Professional Documents
Culture Documents
INSTRUCTION
Set of events that facilitates learning
DESIGN
Creative pattern or logical, sequential process intended to solve problems
WHAT IS DESIGN?
Implies a systematic planning process prior to the development of something.
Distinguished from other planning by: level of precision, care, and expertise employed.
ID FOCUS
another way of defining ID is to describe the process involved in the systematic planning
of instruction
at basic level, instructional designer’s job is to answer these questions:
Where are we going? (OBJECTIVES)
How will we get there? (APPROACHES)
How will we know when we have arrived? (ASSESSMENT)
ID CONCERNS
Two major concerns from which all teaching begins:
What am I going to TEACH?
ID must select content that is appropriate for the age of intended learner
How am I going to TEACH?
What methods and techniques will I use to deliver the content?
TEACHING APPROACH
refers to the teacher’s viewpoint toward the process of teaching., what one believes in,
regarding teaching, upon which teaching behaviors are based.
a set of assumptions or viewpoints dealing with nature of teaching and learning
one’s viewpoint toward teaching
procedure that employs a variety of strategies to assess better understanding and
effective learning
TEACHING STRATEGY
refers to the general design of how the teacher will attack her lesson; the plan
that a teacher decides to use to achieve certain lesson objectives.
a set of decisions on what learning activities to achieve an objective.
TEACHING METHOD
refers to the regular ways or orderly/well-planned step-by-step procedures
employed by the teachers and the principles needed to accomplish the aims of
the learning situations.
A series of related and progressive acts performed by a teacher and pupils to
achieve the desired objectives of the lesson
TEACHING TECHNIQUE
refers to the act, style or manner of performance of the teacher in carrying out
the procedures or act of teaching.
• Teacher-oriented • Learner-centered
• Direct transmission of information from the • Students search for information with
teacher teacher’s supervision
• Teacher-controlled • Learner-controlled
• Content-centered • Experience-centered
Instructional Strategies
1. BRAINSTORMING – a learning event in which a group of learners spontaneously
contribute ideas.
2. DEMONSTRATION – A learning event in which an individual demonstrates how to do
something.
3. DISCOVERY LEARNING – An inquiry-oriented learning event in which the learner
discovers.
4. DEBATE/DISCUSSION – Oral, or sometimes written, exchange of opinions usually to
analyze, clarify, or reach conclusions about issues, questions, or problems.
5. DRILL & PRACTICE – A learning event in which a learner repeats a particular skill in
order to fix in his hand or her hand.
6. EXPERIENTIAL LEARNING – Learning by doing- includes knowledge and skills
acquired outside a book/lecture learning situations.
7. GAME – typically a competition or contest that involves a demonstration of an
understanding of content or skill
8. HANDS-ON– a learning event that engages learners in a practical application of content
and skill
9. INQUIRY– Also referred to as scientific inquiry; refers to activities in which learners
develop knowledge and understanding of how scientists study the natural world.
10. INTERVIEW/SURVEY – a learning event in which learners interview/survey others about
a particular topic.
11. LABORATORY– a learning event that involves practicing science skills and using
scientific equipment.
12. LECTURE– A learning event in which one person explains a topic to the rest of the
group or class, and this audience takes notes and listens.
13. Instructional Strategies
14. TEAM TEACHING– an arrangement whereby a group of teachers cooperate so that
their classes have contact with more than one of those teachers during a given learning
session or period.
15. THEMATIC APPROACH– teaching approach that organizes subject matter around
unifying themes
16. SOCIODRAMA– is a specialized use of techniques like pantomime, improvised skits, or
dramatization in a situation characterized by a human relations dilemmas.
17. SINGLE-ROUND ROBIN – brainstorming session. A technique where students are given
the chance to answer the question using a ballpen and a piece of paper
18. AUTHOR’S CHAIR/HOT SEAT– A student is asked to sit at the center. The rest of the
class asks questions.
19. PHILLIPS 555– Students are grouped into 5 members. They are given 5 questions to be
answered in 5 minutes.
20. Role Playing – learners spontaneously portray a role in a situation
21. Simulation – learners replicate an episode
22. Panel Discussion – a group of 4-6 learners with a chairman sit together to discuss a
topic among themselves
23. Forum – similar to a panel discussion but the audience takes part at certain points of the
discussion
24. Jury Trial – combination of group work, research study and panel discussion presented
in a simulated trial court
25. Case Study – a class is presented with a situation, and is asked to give their viewpoint
on the matter
26. Problem Solving Discussion – a class thinking together to solve a problem at hand
27. Field Trip – learners visit real settings to witness and experience first hand the
actualities
28. Resource Person – an expert speaks before a group of spectators, ably discusses a
topic of interest, and may be asked to answer certain issues relevant to the topic
29. Using Media – audio-visual equipment and canned materials are used to present
concepts complete with animation
Journal Entries:
I believe: Write about what you believe in
Abundance: things that are missing in your life
Happy list: What makes you happy?
Thank you: Write about what you are thankful for
Cooperative learning
It is a successful teaching strategy in which small teams, each with students of different
levels of ability, use a variety of learning activities to improve their understanding of a
subject.
Instructional design blends what we know about the LEARNERS, the SUBJECT MATTER,
and how PEOPLE LEARN to produce instruction that will facilitate the learning.
APPLICATION
Behaviorist Learning Theory and ID
• Based on observable changes in behavior. Behaviorism focuses on a new behavioral
pattern being repeated until it becomes automatic. In class-learning, behaviorism is like
delivering lectures from instructors and students memorizing the content delivery in the
presentation. Teachers use positive and negative reinforcement to change the behavior of
learner. Pavlov and Skinner have done a lot of work on behaviorist theory and explains that
reinforcement drives behavioral responses.
Characteristics
Lecture-based, highly structured
Create measurable learning outcomes
Use tangible rewards and informative feedback
Guide students in mastering a set of predictable skills or behavior
Teacher-centric environment
Passive learning
One size fits all
Multiple choices and true-false questions
Use positive and negative reinforcement to change the behavior of the learner
2. COGNITIVISM
Observes new behavioral patterns and focuses on how to learn and to:
1. Factor in learner characteristics that promote the cognitive process of information
2. Analyze which tasks are appropriate for effectively and efficiently processing of
information
3. Apply a variety of learning strategies
Cognitivism focuses on the cognitive processes that occur in the brain as learning occurs.
Mental processing is how learners assimilate new knowledge, and accommodate it into her
memory.
APPLICATION
Cognitivism focuses entirely on processes occurring inside the mind of the
learner and observes new behavior patterns.
Metacognition strategies are used in this approach. The learner is actively
thinking about the concepts taught by the teacher and try to relate with real-life
implication.
Cognitive theorists view learning as involving the acquisition or
reorganization of the cognitive structures through which individuals process
and store information.
Characteristics
• Meaningful and memorable learning
• Curiosity encouraged
• Staged scaffolding
• Metacognition strategies in lesson planning
• Instant feedback
• Demonstration with real-life examples
• Active learning
• Group discussion
Instructional Design
3. CONSTRUCTIVISM
The learner is in control of his/her own learning
To practice:
1. posing problems
2. creating group learning activities
3. guiding the process of knowledge construction
• Constructivism is a learning theory made popular by Jean Piaget that puts the learner at
the center of the knowledge process.
• Learners construct information, from their own experiences
• Relies on learners to contribute to knowledge
• An interactive experience, with the instructor acting more as a guide and less as a lecturer.
APPLICATION
The learner is in control of his or her own learning. The learner is participative in
communities of practices. The learner is able to interpret multiple realities, the learner is
better able to deal with real-life situations. If a learner can be a problem solver, they may
better apply their existing knowledge to a novel situation.
Provide multiple representations of reality – avoid oversimplification of instruction by
representing the natural complexity of the world
Present authentic tasks
Provide real-world, case-based learning environments, rather than pre-determined
instructional sequences
Foster reflective practice
Support collaborative construction of knowledge through social negotiation, not competition
among learners for recognition
Characteristics
• Pose good problems
• Group learning activities
• Guided Process of knowledge construction
• Teacher role as facilitator
• Peer learning
• Active and long-term engagement with tasks
• Self-assessment of learning
• Collaborative & cooperative learning
Instructional Design
• To design from a constructivist approach requires that the designer produces a product that
is much more facilitative in nature than prescriptive.
• The content is not pre-specified, the direction is determined by the learner and assessment
does not depend on specific quantitative criteria, but rather the process and self-evaluation
of the learner.
• Provide group activities for students to learn with other group members. Motivate learners
to learn their own self. Give them feedback on the end of the designed activity.
ADVANTAGES OF ID
Encourages advocacy of the learner.
Supports effective, efficient and appealing instruction
Supports coordination, among designers, developers and those who will implement the
instruction.
Provides a systematic framework for dealing with learning problems
Learner, not content, is the focus of instruction.
Technology Integration
o It is the process of determining where and how technology fits into teaching and
learning. Roblyer (1997) cited in Williams, Michael D. (2000). Integrating Technology into
Teaching and Learning.
Benefits from Using Educational Technology
• Increase the quality of learning and the degree of its mastery through the use of special
effects of unique programming that are considered individualized, valid, and accessible.
• Decrease the time spent in instruction for learners to achieve desired learning objectives
• Increase efficiency of teachers
• Reduce educational cost without affecting quality of instruction
Thinking It Through…
o Lesson Content
o Learning Level
o Instructional Methods, Materials, Activities
o Student Activities
o Evaluation Tools, Strategies, Activities