Instructional Design Theories

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Instructional Design Models and Methods "Models, like myths and metaphors, help us to make sense of our world. Whether derived from whim or from serious research, a model offers its user a means of comprehending an otherwise incomprehensible problem. An instructional design model gives structure and meaning to an I.D. problem, enabling the would-be designer to negotiate her design task with a semblance of conscious understanding. Models help us to visualize the problem, to break it down into discrete, manageable units. The value of a specific model is determined within the context of use. Like any other instrument, a model assumes a specific intention of its user. A model should be judged by how it mediates the designer's intention, how well it can share a work load, and how effectively it shifts focus away from itself toward the object of the design activity." - Martin Ryder, University of Colorado. Review and compare various instructional design models and methods below: Merrill's First Principles of Instruction ADDIE Model Dick and Carey Model Kemp's Instructional Design Model Gagné's Nine Events of Instruction Bloom's Learning Taxonomy Kirkpatrick's 4 Levels of Training Evaluation Merrill's First Principles of Instruction Many current instructional design models suggest that the most effective learning environments are those that are problem-based and involve the student in four distinct phases of learning: (1) activation of prior experience, (2) demonstration of skills, (3) application of skills, and (4) integration or these skills into real world activities. Figure 2 below illustrates these five ideas. Much instructional practice concentrates primarily on phase 2 and ignores the other phases in this cycle of learning.

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Page 1: Instructional Design Theories

Instructional Design Models and Methods

"Models, like myths and metaphors, help us to make sense of our world. Whether derived

from whim or from serious research, a model offers its user a means of comprehending an

otherwise incomprehensible problem. An instructional design model gives structure and

meaning to an I.D. problem, enabling the would-be designer to negotiate her design task

with a semblance of conscious understanding. Models help us to visualize the problem, to

break it down into discrete, manageable units. The value of a specific model is determined

within the context of use. Like any other instrument, a model assumes a specific intention of

its user. A model should be judged by how it mediates the designer's intention, how well it

can share a work load, and how effectively it shifts focus away from itself toward the object

of the design activity." -Martin Ryder, University of Colorado.

Review and compare various instructional design models and methods below:

Merrill's First Principles of Instruction

ADDIE Model

Dick and Carey Model

Kemp's Instructional Design Model

Gagné's Nine Events of Instruction

Bloom's Learning Taxonomy

Kirkpatrick's 4 Levels of Training Evaluation

Merrill's First Principles of Instruction

Many current instructional design models suggest that the most effective learning

environments are those that are problem-based and involve the student in four distinct

phases of learning: (1) activation of prior experience, (2) demonstration of skills, (3)

application of skills, and (4) integration or these skills into real world activities. Figure 2

below illustrates these five ideas. Much instructional practice concentrates primarily on

phase 2 and ignores the other phases in this cycle of learning.

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Figure 1 First Principles of Instruction Diagram

At the top level the instructional design prescriptions based on first principles are as follows:

Learning is facilitated when learners are engaged in solving real-world problems. Learning is facilitated when existing knowledge is activated as a foundation for new

knowledge. Learning is facilitated when new knowledge is demonstrated to the learner. Learning is facilitated when new knowledge is applied by the learner Learning is facilitated when new knowledge is integrated into the learner's world.

Source: http://id2.usu.edu/Papers/5FirstPrinciples.PDF

ADDIE Model

The ADDIE instructional design model is the generic process traditionally used by

instructional designers and training developers. The ADDIE model is at the very core of

instructional design and is the basis of instructional systems design (ISD). There are various

adaptations of the ADDIE model but it generally consists of five cyclical phases—Analysis,

Design, Development, Implementation, and Evaluation. These processes represent a

dynamic, flexible guideline for building effective training and performance support tools.

Analysis

In the analysis phase, the instructional problem is clarified, the instructional goals and

objectives are established and the learning environment and learner's existing knowledge

and skills are identified.

Design

The design phase deals with learning objectives, assessment instruments, exercises,

content, subject matter analysis, lesson planning and media selection. The design phase

should be systematic and specific.

Development

The development phase is where instructional designers and developers create and

assemble the content assets that were blueprinted in the design phase. In this phase,

storyboards are created, content is written and graphics are designed. If e learning is

involved, programmers work to develop and/or integrate technologies.

Implementation

During the implementation phase, a procedure for training the facilitators and the learners is

developed. The facilitators' training should cover the course curriculum, learning outcomes,

method of delivery, and testing procedures.

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Evaluation

The evaluation phase consists of two parts: formative and summative. Formative evaluation

is present in each stage of the ADDIE process. Summative evaluation consists of tests

designed for domain specific criterion-related referenced items and providing opportunities

for feedback from the users which were identified.

It is an Instructional Systems Design (ISD) model. Most of the current instructional design

models are spin-offs or variations of the ADDIE instructional design model; other models

include the Dick & Carey and Kemp Instructional System Design (ISD) models. One

commonly accepted improvement to this model is the use of rapid prototyping. This is the

idea of receiving continual or formative feedback while instructional materials are being

created. This model attempts to save time and money by catching problems while they are

still easy to fix. Figure 1 below illustrates the ADDIE model:

Source: http://en.wikipedia.org/wiki/ADDIE_Model

Figure 2 ADDIE Model, Diagram by: Steven J. McGriff, 

Instructional Systems, College of Education, Penn State University

Dick and Carey Model

Another well-known instructional design model is   The Dick and Carey Systems

Approach Model.  The model was originally published in 1978 by Walter Dick and Lou

Carey in their book entitled The Systematic Design of Instruction.

Dick and Carey made a significant contribution to the instructional design field by

championing a systems view of instruction as opposed to viewing instruction as a sum of

isolated parts. The model addresses instruction as an entire system, focusing on the

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interrelationship between context, content, learning and instruction. According to Dick and

Carey, "Components such as the instructor, learners, materials, instructional activities,

delivery system, and learning and performance environments interact with each other and

work together to bring about the desired student learning outcomes".  The components of

the Systems Approach Model, also known as the Dick and Carey Model, are as follows:

Identify Instructional Goal(s): goal statement describes a skill, knowledge or attitude(SKA) that a learner will be expected to acquire

Conduct Instructional Analysis: Identify what a learner must recall and identify what learner must be able to do to perform particular task

Analyze Learners and Contexts: Identify general characteristics of the target audience including prior skills, prior experience, and basic demographics; identify characteristics directly related to the skill to be taught; and perform analysis of the performance and learning settings.

Write Performance Objectives: Objectives consists of a description of the behavior, the condition and criteria. The component of an objective that describes the criteria that will be used to judge the learner's performance.

Develop Assessment Instruments: Purpose of entry behavior testing, purpose of pretesting, purpose of posttesting, purpose of practice items/practice problems

Develop Instructional Strategy: Pre-instructional activities, content presentation, Learner participation, assessment

Develop and Select Instructional Materials Design and Conduct Formative Evaluation of Instruction: Designer try to identify

areas of the instructional materials that are in need of improvement. Revise Instruction: To identify poor test items and to identify poor instruction Design and Conduct Summative Evaluation

With this model, components are executed iteratively and in parallel rather than linearly.

Source: http://en.wikipedia.org/wiki/Instructional_design#Dick_and_Carey

Figure 3 Dick and Carey Model

Kemp's Instructional Design Model

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The Jerold Kemp instructional design method and model defines nine different components

of an instructional design and at the same time adopts a continuous

implementation/evaluation model.

Kemp adopts a wide view, the oval shape of his model conveys that the design and

development process is a continuous cycle that requires constant planning, design,

development and assessment to insure effective instruction. The model is systemic and

nonlinear and seems to encourage designers to work in all areas as appropriate (Steven

McGriff).

The model is particularly useful for developing instructional programs that blend technology,

pedagogy and content to deliver effective, inclusive (reliable) and efficient learning.

According to McGriff, Kemp identifies nine key elements:

1. Identify instructional problems, and specify goals for designing an instructional

program.

2. Examine learner characteristics that should receive attention during planning.

3. Identify subject content, and analyze task components related to stated goals and

purposes.

4. State instructional objectives for the learner.

5. Sequence content within each instructional unit for logical learning.

6. Design instructional strategies so that each learner can master the objectives.

7. Plan the instructional message and delivery.

8. Develop evaluation instruments to assess objectives.

9. Select resources to support instruction and learning activities.

Source: http://edutechwiki.unige.ch/en/Kemp_design_model

Figure 3 below illustrates the Kemp instructional design model:

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Figure 4 Kemp Instructional Design Model

Gagné's 9 Events of Instruction

Robert Gagné is considered to be the foremost contributor to the systematic approach to

instructional design and training. Gagne and his followers are known as behaviorists, and

their focus is on the outcomes (or behaviors) resulting from training.

Gagné's book, The Conditions of Learning, identified the mental conditions for learning.

Gagné created a nine-step process called the events of instruction, which correlate to and

address the conditions of learning. See the nine events of instruction below:

1. Gain attention

2. Inform learner of objectives

3. Stimulate recall of prior learning

4. Present stimulus material

5. Provide learner guidance

6. Elicit performance

7. Provide feedback

8. Assess performance

9. Enhance retention transfer

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Source: http://edutechwiki.unige.ch/en/Nine_events_of_instruction

Bloom's Learning Taxonomy

In 1956, Benjamin Bloom headed a group of educational psychologists who developed a

classification of levels of intellectual behavior important in learning. Bloom found that over

95 % of the test questions students encounter require them to think only at the lowest

possible level...the recall of information.

Bloom identified six levels within the cognitive domain, from the simple recall or recognition

of facts, as the lowest level, through increasingly more complex and abstract mental levels,

to the highest order which is classified as evaluation. Verb examples that represent

intellectual activity on each level are listed here.

Figure 5 Bloom's Taxonomy

1. Knowledge: arrange, define, duplicate, label, list, memorize, name, order,

recognize, relate, recall, repeat, reproduce state.

2. Comprehension: classify, describe, discuss, explain, express, identify, indicate,

locate, recognize, report, restate, review, select, translate,

3. Application: apply, choose, demonstrate, dramatize, employ, illustrate, interpret,

operate, practice, schedule, sketch, solve, use, write.

4. Analysis: analyze, appraise, calculate, categorize, compare, contrast, criticize,

differentiate, discriminate, distinguish, examine, experiment, question, test.

5. Synthesis: arrange, assemble, collect, compose, construct, create, design, develop,

formulate, manage, organize, plan, prepare, propose, set up, write.

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6. Evaluation: appraise, argue, assess, attach, choose compare, defend estimate,

judge, predict, rate, core, select, support, value, evaluate.

Source: http://en.wikipedia.org/wiki/Bloom's_Taxonomy

Note: During the 1990's a new group of cognitive psychologists, lead by Lorin Anderson (a

former student of Bloom), updated the taxonomy to reflect relevance to 21st century work.

The new taxonomy includes a higher level cognitive performance titled "Create." 

Read more information.

7. Create:  design, construct, plan, produce, invent, devise, make

Figure 6 Bloom's Revised Taxonomy

Source: http://ww2.odu.edu

Kirkpatrick's 4 Levels of Training Evaluation

Donald L Kirkpatrick, Professor Emeritus, University Of Wisconsin (where he achieved his

BBA, MBA and PhD), first published his ideas in 1959, in a series of articles in the Journal of

American Society of Training Directors. The articles were subsequently included in

Kirkpatrick's book Evaluating Training Programs (originally published in 1994; now in its 3rd

edition - Berrett-Koehler Publishers).

Donald Kirkpatrick's 1994 book Evaluating Training Programs defined his originally published

ideas of 1959, thereby further increasing awareness of them, so that his theory has now

become arguably the most widely used and popular model for the evaluation of training and

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learning. Kirkpatrick's four-level model is now considered an industry standard across the HR

and training communities.

The four levels of Kirkpatrick's evaluation model essentially measure:

REACTIONS-What they thought and felt about the training LEARNING-The resulting increase in knowledge or capability TRANSFER-Extent of behaviour and capability improvement and

implementation/application RESULTS-The effects on the business or environment resulting from the trainee's

performance

All these measures are recommended for full and meaningful evaluation of learning in

organizations, although their application broadly increases in complexity, and usually cost,

through the levels from level 1-4.

Figure 7 Kirkpatrick's 4 Levels of Training Evaluation

Source: http://www.businessballs.com/kirkpatricklearningevaluationmodel.htm

- See more at: http://www.instructionaldesigncentral.com/htm/IDC_instructionaldesignmodels.htm#sthash.Pj9WL8wC.dpuf

Instructional Design (also called Instructional Systems Design (ISD)) is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and

appealing."[1] The process consists broadly of determining the current state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. Ideally the process is informed by pedagogically (process of teaching) and andragogically (adult learning) tested theories of learning and may take place in student-only, teacher-led or community-based settings. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. There are many instructional design models but many are based on the ADDIE model with the five phases: analysis, design, development, implementation, and evaluation. As a field, instructional

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design is historically and traditionally rooted in cognitive and behavioral psychology, though

recently Constructivism (learning theory) has influenced thinking in the field.[2][3][4]

Instructional design models[edit]

ADDIE process[edit]

Perhaps the most common model used for creating instructional materials is the ADDIE Model. This

acronym stands for the 5 phases contained in the model (Analyze, Design, Develop, Implement, and

Evaluate).

Brief History of ADDIE’s Development – The ADDIE model was initially developed by Florida State

University to explain “the processes involved in the formulation of an instructional systems development

(ISD) program for military interservice training that will adequately train individuals to do a particular job

and which can also be applied to any interservice curriculum development activity.”[48] The model

originally contained several steps under its five original phases (Analyze, Design, Develop, Implement,

and [Evaluation and] Control),[48] whose completion was expected before movement to the next phase

could occur. Over the years, the steps were revised and eventually the model itself became more

dynamic and interactive than its original hierarchical rendition, until its most popular version appeared in

the mid-80s, as we understand it today.

The five phases are listed and explained below:[5]

ADDIE Model

Analyze – The first phase of content development begins with Analysis. Analysis refers to the gathering

of information about one’s audience, the tasks to be completed, and the project’s overall goals. The

instructional designer then classifies the information to make the content more applicable and successful.

Design – The second phase is the Design phase. In this phase, instructional designers begin to create

their project. Information gathered from the analysis phase, in conjunction with the theories and models of

instructional design, is meant to explain how the learning will be acquired. For example, the design phase

begins with writing a learning objective. Tasks are then identified and broken down to be more

manageable for the designer. The final step determines the kind of activities required for the audience in

order to meet the goals identified in the Analyze phase.

Develop – The third phase, Development, relates to the creation of the activities being implemented. This

stage is where the blueprints in the design phase are assembled.

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Implement – After the content is developed, it is then Implemented. This stage allows the instructional

designer to test all materials to identify if they are functional and appropriate for the intended audience.

Evaluate – The final phase, Evaluate, ensures the materials achieved the desired goals. The evaluation

phase consists of two parts: formative and summative assessment. The ADDIE model is an iterative

process of instructional design, meaning at each stage, the designer can assess the project's elements

and revise them if necessary. This process incorporates formative assessment, while the summative

assessments contain tests or evaluations created for the content being implemented. This final phase is

vital for the instructional design team because it provides data used to alter and enhance the design.

Connecting all phases of the model are external and reciprocal revision opportunities. Aside from the

internal Evaluation phase, revisions should and can be made throughout the entire process.

Most of the current instructional design models are variations of the ADDIE process.[49]

Rapid prototyping[edit]

Sometimes utilized adaptation to the ADDIE model is in a practice known as rapid prototyping.

Proponents suggest that through an iterative process the verification of the design documents saves time

and money by catching problems while they are still easy to fix. This approach is not novel to the design

of instruction, but appears in many design-related domains including software design, architecture,

transportation planning, product development, message design, user experience design, etc.[49][50][51] In

fact, some proponents of design prototyping assert that a sophisticated understanding of a problem is

incomplete without creating and evaluating some type of prototype, regardless of the analysis rigor that

may have been applied up front.[52] In other words, up-front analysis is rarely sufficient to allow one to

confidently select an instructional model. For this reason many traditional methods of instructional design

are beginning to be seen as incomplete, naive, and even counter-productive.[53]

However, some consider rapid prototyping to be a somewhat simplistic type of model. As this argument

goes, at the heart of Instructional Design is the analysis phase. After you thoroughly conduct the analysis

—you can then choose a model based on your findings. That is the area where most people get snagged

—they simply do not do a thorough-enough analysis. (Part of Article By Chris Bressi on LinkedIn)

Dick and Carey[edit]

Another well-known instructional design model is The Dick and Carey Systems Approach Model.[54] The model was originally published in 1978 by Walter Dick and Lou Carey in their book entitled The

Systematic Design of Instruction.

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Dick and Carey made a significant contribution to the instructional design field by championing a systems

view of instruction as opposed to viewing instruction as a sum of isolated parts. The model addresses

instruction as an entire system, focusing on the interrelationship between context, content, learning and

instruction. According to Dick and Carey, "Components such as the instructor, learners, materials,

instructional activities, delivery system, and learning and performance environments interact with each

other and work together to bring about the desired student learning outcomes".[54] The components of the

Systems Approach Model, also known as the Dick and Carey Model, are as follows:

Identify Instructional Goal(s): goal statement describes a skill, knowledge or attitude (SKA) that a

learner will be expected to acquire

Conduct Instructional Analysis: Identify what a learner must recall and identify what learner must be

able to do to perform particular task

Analyze Learners and Contexts: Identify general characteristics of the target audience including prior

skills, prior experience, and basic demographics; identify characteristics directly related to the skill to

be taught; and perform analysis of the performance and learning settings.

Write Performance Objectives: Objectives consists of a description of the behavior, the condition and

criteria. The component of an objective that describes the criteria will be used to judge the learner's

performance.

Develop Assessment Instruments: Purpose of entry behavior testing, purpose of pretesting, purpose

of post-testing, purpose of practive items/practive problems

Develop Instructional Strategy: Pre-instructional activities, content presentation, Learner participation,

assessment

Develop and Select Instructional Materials

Design and Conduct Formative Evaluation of Instruction: Designer try to identify areas of the

instructional materials that are in need of improvement.

Revise Instruction: To identify poor test items and to identify poor instruction

Design and Conduct Summative Evaluation

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With this model, components are executed iteratively and in parallel rather than linearly.[54]

Instructional Development Learning System (IDLS)[edit]

Another instructional design model is the Instructional Development Learning System (IDLS).[55] The

model was originally published in 1970 by Peter J. Esseff, PhD and Mary Sullivan Esseff, PhD in their

book entitled IDLS—Pro Trainer 1: How to Design, Develop, and Validate Instructional Materials.[56]

Peter (1968) & Mary (1972) Esseff both received their doctorates in Educational Technology from the

Catholic University of America under the mentorship of Dr. Gabriel Ofiesh, a Founding Father of the

Military Model mentioned above. Esseff and Esseff contributed synthesized existing theories to develop

their approach to systematic design, "Instructional Development Learning System" (IDLS).

Also see: Managing Learning in High Performance Organizations, by Ruth Stiehl and Barbara Bessey,

from The Learning Organization, Corvallis, Oregon. ISBN 0-9637457-0-0.

The components of the IDLS Model are:

Design a Task Analysis

Develop Criterion Tests and Performance Measures

Develop Interactive Instructional Materials

Validate the Interactive Instructional Materials

Other instructional design models[edit]

Other useful instructional design models include: the Smith/Ragan Model,[57] the Morrison/Ross/Kemp

Model[58] and the OAR Model of instructional design in higher education,[59]as well as, Wiggins' theory

of backward design.

Learning theories also play an important role in the design of instructional materials. Theories such

as behaviorism, constructivism, social learning and cognitivism help shape and define the outcome of

instructional materials.

Motivational Design[edit]

Motivation is defined as an internal drive that activates behavior and gives it direction. The term

motivation theory is concerned with the process that describe why and how human behavior is activated

and directed.

Motivation Concepts Intrinsic and Extrinsic Motivation

Instrinsic: defined as the doing of an activity for its inherent satisfactions rather than for some

separable consequence. When intrinsically motivated a person is moved to act for the fun or

challenge entailed rather than because of external rewards.[60] Intrinsic motivation reflects the desire

to do something because it is enjoyable. If we are intrinsically motivated, we would not be worried

about external rewards such as praise.

Examples: Writing short stories because you enjoy writing them, reading a book because you are

curious about the topic, and playing chess because you enjoy effortful thinking

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Extrinsic: reflects the desire to do something because of external rewards such as awards,

money and praise. People who are extrinsically motivated may not enjoy certain activities. They

may only wish to engage in certain activities because they wish to receive some external reward.[61]

Examples: The writer who only writes poems to be submitted to poetry contests, a person who

dislikes sales but accepts a sales position because he/she desires to earn an above average

salary, and a person selecting a major in college based on salary and prestige, rather than

personal interest.

John Keller[62] has devoted his career to researching and understanding motivation in

instructional systems. These decades of work constitute a major contribution to the instructional

design field. First, by applying motivation theories systematically to design theory. Second, in

developing a unique problem-solving process he calls the ARCS Motivation.

John Keller

The ARCS Model of Motivational Design[edit]

The ARCS Model of Motivational Design was created by John Keller while he was researching

ways to supplement the learning process with motivation. The model is based on Tolman's and

Lewin's expectancy-value theory, which presumes that people are motivated to learn if there is

value in the knowledge presented (i.e. it fulfills personal needs) and if there is an optimistic

expectation for success.[63]The model consists of four main areas: Attention, Relevance,

Confidence, and Satisfaction.

Attention and relevance according to John Keller's ARCS motivational theory are essential to

learning. The first 2 of 4 key components for motivating learners, attention and relevance can be

considered the backbone of the ARCS theory, the latter components relying upon the former.

Attention: The attention mentioned in this theory refers to the interest displayed by learners in

taking in the concepts/ideas being taught. This component is split into three categories:

perceptual arousal, using surprise or uncertain situations; inquiry arousal, offering challenging

questions and/or problems to answer/solve; and variability, using a variety of resources and

methods of teaching. Within each of these categories, John Keller has provided further sub-

divisions of types of stimuli to grab attention. Grabbing attention is the most important part of the

model because it initiates the motivation for the learners. Once learners are interested in a topic,

they are willing to invest their time, pay attention, and find out more.

Relevance: Relevance, according to Keller, must be established by using language and

examples that the learners are familiar with. The three major strategies John Keller presents are

goal oriented, motive matching, and familiarity. Like the Attention category, John Keller divided

the three major strategies into subcategories, which provide examples of how to make a lesson

plan relevant to the learner. Learners will throw concepts to the wayside if their attention cannot

be grabbed and sustained and if relevance is not conveyed.

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Confidence: The confidence aspect of the ARCS model focuses on establishing positive

expectations for achieving success among learners. The confidence level of learners is often

correlated with motivation and the amount of effort put forth in reaching a performance objective.

For this reason, it’s important that learning design provides students with a method for estimating

their probability of success. This can be achieved in the form of a syllabus and grading policy,

rubrics, or a time estimate to complete tasks. Additionally, confidence is built when positive

reinforcement for personal achievements is given through timely, relevant feedback.

Satisfaction: Finally, learners must obtain some type of satisfaction or reward from a learning

experience. This satisfaction can be from a sense of achievement, praise from a higher-up, or

mere entertainment. Feedback and reinforcement are important elements and when learners

appreciate the results, they will be motivated to learn. Satisfaction is based upon motivation,

which can be intrinsic or extrinsic. To keep learners satisfied, instruction should be designed to

allow them to use their newly learned skills as soon as possible in as authentic a setting as

possible.

Summary of ARCS Model

Motivating Opportunities Model[edit]

Although Keller’s ARCS model currently dominates instructional design with respect to learner

motivation, in 2006 Hardré and Miller[64] proposed a need for a new design model that includes

current research in human motivation, a comprehensive treatment of motivation, integrates

various fields of psychology and provides designers the flexibility to be applied to a myriad of

situations.

Hardré[65] proposes an alternate model for designers called the Motivating Opportunities Model or

MOM. Hardré’s model incorporates cognitive, needs, and affective theories as well as social

elements of learning to address learner motivation. MOM has seven key components spelling the

acronym ‘SUCCESS’- Situational, Utilization, Competence, Content, Emotional, Social, and

Systemic.[65]

Mastering Learning Styles

One of the first principles of instructional design is to know your audience. Understanding the various learning styles is critical in getting to know your audience. While there are many

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factors that impact how a person learns, there are basically three major categories of acquiring knowledge. These include auditory, visual, and kinesthetic.

It is important to note that most people will gravitate to a mixture of these components in learning something new. Many will find a dominant learning style as they progress in life, but their preferences may change. For example, most children are more prone to the kinesthetic learning style. As they grow older, they tend to gravitate to the other two styles as well.

As an instructional designer, it is extremely important to understand your audience and how they learn. A safe place to navigate in designing a course is to find balance among the three styles for your audience. Let's explore these three styles to help you better understand how people learn.

Auditory

Some studies have stated that approximately 30% of individuals are auditory learners. An auditory learner can retain information better when listening to instructions, hearing dialog, or conversing with another person. The auditory learner provides the following opportunities for the instructional designer.

The Auditory Learner:

Excels in learning through the use of music, jingles, or other auditory activities or methods

Prefers discussions over written exercises Requires more time to digest visual aids such as graphs, maps, and diagrams Gravitates to scenario or story-based exercises (They love to hear a good story or

joke) Finds it difficult to stay quiet in class Benefits more from reading out loud Displays excellent memorization skills Reads slowly Prefers to study in groups Likes to role-play or act out situations Displays excellent skills in speaking Enjoys interacting with others Reacts well to media that includes narration or similar audio presentations Displays a lack of interest in text-related instructions and often skims over the text Displays excellent grammar skills and good command of language (They can learn

foreign languages more quickly than other learners.) Is more sensitive to the tone of voice by the person speaking Talks out loud and often talks to him/herself Requires to hear it in order to learn it

Visual

Approximately 65% of the population are visual learners. These learners depend on pictures, graphs, or other imagery to help them understand concepts or topics. Another attribute of this type of learner is their ability to picture a concept in their mind first in order to explore a concept or to understand a principle or concept. They will often look up to the right or left to attempt to visualize a concept. The visual learner offers the following opportunities for instructional designers.

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The Visual Learner:

Relates well to written instructions and can quickly understand graphs, maps, and diagrams

Displays the potential for photographic memory Prefers written instructions over oral instructions Enjoys taking notes Focuses more on body language and facial expressions Finds it difficult to remember names Enjoys a quiet environment for studying Gravitates to structure and organization Avoids long lectures and discussions Enjoys reading Relates well to observation exercises and similar visual activities Tends to be more detail oriented Finds it difficult to remember names or lists of items Responds well to visual aids such as blackboards and flip charts Prefers independent learning versus group learning activities Requires constant visual stimulation Learns better when activities involve writing and drawing Requires to see it in order to learn it

Kinesthetic.

Approximately 5% of the population are kinesthetic learners. These learners require hands-on learning and often struggle in paying attention to lectures or long presentations. This learner enjoys to solve things on his or her own. They also have a sense of instinct for what they want or need to know and attempt to be independent in solving a problem. This type of learner offers the following opportunities.

The Kinesthetic. Learner:

Gravitates to the feeling, touching, and exploring aspects of learning Enjoys imitating demonstrations or hypothetical concepts Remembers more about what happened versus what was said or seen Displays a possible lack of grammar and spelling skills Excels when abstract concepts are applied to practical experiences Enjoys background music when studying or working on a problem Tends to be very active in sports Reacts well to simulations or role-playing Avoids sitting for long periods of time Uses hand gestures more often to communicate ideas Depends more on the environment of learning, including comfortable chairs, ability to

move around, and the freedom to stand and walk Requires the opportunity to take breaks when studying Enjoys field trips and excursions Gravitates to constructive games, creating physical objects, and experiments Requires to do it in order to learn

Understanding these three components of learning will help you in finding the solutions to training issues or to create a successful course. As mentioned earlier, no one gravitates to only one of the three styles. Therefore, as you begin to know your audience, keep these learning styles in mind. You should always be asking yourself and your subject matter expert on how your audience likes to learn. This one simple question will open the doors to many

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opportunities to build a very successful course. Mastering the Learning Styles of how people learn is one of the first principles of the ADDIE process.