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Instructional design of socially connected learning experiences

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At present we cannot settle for a formal teaching-learning format. The role of the teacher and the participant in training activities has changed and learning spaces have also changed. We must adapt to the innovations and transformations that society and the world of training and learning are experiencing and transform our training into meaningful and impact learning.

Along this lecture, I will try to share with you the stages of instructional design when creating a learning project focused on students to become lifelong learners and to develop their professional skills. I will also be showing you a series of tools so that the learning activities that you propose to your students in such projects are more competence-based and you can, with them, create content and motivating practical proposals.

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Our goals today

When we finish this session you will have:

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Instructional design: definition and models

What is instructional design?

Instructional design is a process in which competences, information, teaching-learning strategies and evaluation processes are analyzed, organized and presented to create experiences that facilitate the acquisition of knowledge and skills to be more efficient, effective and attractive.

At instructional design, a complete analysis of the training needs and goals to be achieved is made and, later, a mechanism is designed and implemented to achieve these objectives, producing an effective, competent and interesting training. This process involves the development of instructional materials and activities, tests, and assessments of the students’ progress.

Having models that guide this instructional design process is of undoubted value for the trainer or the author of the instructional materials, who in many cases will be required both to design the materials and the didactic strategies of the training activity.

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Instructional design models

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The ADDIE Model

It is an instructional design process, where the results of the formative evaluation of each stage can lead the instructional designer back to any of the previous phases.

1. Analysis. 2. Design. 3. Development. 4. Implementation. 5. Evaluation.

Stages of the model

Analysis

The initial step is to analyze the target audience, the content and the background, the result of which will be the description of a situation and their training needs.

Design

A course program is drafted, prototyped, paying special attention to the pedagogical approach and the way of sequencing and organizing the content.

Development

The actual creation (production) of the content and learning materials based on the design stage.

Implementation

Execution and implementation of the training action with the participation of the people who are going to be trained.

Evaluation

This stage consists of carrying out the formative evaluation of each of the stages of the ADDIE process and the summative evaluation through specific tests to analyze the results of the learning action.

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Your Challenge - The Analysis Stage

According to the ADDIE model, the first step is to analyse the participants, their background, as well as resources and time. The result will be a description of a problem and a proposed solution, a profile of a participant, and a description of resource limitations.

Are you ready for the challenge? - Jamboard: https://jamboard.google.com/d/1OkKy9bFv34GIPMR0jQJSTbKPWMThduPeYr0xTj7iJ_Q/edit?usp=sharing 

Please think of a learning experience you’d like to design and of the reality of your potential students. Let’s start step by step:

  1. Analyze the recipients of the training activity you want to design:

What is their professional profile?

What digital skills do they have and what are their shortcomings?

Do they have access to digital devices to work?

What time availability do they have?

  1. The resources you have:

What digital resources does the institution have?

What resources would I need to achieve the objectives that I set for myself?

With the resources I have, what can I do?

  1. Time:

What time do I have at the institution to work with the participants?

Are recipients willing to do digital tasks at home?

  1. What method or system are you going to use to get the information?

Am I going to use digital resources of my own creation and / or taken from the net to facilitate learning?

Am I going to combine traditional resources with digital resources?

Will I open an EVA (Virtual Learning Environment) or will I do it on a blog or website?

  1. Learning goals you want to achieve:

What do I want to get from the participants through this project?

What do I want my students to learn how to do?

  1. What kind of tasks do you want to present:

Will they be tasks of content creation, synthesis, curation / organization, communication / expression, etc.?

  1. How you will evaluate or measure your achievements:

What evaluation method will I use to give feedback on your assignments?

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The Design Stage

Let's consider the three main theories of learning: behaviorism, cognitivism, and constructivism. Knowing them, you will be able to know how they can contribute to your learning project.

With behavioral activities you will be able to reinforce knowledge that you need the participants in a training activity to know and remember.

With forums, chats, video conferences and debate questions, you will be working with the cognitivist methodology.

And with research tasks and teamwork you will enhance constructivism.

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Combine them to be able to work with participants on Bloom's taxonomy objectives and its six levels: remember, understand, apply, analyze, evaluate and create.

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Your Challenge - The Design Stage

Draft the design of a unit / block / module of a subject / area of ​​knowledge / theme.

Collaborative Google Slideshow: https://docs.google.com/presentation/d/1OKT9dJ7qcCwRKC6rIHZA0xnVib0xGHa2b6q-XdMc258/edit?usp=sharing

Follow these points that will guide you through the design stage:

Write the objectives of the training action and of the unit / block / module:

What subject will you use to design the learning project?

What theme, unit, block or module?

What goals will you work on?

Determine the didactic approach:

Will you focus on one approach or several?

Will you use a very directed behavioral model or will it be a discovery or exploration model?

Select the means and systems to deliver the information:

Are you going to use notes in text format, presentations, videos, web resources, etc.?

Will they be your own resources and / or selected from the net?

Plan the way to transfer the content, deciding the parts and the order of it:

How are you going to sequence the contents?

What parts will the unit / block / module have?

How are you going to organize the contents, the activities and the tasks?

Design activities and tasks:

Are you going to create revision activities?

Will you create discussion forums, guiding questions, tasks to develop?

Define the assessment process:

How do you plan to carry out the evaluation and assessment?

Are you going to evaluate content, processes or final products?

Identify the necessary resources:

What resources do you need to gather together a unit / block / module?

Do you have access to those resources?

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The Development Stage

This is where active methodologies play a key role: PBL, Gamification, Flipped Learning

Digital tools and apps, when well aligned with Bloom’s Taxonomy, will also help you develop the challenges within your learning project, pilot them with your students and refine them.

Do not face them with tasks, but rather turn them into learning missions. Here you are several tools and apps to make your life easier:

Remember:

Remembering is linked to cognitive processes such as: define, list, describe, recognize, identify, etc.

Digital tools that help you with these processes:

Browser:

Make notes:

Curate resources:

Reminders: 

Understand:

The cognitive processes linked to this stage are: Interpreting, summarizing, inferring, paraphrasing, classifying, comparing, explaining, exemplifying, etc.

Digital tools that help you with these processes:

Highlighting and annotations:

Word clouds for summaries:

Image interpretation:

Apply:

The indicator verbs of the mental activity involved in this phase are: perform, use, execute, share, edit, etc.

Digital tools that help you with these processes:

Infographics:

Slideshows:

Sharing and disseminating:

Analyze:

The cognitive processes involved are: organize, structure, connect, differentiate or decompose. Find patterns; organize the parties; recognize hidden meanings; identify components, etc.

Digital tools that help you with these processes:

Mindmaps:

Timelines:

Assess:

This level involves the implementation of previous skills like remembering, understanding, analyzing, etc.

Digital walls and posters:

Revision:

Create:

Creating requires the ability to collect and understand information, analyze needs or objectives, apply knowledge for a purpose, and evaluate various possibilities.

Digital tools that help you with these processes:

Video:

Audio:

AR:

Slide 12 - Your challenge

Can you draft the description of a learning task / activity / challenge of your training project, the final product of which must be produced by the participants with a digital tool?

Do not forget to start with one of the missions that you proposed in the design stage, that is the second phase of instructional design.

Follow these steps to overcome this phase of the challenge:

Select the content and evaluation criteria that you are going to work on and develop with this task.

Describe the learning mission that you are going to ask your students to overcome:

What does it consist of? Give precise instructions.

What type of task / activity / learning challenge is it?

What digital service / tool should participants use in their deliverable?

How should they deliver, in what format? When?

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Assessment Stage

The fourth stage of Instructional Design is Implementation, but today we will work first on the Assessment Stage as a key piece for the instructional design of our learning project. This stage focuses on designing the evaluation methods that we will use to monitor the learning of the participants. It is important to select assessment instruments that help participants to position themselves in the process and to know where they are in relation to the general objectives of the training activity in which they are participating.

In this stage we must select which methodological approach the evaluation will have, who will be the assessment agent or agents and what will be the purpose of the evaluation and assessment.

Once these criteria have been selected, we must select the tools or instruments that we will use: rubrics, targets, portfolios and learning journals can be great allies that help the teacher to guide learning and the participants to build their learning.

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Digital applications for assessment

There are many applications that can be used for assessing participants’ along a learning project. Here are some:

https://kahoot.com/

https://www.socrative.com/

https://nearpod.com/

https://www.playposit.com/

https://www.mentimeter.com/

Slide 15 - Shall we try?

Kahoot: https://play.kahoot.it/v2/?quizId=1da91da6-2b92-4e55-9b80-8fe103b999c7 

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