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	<title>Teaching with Technology Idea Exchange &#187; instructional design</title>
	<atom:link href="http://ttix.org/tag/instructional-design/feed/" rel="self" type="application/rss+xml" />
	<link>http://ttix.org</link>
	<description>Web site for TTIX, the Open Conference</description>
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		<title>Discovering, Documenting and Integrating a SME&#8217;s Personal Resources</title>
		<link>http://ttix.org/2010-sessions/discovering-documenting-and-integrating-a-smes-personal-resources/</link>
		<comments>http://ttix.org/2010-sessions/discovering-documenting-and-integrating-a-smes-personal-resources/#comments</comments>
		<pubDate>Tue, 11 May 2010 21:00:57 +0000</pubDate>
		<dc:creator>George Joeckel</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[e-learning]]></category>
		<category><![CDATA[instructional design]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[lms]]></category>
		<category><![CDATA[sme]]></category>
		<category><![CDATA[tpack]]></category>
		<category><![CDATA[tpck]]></category>

		<guid isPermaLink="false">http://ttix.org/?page_id=1013</guid>
		<description><![CDATA[TPC 3D is an expansion of the TPCK/TPACK framework. By adding a layer for practices (TPCP) and a layer for beliefs (TPCB), TPC 3D allows Instructional Designers to discover, document and integrate the personal resources used by SME/Fs (Subject Matter Expert/Facilitators) to develop and deliver online courses via a LMS (Learning Management System) in higher education.]]></description>
			<content:encoded><![CDATA[<p>TPC 3D is an expansion of the TPCK/TPACK framework. By adding a layer for practices (TPCP) and a layer for beliefs (TPCB), TPC 3D allows Instructional Designers to discover, document and integrate the personal resources used by SME/Fs (Subject Matter Expert/Facilitators) to develop and deliver online courses via a LMS (Learning Management System) in higher education.</p>
<p>In this session participants will:</p>
<p>*      Receive an overview of TPCK/TPACK<br />
*      Receive an overview of TPC 3D<br />
*      Explore a set of Instructional Design tools that utilize TPC 3D<br />
*      Observe how SME/F data informs Instructional Design decisions</p>
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		<title>Resisting Technological Gravity</title>
		<link>http://ttix.org/2010-sessions/resisting-technological-gravity/</link>
		<comments>http://ttix.org/2010-sessions/resisting-technological-gravity/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 23:58:37 +0000</pubDate>
		<dc:creator>Jason McDonald</dc:creator>
				<category><![CDATA[2009 Proposals]]></category>
		<category><![CDATA[instructional design]]></category>
		<category><![CDATA[reflective practice]]></category>

		<guid isPermaLink="false">http://ttix.org/2010-proposals/</guid>
		<description><![CDATA[In the 21st century, instructional designers will find great opportunities but also corresponding challenges – pressure to abandon essential characteristics of educational approaches, and settle instead for routine practices that do not preserve the quality those approaches originally expressed. Because of the ubiquity of this pressure it has sometimes been called “technological gravity.” This presentation considers how designers can avoid technological gravity, and better achieve the quality expressed in the design approaches they adopt. ]]></description>
			<content:encoded><![CDATA[<p>In the 21st century, instructional designers will find great opportunities but also corresponding challenges – pressure to abandon essential characteristics of educational approaches, and settle instead for routine practices that do not preserve the quality those approaches originally expressed. Because of the ubiquity of this pressure it has sometimes been called “technological gravity.” This presentation considers how designers can avoid technological gravity, and better achieve the quality expressed in the design approaches they adopt. <span id="more-852"></span></p>
<h3>Abstract</h3>
<p>Title: Resisting Technological Gravity</p>
<p>Purpose of Session and Theoretical Base:<br />
The 21st century promises instructional designers great opportunities, especially with the increased connections and interactions made possible by new applications of technology. Yet accompanying these opportunities will be a corresponding challenge – the pressure to abandon essential characteristics of new educational approaches, and settle instead for routine practices that do not preserve the level of quality those approaches originally expressed. This pressure could come from many sources – the never-ending quest to cut costs; the stress of working on too many projects at once; or the insistence of team members that the common formulas are “just the way we do things here.”</p>
<p>Because of its seeming ubiquity as well as its strength, McDonald and Gibbons (2009) recently labeled these pressures as “technological gravity.” By this they meant not just the potential effects that electronic devices may have on designers, but also the effects of any tool, process, or belief that create “invisible and perhaps near-irresistible forces [that] act on instructional [designers] to pull them towards a common point” (pp. 383-384). Their metaphor expresses the essence of the problem earlier described. Just like an object thrown into the air returns to the earth, instructional designers sometimes fall into the rote use of formulaic practices, which do not help them achieve the high levels of instructional quality they originally set out to achieve.</p>
<p>Is it possible for instructional designers to resist the influences that lead to this technological gravity? How can instructional designers avoid technological gravity, and so better create instruction that is meaningful, inspirational, effective, and valuable? One way of resisting technological gravity could be for designers to develop guiding principles about their work, or individual sets of “beliefs, concepts, and attitudes. . . . from which personal purpose and direction [can be] derived” (Ely, 1970, p. 81). Under the influence of technological gravity, designers may begin to feel it is acceptable, logical, or even beneficial to compromise their original ideals. If this happens, having strong guiding principles to help them “make decisions, view constraints in creative ways, and solve problems without abandoning [the] important goals they are trying to achieve,” can pull them back to the center of practice they actually want to exemplify (McDonald &amp; Gibbons, 2009, p. 387). Reliance on guiding principles does not imply that designers should ignore analysis or evaluation in favor of uninformed biases. Blindly adhering to beliefs regardless of evidence or even common sense can lead to unhealthy dogma. But the other extreme – not considering one’s fundamental values – can lead designers to adopt the formulaic techniques characterized by technological gravity. While one’s guiding principles should be informed by data, they should also be statements of a new world one is willing to work to create. If one were climbing a mountain, one’s guiding principles are what keep focus on the summit (as opposed to stopping at a convenient way station, or abandoning the adventure altogether), while analysis and evaluation are what helps address challenges encountered along the way.</p>
<p>Objectives:<br />
In this presentation I consider three areas in which instructional designers can develop guiding principles, to help them avoid technological gravity and better adhere to the levels of quality expressed in the design approaches they adopt. These areas are principles about what instruction is, how instruction is made, and what instruction is for.</p>
<p>Practical Applications:<br />
Guiding principles about what instruction is help designers determine their personal metaphors about the nature of instruction and learning, identify system characteristics on which they should focus their design attention, and judge the output of their work. Principles about how instruction is made affect designers’ choices of what design processes they will follow, how they define a complete design, and where they turn for help when they encounter difficulties. Principles about what instruction is for help designers better define the problems they are attempting to solve, the goals they believe are legitimate to pursue, and the evaluative criteria that should judge an instructional experience.</p>
<p>By developing guiding principles in these three areas, instructional designers can better resist technological gravity, or the tendency to be pulled away from the high levels of instructional quality they intend to achieve. As they so resist, they will also be better able to use all available instructional approaches, processes, techniques, and technologies in a manner consistent with the ideals they aim to accomplish. Especially given the challenges of developing instructional technology in the 21st century, aggressively resisting technological gravity could become one of the most important skills for an instructional designer to cultivate. The conclusion of this presentation, then, is to encourage instructional designers, both individually and as a profession, to resist technological gravity in the pursuit of the highest levels of instructional design quality of which they can imagine.</p>
<p>All instructional designers and other interested parties are invited to attend this presentation. No special background is required, nor will participants need to bring anything special to the session.</p>
<p>References:<br />
Ely, D. P. (1970). Toward a philosophy of instructional technology. Journal of Educational Technology, 1, 81-94.</p>
<p>McDonald, J. K., &amp; Gibbons, A. S. (2009). Technology I, II, and III: Criteria for understanding and improving the practice of instructional technology. Educational Technology Research and Development, 57(3), 377-392.</p>
<h4>Presenter</h4>
<h3>Jason McDonald<br />
<em> Executive Producer</em><br />
LDS Motion Picture Studio</p>
<p><a href="http://jkmcdonald.com"></p>
<p>http://jkmcdonald.com</a></h3>
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		<title>Context-specific Instructional Design in Higher Education</title>
		<link>http://ttix.org/archives/2009-sessions/context-specific-instructional-design-in-higher-education/</link>
		<comments>http://ttix.org/archives/2009-sessions/context-specific-instructional-design-in-higher-education/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 00:38:23 +0000</pubDate>
		<dc:creator>George Joeckel</dc:creator>
				<category><![CDATA[2009 Proposals]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[Higher Education]]></category>
		<category><![CDATA[instructional design]]></category>
		<category><![CDATA[Instructional System of Design]]></category>
		<category><![CDATA[pedagogy]]></category>
		<category><![CDATA[Subject Matter Expert]]></category>

		<guid isPermaLink="false">http://ttix.org/2009-proposals/</guid>
		<description><![CDATA[“Concepts, theories and models have an ecology, a context within which they function. Importing a theory or model from a significantly different context, without attention to contextual differences, violates this ecology, and subsequently results in inefficient solutions to instructional problems.” We are ID practitioners creating an Instructional System of Design (ISD) for higher education. We will share with you what we have developed and then break into a workshop and a focus group.]]></description>
			<content:encoded><![CDATA[<p>“Concepts, theories and models have an ecology, a context within which they function. Importing a theory or model from a significantly different context, without attention to contextual differences, violates this ecology, and subsequently results in inefficient solutions to instructional problems.” We are ID practitioners creating an Instructional System of Design (ISD) for higher education. We will share with you what we have developed and then break into a workshop and a focus group.<span id="more-422"></span></p>
<div class="session">
<h4>First Session</h4>
<h3>Context-specific Instructional Design in Higher Education</h3>
<p>Purpose of presentation:</p>
<p>As stated in the quote from Edmunds, Branch &amp; Mukherjee (1994), Instructional Design must recognize the context in which it operates to be effective. In the online courses we develop, the Subject Matter Expert is the facilitator and a majority of the activities are conducted asynchronously and virtually. Compared to a traditional campus-based course, the facilitator and learners must operate in an environment shifted in time, and separated in space. This environment demands that Subject Matter Expert/Facilitators (SME/Fs) and Instructional Designers (IDs) work together to adapt the SME/F’s existing pedagogy to the opportunities and constraints presented by the online environment. Our experience with and research into our specific context have led us to conclude that a process for original designs built on a instructional foundation which is focused on alignment with a SME/F’s pedagogy creates a course which provides the best opportunities for learners to acquire and apply the knowledge and skills the SME/F chooses to focus on.</p>
<p>Our target audience is anyone involved in developing online courses for higher education. In order to understand the context of our presentation, we will briefly survey the participants, and tailor our presentation accordingly.</p>
<p>Objectives of presentation:</p>
<p>Depending on the composition and interests of our audience, participants will:</p>
<p>•	Receive information about the OAR communication model, a graphic-based aid which (a) facilitates communication among design stakeholders, (b) represents the basic order of operations in our process, and (c) avoids technical jargon.<br />
•	Review the SME/F Resource Inventory, an instrument which allows IDs to document a SME/F pedagogical beliefs, experience, and skills<br />
•	 Receive an overview of the AERO ISD, a systematic, research-based process which incorporates the ADDIE phases of ID and Merrill’s First Principles of Instruction</p>
<p>Practical applications:</p>
<p>We will use the second half of our presentation to provide two “hands-on” experiences:</p>
<p>1.	Workshop – receive guidance on how to customize the tools and process for your context.</p>
<p>2.	Focus group – provide feedback on the tools and process based on your experiences as a stakeholder in the online course development process in higher education.</p>
<p>Relationship to the conference:</p>
<p>Technology, like Instructional Design, is a key component in every online course delivered in higher education. The use of technology for teaching must be driven by the specific context in which it operates.</p>
<p>Information (data or theoretical base) to support what is advocated:</p>
<p>By focusing on our specific learning context, we are developing a process which is practical, detailed, dynamic and flexible. By limiting our ID scope, we are creating a process that is not only systematic, but systemic, where “the outcomes of each component directly or indirectly impact every other component of the instructional design to some degree (Edmunds, Branch &amp; Mukherjee, 1994, p. 56).” The AERO ISD utilizes two new context-specific ID models, incorporates the ADDIE design phases, and encompasses the instructional phases identified in Merrill’s First Principles of Instruction (Merrill 2002, 2006).</p>
<p>Researchers have explored the role of context in ID for more than a decade. Tessmer &amp; Richey (1997) described the context of a learning system as “those situational elements that affect both the acquisition and application of newly acquired knowledge, skills, or attitudes (p.87).” They identify the social, physical, and political elements which combine to create “a multilevel body of factors in which learning and performance are embedded (p. 87).”</p>
<p>References:</p>
<p>Edmonds, G. S., Branch, R. C. &amp; Mukherjee P. (1994). A Conceptual Framework for Comparing Instructional Design Models. Educational Technology Research and Development , 42(4), 55-72.</p>
<p>Merrill, M. D. (2002). First principles of instruction.  Educational Technology Research and       Development , 50(3), 43-59.</p>
<p>Merrill, M. D. (2006). First principles of instruction: a synthesis. Trends and Issues in Instructional Design and Technology, 2nd Edition, Prentice-Hall, Inc.</p>
<p>Tesser, M., &amp; Richey, R.C. (1997). The role of context in learning and instructional<br />
design. Educational Technology Research and Development, 45(2), 85-115.</p></div>
<div class="session">
<h4>Second Session</h4>
<h3>Workshop and Focus Group</h3>
<p>We will use the second half of our presentation to provide two “hands-on” experiences:</p>
<p>1.	Workshop – receive guidance on how to customize the tools and process for your context.<br />
2.	Focus group – provide feedback on the tools and process based on your experiences as a stakeholder in the online course development process in higher education.</p>
<h4>Presenters</h4>
<h3>George Joeckel</h3>
<p>George received his M.S. in Instructional Psychology &amp; Technology from Brigham Young University in 2007. He is an Instructional Designer at the Faculty Assistance Center for Teaching (FACT) at Utah State University.</p>
<h3>Joel Gardner</h3>
<p>Joel is a Ph.D student in the department of Instructional Technology and Learning Science at Utah State University. He is an instructional Designer at FACT.</p>
<h3>Tae K. Jeon</h3>
<p>Tae K. Jeon received his M.S. in Instructional Technology and Learning Science department from Utah State University in 2009 and is pursuing his Ph.D. in the same department. He has 12 years of Web design/development, multimedia learning and instructional design experience. He is an Instructional Designer at FACT.
</p></div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Design Practices that Engage and Motivate At-Risk Students</title>
		<link>http://ttix.org/archives/2009-sessions/design-practices-that-engage-and-motivate-at-risk-students/</link>
		<comments>http://ttix.org/archives/2009-sessions/design-practices-that-engage-and-motivate-at-risk-students/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 15:48:49 +0000</pubDate>
		<dc:creator>Deborah Ash</dc:creator>
				<category><![CDATA[2009 Proposals]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[instructional design]]></category>
		<category><![CDATA[interactity]]></category>
		<category><![CDATA[motivation]]></category>
		<category><![CDATA[Web 2.0]]></category>

		<guid isPermaLink="false">http://ttix.org/2009-proposals/design-practices-that-engage-and-motivate-at-risk-students/</guid>
		<description><![CDATA[Utilizing Web 2.0+ and collaborative practices, this session will provide K-16 educators and trainers with the means to engage and motivate their "alternative" students - touching on all learning styles while remaining within curriculum guidelines. 
(This proposal has a 2nd day, hands-on session.)]]></description>
			<content:encoded><![CDATA[<p>Utilizing Web 2.0+ and collaborative practices, this session will provide K-16 educators and trainers with the means to engage and motivate their &#8220;alternative&#8221; students &#8211; touching on all learning styles while remaining within curriculum guidelines. <span id="more-393"></span></p>
<div class="session">
<h4>First Session</h4>
<h3>Design Practices that Engage and Motivate At-Risk Students</h3>
<p>Title: Design Practices that Engage and Motivate At-Risk Students<br />
Purpose: To provide K-16 educators, designers, trainers, and administrators with alternative design models in order to promote engagement with alternative (all) students.<br />
Objectives:<br />
Introduce design theory related to engagement and motivation; Implement design model that engages participants,<br />
Collaborate to evolve framework of model and Evaluate the motivation and engagement of participants<br />
Practical Applications: Easily used by all attendees who have available technology in their schools or corporations &#8211; the Internet! All software and Web 2.0+ tools are free. Strategies easily adapted to fit situations.<br />
Relationship to theme:  Innovative use of technological tools available to anyone with Internet connection, best practices, educational psychology theory based, engaging.<br />
Information: Engagement and motivation theory of &#8220;net&#8221; generation, interactivity, and flexibility adaptive instructional design theory.</p></div>
<div class="session">
<h4>Second Session</h4>
<h3>Evolutionary Model &#8211; Implementation and Evaluation</h3>
<p>Participants will create engaging and motivational course framework in collaborative groups, implement it with each other, and then evaluate and evolve based on feedback from groups.</p>
<h4>Presenter</h4>
<h3>Deborah Ash</h3>
<p>After experiencing bad online practices while training faculty, I have progressed to providing faculty and teachers with the guidance they need when implementing new technology into their classrooms. I am diverse, find humor in technological blips, and am thoroughly immersed in academic technology, social networking for education, and collaborative practices!</p></div>
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		<item>
		<title>What the Heck is an Operational Principle?</title>
		<link>http://ttix.org/archives/2008-sessions/what-the-heck-is-an-operational-principle/</link>
		<comments>http://ttix.org/archives/2008-sessions/what-the-heck-is-an-operational-principle/#comments</comments>
		<pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate>
		<dc:creator>Andrew Gibbons</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[instructional design]]></category>
		<category><![CDATA[model-centered instruction]]></category>
		<category><![CDATA[operational principle]]></category>

		<guid isPermaLink="false">http://ttix.org/blog/?page_id=105</guid>
		<description><![CDATA[Presentation Handout (PPT)
• Purpose of presentation (why is this important and who is the target audience)
Many TTIX attendees are involved in some aspect of instructional design. The literature about instructional design fails to mention some key ideas that lie at the heart of design activity. Operational principle is one of these ideas. The purpose of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ttix.org/blog/wp-content/uploads/2008/06/ttix-5-june-2008.ppt">Presentation Handout (PPT)</a></p>
<p>• Purpose of presentation (why is this important and who is the target audience)<br />
Many TTIX attendees are involved in some aspect of instructional design. The literature about instructional design fails to mention some key ideas that lie at the heart of design activity. Operational principle is one of these ideas. The purpose of this presentation is to dramatize the concept of the operational principle by highlighting it in other design fields and then demonstrate how it applies as well to the creation of instructional designs.</p>
<p>• Objectives of the presentation (what are you planning to do)<br />
Objective 1: To define the concept of &#8220;operational principle&#8221;.<br />
Objective 2: To demonstrate the usefulness of this concept in the progress of other design fields.<br />
Objective 3: To show that operational principles exist in instructional designs by demonstrating the abstraction of the &#8220;model-centered instruction&#8221; principle from numerous existing research designs.<br />
Objective 4: To show the applicability of operational principles in the creation of instructional designs.</p>
<p>• Practical applications (how can your results/strategies be used by others)<br />
One interesting aspect of operational principles is that they are employed in making designs whether designers are aware of it or not. Artifacts designed by humans all involve operational principles. If the designer is unaware of the use of operational principles, then imitation becomes the major technique of designing. But imitation of other designs and modifications made in the process often destroy the effective principle of the original in the copy, and the designer can find that something that seems just like the original model does not work as expected. Awareness of the role of operational principles underlying designs helps designers abstract ideas from other designs without losing their essential qualities. Moreover, a designer who understands an operational principle can use it as a generative engine for multiple designs&#8211;ones that need not look similar on the surface but which share a common underlying architecture.</p>
<p>• Information (data or theoretical base) to support what is advocated.<br />
The literature describing the operational principle exists outside of instructional design, in other design-related fields. Polanyi, a philosopher of technology introduced the idea in the 1930&#8217;s while writing about the distinction between science and technology. In order to describe technology as a knowledge-producing endeavor and to justify it as a pursuit with equal footing with science, he had to describe the theoretical constructs of the technological realm. Operational principle was one of the key ideas he used in his argument. The concept&#8211;and Polanyi&#8217;s dream of establishing technology in its own right&#8211;passed on to Herbert Simon, who in his Sciences of the Artificial talked about operational principles obliquely in terms of means-end analysis. Vincenti, in What Engineers Know and How They Know It, described the operational principle as one of the key theoretical constructs of technological research. The explosion of science and the diversion of funding through scientific research channels, as well as the university&#8217;s desire for scientific respectability described by Simon, has pushed the discussion of technology as a knowledge-creation field and with it the notion of the operational principle out of the spotlight. This presentation will introduce the useful concept to an audience of instructional designers.</p>
<p><strong>2nd-Day Hands On: Applying Operation Principles in Instructional Design</strong><br />
We will use the &#8220;model-centered instruction&#8221; operational principle introduced the first day to generate a variety of designs, all sharing the same underlying architecture, but dissimilar on the surface. Through this, the attendees will obtain a better idea of how architecture, not surface resemblance, determines the effectiveness of designs.</p>
<p><strong>Biography</strong><br />
Andrew S. Gibbons (Ph.D., Instructional Psychology , BYU) worked for Courseware, Incorporated, an instructional design firm for five years, heading up projects to design training for military planners and helicopter and fighter pilots. In 1979 he was employed by Wicat Systems, Inc. (Orem, Utah) as a project director to work with military and industry, designing innovative training solutions. In 1993, Dr. Gibbons accepted a position with Utah State University, where he taught and conducted research for ten years. His work has centered on the architectural aspects of instructional designs and the abstractions designers use as they design. In 2003, Dr. Gibbons accepted a position at Brigham Young University as Chair of the Instructional Psychology and Technology department. His research and teaching continued and has produced a theory of design architecture involving design layers and design languages.</p>
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