................... 9
SAM2......................................................................................................................................... 10
Conclusions .................................................................................................................................. 17
References .................................................................................................................................... 18
MAPPING SAM TO ADDIE 3
Abstract
There are many models currently in use by instructional designers and trainers to facilitate the
development of Instructional System Design (ISD) projects. The sequential Analysis, Design,
the mid 1970’s with the purpose of formalizing the process of developing military inter-service
training. Many other ISD models in use today are variations of initial ADDIE models. The Successive
Approximation Model (SAM) was created in the early 2000’s as an alternative to ADDIE with the
intent of providing increased flexibility with more agile development, responsiveness, and
collaborative opportunities than offered by traditional ADDIE ISD approaches. This paper provides an
overview of ADDIE and SAM along with a comparative analysis of SAM and ADDIE ISD processes
and framework. SAM provides a modern-day alternative to the ADDIE sequential model with
significant advantages for both small (SAM1) and large (SAM2) ISD projects alike. The fact that
ADDIE and variants of ADDIE remain in use today; however, is a testament to how well structured,
thought-out and how far ahead of its time the original ADDIE model truly was.
model is a five-phase process developed in 1975 with the “purpose of formalizing the process of
developing military inter-service training” (Keep, 2000). The ADDIE model is traditionally used
by instructional designers and trainers in the development of Instructional System Design (ISD)
projects. Many any other ISD models in use today are variations of initial ADDIE models. “There
is no original, fully elaborated model, just an umbrella term that refers to a family of models that
share a common underlying structure” (Molenda, 2003). The Successive Approximation Model
(SAM) was created in the early 2000’s as an alternative to ADDIE with the intent of providing
increased flexibility with more agile development, responsiveness, and collaborative opportunities
Organizations have a need for effective training. Training designers have to be able to
design effective eLearning to meet those needs. This is difficult because designing
successful eLearning is part art and part science, involving the use of learning and training
theory and an understanding of the knowledge and/or skills to be taught. (Steen, 2008)
This paper provides an overview of ADDIE and SAM along with a comparative analysis of SAM
ADDIE
ADDIE is a five-phase, systematic process for creating instruction. Each phase is intended
to build upon the previous phase. The ADDIE model provides an orderly process for gathering
and analyzing information related to training performance. Since its introduction in the mid-70’s,
ADDIE has become widely used within the government and private sector to guide the creation
training specialist and instructors to plan and create instruction. Figure 1, The ADDIE Model,
These ADDIE models provide a sequential process where progress is directed and/or flowing
from one phase to the next with each phase at or near completion prior to advancing to the next.
While the execution of each phase is sequential, some modified approaches to ADDIE may
include using results from the final Evaluation phase for iterative revisions of an ongoing project.
Figure 1. The ADDIE Model. The left figure is the traditional ADDIE model by (The ADDIE
Model, n.d.). The right figure depicts the ADDIE waterfall model (Agile Curriculum
Development, n.d.).
Analysis
This phase involves determining learner needs, expected outcomes, and characteristics of
the environment of the instruction. The Analysis Phase typically consists of four parts: the
development of instructional goals, instructional analysis, learner analysis and learning objectives.
During the Analysis Phase, training goals, objectives, learning needs, learning constraints, desired
learning outcomes, target audience, and delivery environment are identified and agreed upon by
Design
This phase is intended to provide a logical, orderly means to identify, design, and evaluate
strategies intended to reach overall project goals to meet the needs of the target audience. This
phase documents instructional design strategies, involves storyboard creation along with the
design of user interfaces and experiences. Employment of various learning theories like those
advocated by behaviorist, cognitive constructivist and social constructivist, for example, are
considered when determining which learning strategies to use in designing and developing the
project. This phase also identifies the types of physical tools and technologies for use in the
Development
The phase builds upon outcomes from the design phase. This phase includes creating
samples of initial products, developing project learning materials, conducting trials, and low level
testing with project reviews and revisions as appropriate. To maximize project effectiveness and
efficiency, it is important to obtain feedback from stakeholders and learners during this phase
Implementation
This phase typically consists of three aspects: Training the instructors, preparing the
learners and arranging the learning space (Gardner, 2011). When the designer/developer is not the
person instructing training, this phase is also used to familiarize instructors with the projects
training objectives, activities, types of media and assessments planned for use. Learners must
have the prerequisite tools and knowledge prior to engaging in training. If training, for example,
involves the use of computers to engage learning content, learners must first be proficient in the
basic use of computers at a predetermined level of competency. Before the conduct of training,
MAPPING SAM TO ADDIE 7
instructors should validate the required functioning of essential technologies within the targeted
learning space as well as all other essential elements required for training.
Evaluation
The final phase, Evaluation, typically consists of formative and summative evaluations.
During formative evaluations instructional designers obtain feedback from learners on the
effectiveness of the instruction. These evaluations range from one-to-one, small group, to field
tests (Parchment et al., 2004). The summative evaluation is intended to determine how well the
instruction works after it is completed. The Kirkpatrick model outlines four types of outcomes to
evaluate: the learner’s reaction, learning, behavior, and results (Dick & Johnson, 2002).
provides an effective means to gauge ISD project success in terms of meeting project goals and
objectives.
SAM
SAM is an agile, iterative, non-linear process for efficiently designing effective instruction
through ISD team collaboration. Unlike the sequential ADDIE model, SAM “encourages
experimentation, changes, and new ideas as you go along, rather than trying to lock in designs and
content as early as possible” (Brusino, 2013). By iterating from early designs and prototypes,
SAM provides a process and framework for the ISD team to work closely to obtain feedback from
project sponsors and others involved in the process every step of the way.
The essence of SAM is to create the final product as early and quickly as possible in ways
that people can touch it and feel it and see it so they can practice it and say that’s not what
I was thinking or I don’t think that works well or that doesn’t represent the performance
The SAM process begins with an initial meeting (referred to as a SAVVY start) to brainstorm,
sketch and prototype design ideas at the beginning of the instructional design project (Sites, n.d.).
“The Savvy Start focuses primarily on performance and will serve as the project kickoff
meeting... Your team will be rotating through design, prototype, and review throughout the Savvy
Start and the Iterative Design Phase” (Allen Interactions, n.d.). The initial evaluation (analysis
and needs assessment) transitions to design, and then moves into developing a more refined
prototype as early as possible. “This process is cycled through three times… to create highly
functional and effective products” (McCormick, 2013). SAM is intended to focus the ISD team
on the performance that they want learners to improve upon. Because of the iterative evaluation,
design and development phases, instruction can be evaluated and refined with flexibility that
The fundamental goal of SAM is to enable the creation of more meaningful, memorable
and motivational learning experiences. Figure 2, Design Principles of SAM, includes four
Interactions, 2012b). The context of learning must be appropriate for the target audience as well
as based upon real-world situations typically encountered by learners. Proper context assists
learners in making things meaningful. Learning experiences also need to include opportunities to
learn by making mistakes with realistic challenges that are memorable and readily transferable to
day-to-day activities.
If we want people to learn to do something, then shouldn’t they be doing something while
they are learning? Not just reading about it, not just hearing about it, not just watching.
They ought to be doing something… You need a challenge that relates an activity to a
Figure 2. Design Principles of SAM. This figure depicts the three Big M’s (Memorable,
Meaningful and Motivational) that the proponents of SAM, Allen Interactions, strives for in their
Learners also need to grasp the value of the instruction by experiencing consequences related to
how the training can improve the quality of their performance with real-world, relevant
challenges, activities, and feedback that includes consequences. Learners need to experience the
In summary, SAM provides a framework with three, well-sequenced, iterative phases that
emphasizes collaboration and evaluation early in the process to enable more efficient and
effective ISD. SAM’s iterative evaluation sequence ensures learner needs are kept at the forefront
of design and development activities, permitting continuous process improvement from initial
prototype to final product delivery. There are two version of SAM: SAM2 and SAM1.
SAM1
SAM1 is for smaller ISD projects. SAM1 is a design loop which includes an iterative
process within three domains: Evaluate ⇒ Design ⇒ Development. Figure 3, SAM1, depicts the
When beginning a project, Evaluate the audience and their needs; Design and then
Develop a prototype learning module. After initial development, evaluate how well the prototype
meets learner needs. Next, make changes to the prototype’s and develop those changes to create a
more refined prototypical learning module for subsequent evaluations. This process is repeated as
many times as needed to facilitate rapid prototype design, development and evaluation.
Figure 3. SAM1. This figure depicts the SAM1 ISD Model (Allen & Sites, 2012).
SAM2
SAM2 is for larger projects and, like SAM1, also includes three phases. The three phases
for SAM2 are Preparation, Iterative Design, and Iterative Development. Figure 4, SAM2, depicts
the sequencing and interrelationship between Preparation, Iterative Design, and Iterative
Development phases.
Figure 4. SAM2. This figure depicts the second of two SAM ISD models (Marx, 2015).
MAPPING SAM TO ADDIE 11
brainstorming required performance. Questions to address include: what has been done before,
what has worked best, who is the training for, and who is going to be responsible? “Often the
challenge is moving away from how to construct electronic delivery of existing content to how to
construct engaging, interactive learning of that content” (Allen Interactions, 2012a). Potential
participants include recent learners, their managers, other stakeholders and ISD team members to
identify activities and interaction prototypes. Phase I is intended as a very quick phase.
Phase II, Iterative Design, begins with an initial collaborative meeting that establishes the
foundation for a successful project. This phase is a Design ⇒ Prototype ⇒ Review loop that
Project planning is the first step, which involves quantitative assessment of the remaining
project details affecting timeline and budget, including cost and quality management. It
also includes communications, risk, schedule, scope and resourcing issues… Additional
Design refers to the fact that… not all design elements may have been captured in
[Phase I]... and a smaller design team may have to… capture these additional design
This phase focuses primarily on performance while the design team rotates or loops through
design, prototype and review (Sites, n.d.). This process typically iterates three times “to challenge
whether this prototype meets the objectives and whether it improves the performance and
demonstrates that performance to the learner” (Allen Interactions, 2012a). During this part of the
process, “the prototype [for example] does not have to be electronic. It could be whiteboard,
flipcharts, or black and white stick figures – simply something people can touch and feel and say I
where the prototype from the previous phase is iteratively refined into an effective instructional
module, moving from the initial Phase III Design Proof, to Alpha, to Beta, and finally the Gold
version rollout. “The Design Proof is the product of the first iteration of this stage. It is the visual,
functional demonstration of the proposed solution that integrates samples of all components to
test and prove viability” (Bloom Learning Solutions, 2014). The Alpha is the course with as much
of the interface completed as possible, including scenarios, menus, and navigation that the
development and implementation team can click through and comment on. The Alpha could
include placeholders for media that is not quite ready for inclusion (Allen Interactions, 2012a).
“As the instructional product is being developed… continually analyze and evaluate, so that at
any point, if a change needs to occur, it can happen quickly and limit any risk of the project
moving out of budget or time” (Sites, n.d). According to Sites, the arrow pointing from the
Interactive Development Phase to the Iterative Design Phase is for inspiration. If something
happens in Phase III that makes the team realize something new and/or extraordinary could or
should be incorporated, this new activity is introduced and iteratively designed, prototyped and
reviewed in Phase II before incorporation into Phase III. The Beta is considered the first full
release candidate, but often it takes one more iteration before rollout of the final product is ready.
A general comparison of SAM to the sequential ADDIE ISD model reveals a fundamental
difference: ADDIE’s single evaluation phase versus SAM’s continuous review and evaluation
process throughout every phase. While catching “mistakes toward[s] the end of the process, as
with ADDIE, is better than not correcting them at all… there are risks. Continuous ISD project
MAPPING SAM TO ADDIE 13
evaluation and correction as early as possible returns valuable rewards. Waiting to make
corrections toward[s] the end of the process invites trouble” (Allen & Sites, 2012). "Many of the
Some of the things that we learn invalidate our design and we must backtrack" (Parnas &
Clements, 1986). Each step of the top down or waterfall ADDIE process is done in sequence. “As
advancements in technology-enabled learning become more useful, the sequential design process
of ADDIE and similar methods can no longer meet the high demands of course development”
(Robert, 2014). A non-iterative ISD model like ADDIE is not designed to backtrack. In some
respects, having to backtrack could be synonymous with starting over. Table 1, Phases of ADDIE
and SAM Compared, provides the author’s correlated mapping of phases for ADDIE, SAM1 and
SAM2.
SAM’s iterative approach requires the ISD team to continuously apply a three-step
process with the goal of efficiently producing effective training. SAM relies on design and
[versus ADDIE’s focus on] content organization, and presentation of information” (Allen
Interactions, n.d.). SAM’s iterative process is intended to shorten design, prototype development
and review cycles within a framework that facilitates cross-functional team collaboration.
Table 1.
When comparing to SAM1 to ADDIE, the high-level, rapid prototype nature of SAM1
initially seems limiting. For projects with minimal complexity; however, SAM1’s iterative
Evaluate ⇒ Design ⇒ Develop approach is appealing in that identified needs are expeditiously
prototyped into rudimentary mockup configurations; thereby enabling stakeholders and learners
loop process. SAM’s rapid feedback loop enables the ISD team to continuously refine the project
as it evolves from a basic concept to a fully functioning prototype. ADDIE’s formal framework
and processes can preclude efficiently and rapidly tackling smaller project. Unlike ADDIE,
ISD processes with ADDIE begins by analyzing existing and/or needed content. The ISD
process with SAM2 begins in the Preparation Phase (e.g. Phase I) with information gathering and
an approach called the SAVVY Start. The SAVVY start calls for brainstorming activities that
includes collaborative sessions between the ISD team, stakeholders, and learners. The primary
focus for Phase I of SAM2 (e.g. the Preparation Phase) are processes leading up to defining the
desired performance as rapidly as possible. The primary focus of ADDIE’s Analysis Phase is
objectives. In comparison to Phase I of SAM2, the ADDIE model appears somewhat static, task
driven and likely to consume more time and resources than Phase I of SAM2.
SAM2’s Iterative Design Phase (e.g. Phase II) provides multiple opportunities for the ISD
team to rough-out basic prototypes, rapidly evolve concepts, and iterate with increasingly refined
prototypes and concepts via collaborative engagement opportunities with stakeholders and
MAPPING SAM TO ADDIE 15
learners. Since minimal time and resources are invested towards developing Phase II prototypes
(as compared to ADDIE’s Design and Development Phases), the SAM2 ISD team spends most of
its resources in Phase II iterating through the Design, (basic) Prototype, and Review loops. By the
end of the third Design ⇒ Prototype ⇒ Review loop, the goal is to enter the Iterative
ADDIE’s Design and Development Phases provide a logical, orderly means to identify,
develop, and evaluate strategies to reach overall project goals (e.g. the Design Phase) and then set
about creating samples of initial products, developing project learning materials, and conducting
trials and low level testing with project reviews and revisions as appropriate (e.g. the
Development Phase). The functional elements of SAM2’s Iterative Design Phase appears to
correlate well with the major tenets of ADDIE’s phases for Design and Development. The
advantage of SAM2 over ADDIE includes benefits gained by iterating Design, Prototype and
Review processes multiple times. Each SAM2 review loop is intended to progressively flesh out
the prototype designs and concepts necessary to enable successful achievement of performance
goals and objectives during the next phase. Whereas the sequential ADDIE model provides only
one iteration to move from Design through Development to Implementation, SAM2 (and SAM1)
prescribes three progressively refined iterations before advancing to the next phase and building
arranging the learning space. This phase appears well correlated with SAM2’s Iterative
Development Phase (e.g. Phase III): Develop ⇒ Implement process. The ADDIE sequential model;
however, lacks SAM2’s iterative Develop ⇒ Implement ⇒ Evaluate loop. This loop provides
stakeholders and learners a means to collaboratively evaluate products after implementation of the
MAPPING SAM TO ADDIE 16
Design Proof, Alpha, Beta and Gold product releases. With the ADDIE model, stakeholders and
learners typically have only one substantive opportunity to conduct evaluations. The conduct of
multiple, collaborative evaluations is a significant advantage of SAM2 over ADDIE. SAM2 also
provides a pathway for introducing new additions after the start of the Iterative Development Phase.
The red circles in Figure 5, Pathway for late-breaking innovations and/or significant design changes,
highlights the pathway for introducing new additions and/or changes to the design after starting the
SAM2 developers created this pathway provide the ISD team a means for incorporating design
additions and/or changes after the start of the Iterative Development Phase (e.g. Phase III). As a
result, the ISD team can work through and mature late-breaking additions and/or changes within the
Iterative Design Phase (e.g. the Design ⇒ Prototype ⇒ Review loop) prior to integrating changes
into the Iterative Development Phase (e.g. the Develop ⇒ Prototype ⇒ Evaluate loop). SAM2’s
Iterative Design and Development Phases are intended provide flexibility with multiple,
MAPPING SAM TO ADDIE 17
collaborative opportunities involving interactions between stakeholders, learners and the ISD team.
Unlike SAM2, the sequential ADDIE model does not have the flexibility to iterate ADDIE’s Design
and/or late-breaking design changes once the Implementation Phase has begun.
Conclusions
While many may view ADDIE as too linear, too time consuming, and/or too resource
intensive, comparing ADDIE to models evolved from ADDIE hardly seems fair. The ADDIE
sequential model was first introduced in the mid 1970’s. The SAM concept evolved in the 2000’s
and gained increasing notoriety after Michael Allen and Richard Sites’ published their book in
2012: Leaving ADDIE for SAM: An agile model for developing the best learning experiences.
Comparing the ADDIE sequential model to SAM is perhaps analogous to comparing Microsoft’s
(MS) initial 1981 Disk Operating System (MS DOS) to Version 10 of MS Windows, 2012.
Just as ISD teams have long-since moved on from MS DOS, it seems logical for these teams
to advance to models offering increased flexibility with more agile development, responsiveness,
and collaborative opportunities than offered by more traditional ADDIE ISD approaches. SAM
provides a modern-day alternative to the ADDIE sequential model with significant advantages for
both small (SAM1) and large (SAM2) ISD projects alike. The fact that ADDIE and variants of
ADDIE remain in use today; however, is a testament to how well structured, thought-out and how
far ahead of its time the original ADDIE model truly was.
MAPPING SAM TO ADDIE 18
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