2. At the end of the lesson the students are expected
to:
• Identify the different Domains of Educational Technology
• Describe each domain of educational technology
• Differentiate each domain from the other
• Generalize that the domains of educational technology
follow a cycle
4. • Establishing a framework to guide in
planning the educational technologyDesign:
• Using the design or framework; materials
are produced and developedDevelopment:
• Implementing and using the learning materials
to enhance knowledge and skills of learners. It
is also known as the action phase
Utilization:
• Monitoring, assessing and giving judgement on
the extent of usefulness of learning materials in
achieving the expected outcomes
Evaluation:
• It is applied in the implementation of all
the different domains and its effects on
the outcomes of learning
Management:
5. Domain 1 –Design
• The theory and practice of design includes Instructional
System Design (ISD), instructional strategies and learner’s
characteristics
Theory
and
Practice
• Instructional
System Design
• Instructional
Strategies
• Learner’s
Characteristics
• Establishing a framework to guide in planning the
educational technology
6. • Design is the process of
specifying conditions for
learning.
Domain 1 –
Design
• Creates strategies and
products at the:
• macro level
• programs and curricula,
• micro level
• lessons and modules
7. is the practice of creating "instructional
experiences which make the acquisition of
knowledge and skill more efficient, effective,
appealing."
Domain 1 –Design
Instructional design, or Instructional
Systems Design (ISD),
8. Instructional
Systems Design
(ISD) is an
organized
procedure that
includes the
steps of:
Domain 1 –Design
• Analyzing - process of
defining what is to be
learned;
• Developing - process of
authoring and producing
the instructional materials,
• Implementing - actually
using the materials and
strategies in context, and
• Evaluating - process of
determining the adequacy
of the instruction.
9. Five Domains of Educational Technology
Message Design
This subcategory emphasizes
the planning of a message to
fit the medium and the
learning task.
Messages are patterns of
signs or symbols that modify
cognitive, affective or
psychomotor behavior.
Message design must be
specific to both the medium
Domain 1 –Design
10. • Instructional strategies Instructional strategies are
specifications for selecting and
sequencing events and activities
within a lesson.
A designer uses instructional strategy
theories as principles for instruction,
and chooses them based on the
learning situation, learning
environment, learning task and
Again, the focus is on
the choice and
planning of a strategy
to fit the situation.
11. • Learner Characteristics
Each learner has past experiences or
even innate qualities that impact the
effectiveness of a learning process.
A designer uses theory and
research on learners’
characteristics to plan for
modifications in instruction to
support increased learning
effectiveness
12. Domain 2 – Development
Theory
and
Practice
• Print Technologies
• Audio Technologies
• Still Visuals
• Audio-visual
• Electronic
Technologies
• Integrated
Technologies
• ICTs
• Using the design or framework; materials
are produced and developed
13. Development is the process of
translating the design specifications
into physical form.
Includes:
• hardware, software, visual
• auditory materials,
• programs or packages which
integrate the various parts.
14. Print
Technologies
• Print and visual
materials, including
books, photographs
and graphics
• Involves the most basic
ways of producing and
delivering instructional
materials.
18. Domain 3 – Utilization
Theory
and
Practice
• Media Utilization
• Implementation
• Institutionalization
• Policies and
regulation
• Implementing and using the learning materials to enhance knowledge
and skills of learners. It is also known as the action phase
19. This is the oldest of the domains because regular use of AV materials predates
even concern for production of instructional media.
Utilization is the act of using processes and resources for
Those engaged
in utilization are
responsible for:
matching learners with specific materials
and activities,
preparing learners for interacting with
the selected materials and activities,
providing guidance during interaction,
providing for assessment of the results,
and
incorporating this usage into the
continuing procedures of the
organization.
20. • The media utilization is a decision-
making process based on
instructional design specifications.
• Those engaged in media
are taking what was planned by
the instructional design process
and carrying it out with learners in
the classroom.
Media Utilization
21. The goal in this
area of
utilization is to
bring about
change .
The first stage of
the change process
is to create
awareness through
dissemination of
information.
From this
awareness comes
interest, trial and
adoption.
22. The goal in this area of utilization is to
continue the change process.
Instructional technologists :
implement the use of instructional materials or
strategies in real (not simulated) settings.
institutionalize, that is establish continuing,
routine use of the instructional innovation in
the structure and culture of the organization.
23. • Both Implementation and
Institutionalization depend on
changes in individuals and
changes in the organization.
Implementation
and
Institutionalization
Implementation concentrates
on the proper use of the
innovation by individuals.
Institutionalization serves to
integrate the innovation in the
structure and life of the
organization.
24. Generating, refining, interpreting and disseminating
rules which affect the use and diffusion of
instructional technology is also a part of the
utilization domain.
• Some rules, like laws, come from outside the
field and must be applied within the field.
• Some rules, like ethical standards, are
formulated within the field and
communicated to those within the field.
25. Instructional technology has been
involved in policy generation related to:
• instructional television,
• copyright law, and
• standards for equipment and programs.
26. Domain 4 – Management
Theory
and
Practice
• Project
Management
• Resource
Management
• Management of
Delivery System
• Diffusion of
Innovation
• It is applied in the implementation of all the different domains and
its effects on the outcomes of learning
27. Management—coordination and
administration of resources as well
as support and transformation of
knowledge.
Programs, projects and
settings may differ greatly,
but the basic skills necessary
to manage remain constant.
• planning and organizing programs,
• supervising personnel,
• planning and administering budget and
facilities,
• coordinating policies and procedures, and
• providing leadership.
These skills include:
28. • Project managers plan, monitor
and control instructional design
and development projects.
• Their jobs are limited to ensuring
the success of a particular
project, but they are generally
responsible for managing all
29. Resources can include
personnel, budget, supplies,
time, facilities, and
instructional resources.
An example of a manager in
this area would be the
Director of Media Resources
at a university.
He would, through
management, make
instructional resources
accessible to those who need
them.
30. Distance learning projects, such as
GSAMS, provide requirements for this
type of management.
Delivery system management focuses
on:
• product issues,
o hardware/software requirements
and technical support to users
and
• operators, and process issues
o guidelines for designers and
instructors.
31. Information must be accessible to
users when, where and in whatever
format best serves their needs.
Information Management
To provide resources for learning,
Information managers :
• plan,
• monitor and
• Control
• the storage,
• transfer or
• processing of information
32. Domain 5 – Evaluation
Theory
and
Practice
• Problem Analysis
• Measurement
• Formative
Evaluation
• Summative
Evaluation
• Monitoring, assessing and giving judgement on the extent of
usefulness of learning materials in achieving the expected
outcomes
33. Evaluation is the process of determining the
merit, worth or value of an instructional
program, project or product for the purpose of
making a judgment.
The focus is on the instructional program,
project or product (material) not on the learners.
Personnel evaluation may play into the
evaluation of an instructional program or project,
but is also not the focus within this domain.
34. • Evaluation starts as the program, project or
product is being planned.
• The first step in evaluation is problem
analysis. This process includes:
• identifying needs, determining to what
extent the problem can be classified as
instructional in nature,
• identifying constraints, resources and
learner characteristics, and
• determining goals and priorities (Seels and
Glasgow, 1990).
• A need has been defined as "a gap between
‘what is’ and ‘what should be’ in terms of
results" (Kaufman, 1972).
Problem
Analysis
35. Criterion-Referenced
Measurement
• Because of the emphasis on
achievement of specific
competencies within the field
of instructional technology,
criterion-referenced
measurement is of interest.
• The criterion for determining
adequacy is the extent to
which a learner (or a program,
project or product) has met
36. Formative and Summative Evaluation
•An emphasis on both formative
evaluation (in the early stages of product
development) and summative evaluation
(after completion of instructional
program) is a prime concern of
instructional technologists.
37. Formative and Summative Evaluation
• Formative evaluation involves gathering
information on adequacy and using this
information as a basis for further
development.
• Summative evaluation involves gathering
information on adequacy and using this
information to make decisions about
implementation or institutionalization.
39. References:
• Valdosta State University. IT Domains Department of
Curriculum, Leadership, and Technology
• Tabbada, E. V. and Buendia M. M. (2015) Educational
Technology 1. Adriana Publishing Co Inc.
• Ahmad Abdullahi Ibrahim (2015) Evolutionary Nature of the
Definition of Educational TechnologyInternational J. Soc. Sci. &
Education 2015 Vol.5 Issue 2, ISSN: 2223-4934 E and 2227-
393X Print
• Northern Illinois University, Faculty Development and
Instructional Design Center, Teaching with Technology.
• IDC Instructional Design Models
http://www.instructionaldesigncentral.com/instructionaldesign
models
40. Assignment:
1. Create a Google Account
2. For Block A access and join Google group BUC_Educational
Technology CCT 107_A2016
E-mail Address:
buc_educational-technology-cct-
107_a2016@googlegroups.com
3. For Block B access and join Google group
BUCE_Educational Technology CCT 107_B2016
E-mail Address:
buce_educational-technology-cct-
107_b2016@googlegroups.com
Hinweis der Redaktion
Instructional design
Instructional design, or Instructional systems design (ISD), is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing." The process consists broadly of determining the state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition.
Design—theoretical principles and procedures of theories and research found in general systems theory; psychological theory and research; instructional theory and teaching-learning research; and communications theory and perception-attention research.
Technology link: Bloom’s taxonomy; journals; online resources
Instructional design models help instructional designers to make sense of abstract learning theory and enable real world application. An instructional design model provides structure and meaning to an instructional design problem. Many of them have common instructional design principles and patterns.
ADDIE Model – Analysis, Design, Development, Implementation and Evaluation
While ISD may seem to include all the other domains, design emphasizes the parts and the whole of the planning function.
Instructional design
Instructional design, or Instructional systems design (ISD), is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing."
The process consists broadly of:
determining the state and needs of the learner,
defining the end goal of instruction, and
creating some "intervention" to assist in the transition.
Messages are patterns of signs or symbols …
Examples are symbols, type faces, visuals, textbook pages, and web pages.
Message design must be specific to ……
(e.g., photograph, computer graphic, billboard) and the learning task (attitude formation, motor skill development, memorization).
When instructional strategies are tied to the needs and interests of students, learning is enhanced.
Instructional strategies should be directly tied to the curriculum, desired student outcomes, and classroom assessments.
Motivational Characteristics, Developmental Characteristics, Learning Styles,
Prior Knowledge, Economic/Home Life, Values, E.Q., Culture, Language, Social Skills, Health
Development—print, audiovisual, computer-based, and integrated
technologies further defined through theoretical principles but namely
from communication such as television and mass media; visual thinking
and learning such as the elements and principles of line, shape, color,
texture, composition, arrangement, balance and unity.
Technology link: Computer-generated documentation
The sub-categories of the development domain reflect chronological changes in technology, with new overlapping but not replacing old.
Print and visual materials, ….
They also provide the foundation for both the development and utilization of other instructional technologies.
Text displayed by a computer is an example of the use of computer-based technology for production.
When that text is printed in hard copy to be used for instruction, it is an example of delivery in a print technology.
Development of text materials and visual materials relies upon theories related to visual perception, reading and human information processing as well as theories of learning.
Media -Media are defined as the technology used for communicating information between the source (instructor) and the receiver (student) or vice versa.
Types of instructional media are categorized as follows:
Print—handouts, workbooks and rubrics (with or without images)
Models—3-D structures representing real objects (architectural structures/machines/furniture) or concepts (molecular structures/organizational hierarchies)
Projected visuals—using PowerPoint, document camera and computers
Non-projected visuals—typically involve images on bulletin boards and walls (posters, flyers, maps)
Audio—podcasts: voice, musical and sound recordings
Video—digital capture of motion, sound and imagery (typically in the form of a CD or DVD); videoconferencing
There is an increasing overlap of AV Technologies with Computer-based Technologies.
For example, a video is an audiovisual technology.
Today's technology offers choices to educator who wishes to capitalize on a new generation's appetite for multimedia presentations.
The various types of computer applications are generally computer-based (CBI), computer-assisted (CAI), or computer-managed (CMI).
As controlled by the learner’s interaction with the computer keyboard and monitor, the computer would access these various resources and deliver the output to the computer screen.
An example of an integrated system would be a computer which has a hypermedia lesson running under an authoring system such as HyperCard or Toolbook.
This lesson would include information on a videodisc, audio system or the WWW.
The learner doesn’t have to be concerned about the delivery of the resources, but can concentrate on the content of the lesson.
Utilization—teaching, diffusion of, and use of knowledge.
Technology link: Document camera to project an object
Bringing about change, through instructional innovation is incorporated within this domain.
The subcategories of this domain explain these activities further.
For example, how a film is introduced to learners or "followed-up" with activities would be tailored to the type of learning desired.
Learner characteristics and learning styles may also influence how media is utilized.
Diffusion is the process by which an innovation is communicated through certain channels over time among the members of a social system.
Diffusion is a special type of communication concerned with the spread of messages that are perceived as new ideas.
An innovation is an idea, practice, or object that is perceived as new by an individual or other unit of adoption.
The characteristics of an innovation, as perceived by the members of a social system, determine its rate of adoption.
Implementation -It is the task performed according to a process. This is the initial stage when the organization implements any new process.
Institutionalization - It is the task performed according to an organization’s standard. It is an ongoing process of implementation.
Four subcategories of management are especially important in instructional technology.
Management—coordination and administration of resources as well as support and transformation of knowledge.
Technology link: Blackboard or spreadsheets to maintain course grades
Four subcategories of management are especially important in instructional technology.
Evaluation—the systematic and (often) criterion-referenced assessment
and analysis of performance in a meaningful and helpful way.
Technology link: Scantron forms; rubrics
Three subcategories of evaluation are of particular interest for study and practice within instructional technology.