Sunday, April 19, 2009

Instructional Design Jobs

I can recommend the following websites to search for potential ID job opportunities:

  1. Indiana University's job board : http://www.indiana.edu/~ist/students/jobs/joblink.html
  2. Educational Job search website: www.higheredjobs.com
  3. Job search website: www.indeed.com
  4. Higher Education Jobs: http://www.higheredjobs.com
  5. Chronicle Careers: http://chronicle.com/jobs/
If you have any other suggestions do not hesitate to contact me or to make a comment!

Saturday, June 7, 2008

Flash Resources

For instructional designer Flash is a very important tool. As a result, I thought to make a post about Flash Resources.

I found the following 6 Flash resources:

Adobe/Macromedia Flash Support
(The above web site provide a forum to Flash developers for discussing Flash and related topics).

Getting Started with Flash
(The title says it all. by Adobe Developer Connection).

Flash Kit Tutorials & Reviews
(A Flash Developer Resource Site).

Flash Tutorials
(Really cool Flash Tutorials!!!)

Safari Tech Book Online
(This is an excellent resource with dozens of full-text online books about Flash and many, many other subjects).
  1. Click on Research Databases (under the Finding Articles section)
  2. Click on the S from the alphabetical listing
  3. Click on Safari Tech Books Online
  4. Click on the Safari Tech Books Online link in the center of the page
Atomic Learning
(A great resource - short video tutorial on Flash and a variety of other subjects).
  1. Click on Tutorials
  2. Click on Atomic Learning Video Tutorials link
Enjoy!

Thursday, April 24, 2008

Virtual Learning Spaces

Virtual Learning Spaces

by
Melanie Alt
Christopher Pappas
Christopher Pittman


What is a virtual learning space?

The term virtual learning environment can mean different things to different people. According to Holyoke (2002) “A Virtual Learning Environment (VLE) is learning management software that synthesizes the functionality of computer-mediated communications software (e-mail, bulletin boards, newsgroups etc) and on-line methods of delivering course materials”. To put it simply, a virtual learning environment is a set of teaching and learning tools designed to enhance a student’s learning experience by including computers and the Internet in the learning process.

The principal components of a VLE package include curriculum mapping to support breaking curriculum into sections that can be assigned and assessed; learner tracking; online support for both instructor and learner; and electronic communication tools such as email and Internet links to outside curriculum resources. Furthermore, a VLE is not only a well-structured information space but also includes the functional relationship between how information is structured and represented and how it can be used in learning activities and interaction (Dillenbourg, 2000).

Furthermore, a virtual space is any location where people can meet using networked digital devises. A learning space in a VLE is designed to extend classroom-based learning where students are not only active, but also actors (Dellenbourg, 2000). As a result a Virtual Learning Space encompasses the full range of places in which learning occurs, from real to virtual, from classroom to cyberspace, (Brown, 2006). But what are the characteristics of a virtual space?

The key features of a learning space are:
  1. True-to-life - more or less fidelity to real-life models
  2. Synchronous - more or less requiring real-time chatting with others to learn (v. self-paced)
  3. Asynchronous – email discussion threads
  4. Interactive – chat, blogs, wikis
  5. Generative - more or less generating mental models through metaphor - leading to learning outcomes
  6. Dynamic - more or less flexible to revision (vs. permanent)
  7. Situative - more or less supporting a learning community's existing social framework
  8. Authoritative - more or less enforcing a single speaker's authority (vs. collaborative)
  9. Institution itself – institutional in scope, their implementation involves the institution’s culture, tradition, and mission (Learning Space, 2006). The Institution itself has to do with the Design of Learning Spaces. The Virtual Environment Designers used existing physical environments in order to create the virtual learning spaces. For instance the BGSU Island we can say that it remind us the BGSU Campus.
Based on the learning spaces described on Wikipedia we visited the five categories:
  1. Auditorium classrooms,
  2. Informal and personal classrooms,
  3. Open box classrooms,
  4. Self-paced classrooms,
  5. Hybrid self-paced and community gathering classrooms.
Pedagogical Model for Virtual Learning Spaces

Peters (1999) developed a pedagogical model for virtual learning spaces and online education. Peters developed several different ways that students learn in an online environment:
  • Learning by discovering and experiencing – Students are capable of planning, organizing, controlling, and evaluating their work themselves.
  • Learning by exploration – Students can select the learning paths themselves on the basis of their own interests and associations, and at their own strategy.
  • Learning by searching for information – Students can use digital libraries, search engines, etc. Information can be found on an international level.
  • Learning by communication – A digital communication space is used, specifically email, discussion boards, virtual conferences, etc.
  • Learning through collaboration – This includes: computer conferences, virtual seminars, the on-line classroom, online games, simulations, and group projects.
  • Learning through storing and information management – This is the way that students handle information they regard as important, searching and finding, remembering and checking, comparing and relating, becomes more significant and is integrated into the learning process.
  • Learning through representing and simulating – Repetition, training or application activities being used to help students retain information they learned. (Otts, 1999, ¶12-44)
Future of Education

There are several factors that will affect education in the future. These factors will enable many changes to the way that education exists today.

Unlimited wireless access
One factor affecting education is wireless access (Slowinski, ¶2). Slowinski (2002) wrote, “Without a doubt, the most powerful emergent trend to impact society is wireless technology,” (¶2). Currently, most locations on the BGSU campus have wireless capabilities, including outside areas around the Bowen-Thompson Student Union, allowing students to access the Internet while sitting outside on the grass,
(http://www.bgsu.edu/its/network/page10298.html).

In addition to surfing the net, the wireless access outside the classroom allows students to be able to choose where they want to work on homework. They are no longer restricted to their home or library. With wireless access in several restaurant chains, hotels, airports, etc. (Slowinski, ¶2-3), students are able to choose their work environment and location. If a conversation arises regarding a certain topic or issues, students can instantly explore online in search of an answer. They don’t have to wait until they get home to search for information.
Smaller technology devices

In addition to wireless Internet access, students will be able to afford smaller technological devices that will aid in their education. Slowinski (2002) wrote:
Students will begin to maximize their learning through customized and individualized learning. With one-to-one computing, brought about by powerful, smaller and thinner devices (PDAs and Web pads), teachers will finally be able to offer meaningful, formative, ongoing assessment targeting individual needs, (p. 18).

Slowinski (2002) also wrote that devices should be available and affordable (p. 18). In addition, Galloway, et al. (2002) describes a situation in which students would benefit from using a small device and wireless Internet access. He wrote, “Students could also fully utilize a PDA by taking it with them for reference – for example a student on a biology field trip could use their device to identify an unfamiliar organism,” (2002, ¶34).

Home schooling

Sanborn, et al. (2005) predicts that “Education will take place in a variety of settings, including cyberspace and virtual reality,” (p. 28). They also wrote, “Everyday computers suffice as classrooms, and software takes care of all menial grading and record keeping,” (p. 28). Sanborn, et al. (2005) mentioned in their prediction that “home schooling is just another modern convenience to keep children where they can be safe and secure,” (p. 28). The authors believe that home schooling will become something of a status symbol by the year 2014 (p. 28).

The Education Divide
Sanborn, et al (2005) wrote, “In 2002, there will be two distinctly disparate social segments: college-educated information pushers…and manual laborers with corresponding demarcations in race and status,” (p. 29). He also went on to suggest that “A class system based on education levels will have developed” (Sanborn, et al., 2005, p. 29). This class system is a divide between the college-educated and the non-college educated people in the world (p. 29). Sanborn, et al. (2005) gave an explanation for the divide. He wrote:

Since the beginning of the twenty-first century, larger family households and lower incomes have compelled too many first-generation Americans to put less emphasis on education and more on sending youth into the workforce as soon as possible. Add up the variables two decades later, and that is how the United States in 2020 has created a Third-World workforce. (p. 29)

The result of the “Third-World workforce” will include “the new immigrants, dropouts from immigrant families, and the urban poor becoming trapped in low-paying, menial jobs with no real opportunity for advancement,” (Sanborn, et al., 2005, p. 29).

Our opinion of the future of education
The reason we believe universities will still exist and the style of learning may change is that much emphasis is put on education today and will continue to increase over time. For instance, companies need more college-educated employees and encourage employees to go to school part-time while they work. In the future we believe that a college degree will be required for most jobs. A high school education will no longer be sufficient for the careers of the future.

Another reason we believe universities will still exist is collegiate sports and the effect they have on the economy. However, universities may change the style of learning as far as being in the classroom or holding classes in virtual settings such as Second Life. However, some form of physical brick and mortar where student-athletes will still live on campus or in town will exist. Collegiate sports with practices and games will continue to exist.

Today sports at the college level are becoming more of a business than in the past and that trend is likely to continue. Coaches and athletic directors have million dollar salaries. If they are not winning, they are replaced immediately because losing programs do not make money. Big corporations such as Nike, Reebok, Adidas, Under Armor, and many more, are sponsoring collegiate teams. Again, this trend is likely to continue in the future. Big corporations are even sponsoring high school athletic teams. For that reason alone we believe that universities with students on campus will continue to exist.

Enjoy the Slide Show presentation!



References
Brown, M. (2006). Learning spaces, Dartmouth College, http://www.educause.edu/LearningSpaces/6072 and
http://www.educause.edu/content.asp?PAGE_ID=10569&bhcp=1http://www.educause.edu/LearningSpaces/6072
Dillenbourg, P. (2000). Virtual learning environments, University of Geneva, http://tecfa.unige.ch/tecfa/publicat/dil-papers-2/Dil.7.5.18.pdf
Galloway, W., et. al. (2002). Virtual learning environments. Retrieved, October, 2007 from http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/3.html
Holyoke M., (2002). “Virtual Learning Environments”, http://whatis.techtarget.com/definition/0,,sid9_gci866691,00.html
Peters, O. (1999). A pedagogical model for virtual learning space. Retrieved, October, 2007, from http://www.uni-oldenburg.de/zef/cde/found/peters99.htm
Sanborn, R., et. al., (2005). Four scenarios for the future of education. The Futurist, p. 26-30.
Slowinski, J. (2002). What will the future look like? The Book Report, p. 18-20. http://tecfa.unige.ch/tecfa/publicat/dil-papers-2/Dil.7.5.18.pdf
Learning Space, (2006). http://www.sluniverse.com/snapshots/81365.jpg

Wednesday, April 23, 2008

John Dewey’s “Educational Progressivism”

John Dewey’s “Educational Progressivism”

Objectives:
  • Who was John Dewey?
  • What does Educational Progressivism means?
  • What is the purpose of education?
John Dewey
(0ctober 20, 1859 – June 1, 1952)
  • American philosopher, psychologist and educational reformer
  • Founder of philosophical school of Pragmatism
  • Father of Functional Psychology
  • Educational Progressivism
Educational Progressivism
  1. The main principle of educational progressivism is that humans are social animals who learn best in real-time activities.
  2. Instructors should focus on providing students with the necessary skills and knowledge to survive and to succeed in our competitive society.
  3. Strong emphasis on problem-based learning to develop problem solving and analysis skills (For example, instructor posing questions the exercise students’ minds in a practical manner)
Purpose of Education
"The purpose of education is to enhance individual effectiveness in society and give learners’ practical knowledge and problem-solving skills."

Based on John Dewey's model of learning instructors should:
  1. Become aware of the goal,
  2. Define the objectives,
  3. Propose hypotheses to achieve the goal,
  4. Evaluate the consequences of the hypotheses from one's past experience, and
  5. Test the most likely solution.
Enjoy the Slide Show and Video!




Monday, January 28, 2008

Instructional Design Videos

In this post I will present you a list of my favorites Instructional Design Videos.



You can have free access in more than 55 slideshows about Instructional Design if you click HERE.

Instructional Design 3.0

I found an excellent Slide Show about Instructional Design 3.0
I thought to share it with you.



You can have free access in more than 55 slideshows about Instructional Design if you click HERE.

Friday, November 30, 2007

Christopher Pappas' Portfolio

SKILL TO DO COMES OF DOING

INSTRUCTIONAL DESIGN PROJECTS


I create this PPP presentation based on the Instructional Design Project that I have created during the academic year 2006-2007 on the C&TE program, College of Technology, Bowling Green State University.

Then I thought to give some more details about these project.
Please feel free to write your comments.



MAJOR PROJECT (2007 - Present)
TOPIC: Music Technology II (conversion of a face-to-face music course into an online format).
AUDIENCES: Undergraduate and Graduate students of College of Musical Arts, Bowling Green State University.
OBJECTIVES: Research, Design, Develop, and Evaluate the conversion of three specific components of the face-to-face Music Technology II course into an online format, research distance education courses, understand the challenges that a learner will face in accessing and interacting with the type of instruction found in Music Technology II web-based course, establish the expectations and identify the important factors in setting these expectations, identify the best interactive asynchronous and synchronous instructional design system for the learners, introduce students to learning music online by defining and demonstrating the concepts and expectations of distance education through an orientation module, research best LMS practices to ensure an effective way for presenting learning materials in terms of content, navigation, site design and design aesthetics.

INSTRUCTIONAL DESIGN FOR DIGITAL ENVIRONMENTS (2007) TOPIC: Google Scholar and Google Book Search. AUDIENCES: Bowling Green State University Faculty. OBJECTIVES: Navigate Google Scholar and Google Book Search, utilize the full capability; apply knowledge gained from these resources to improve the course that the faculty instruct. PRINCIPAL ROLES: Programmer/Writer, develop alpha prototype, develop beta module and complete final module. SKILLS/KNOWLEDGE GAINED: andragogy, computer simulations, decision-making tasks, step-by-step sequencing, learning objectives and outcomes, formative and summative learner strategies, and formative and summative evaluation strategies.


INTERACTIVE MULTIMEDIA LEARNING (2006)

TOPIC: Music Theory. AUDIENCES: Elementary and Mιddle school students with no knowledge in music theory. OBJECTIVES: Note duration, staff, clefs and ledger lines, read and write note in ledger lines. SKILLS/KNOWLEDGE GAINED: Instructional Multimedia Design, Pedagogical Criteria (pedagogical philosophy, evaluation), Learner Interface Criteria (flexible learning environment), General Criteria (orientation to module, analysis of audience), use of Photoshop and Flash.

INSTRUCTIONAL DESIGN (2006) TOPIC: Survey of Western Music History. AUDIENCES: Graduate students with knowledge in Music History. OBJECTIVES: History of Western Music from the Ancient and Medieval Worlds until 20th Century. SKILLS/ KNOWLEDGE GAINED: topic outline, course description, development of program and module objectives, determines appropriate teaching points, evaluation, and recourses.

Friday, October 26, 2007

Robert Gagne’s Instruction Design Model “The Nine Events of Instructions”


Robert Gagne’s Instruction Design Model; “The Nine Events of Instructions”

Objective
  • What are the Nine Events of Instruction?
  • How are these events related to the learning process?
Robert Gagne
  • American educational psychologist
  • Conditions of Learning
  • Instructional Theory
  • Instructional Design Model
According to Robert Gagne, there are nine events that activate processes needed for effective learning.
Instructional Design Model
  • Gagne created a nine-step process called The Events of Instruction
  • The events of instruction are related to the learning process
  • The events of instruction lead to various learning outcomes
  • The events of instruction support the internal processes of learning
Gain Attention
  • Capture the attention of those learning (animated tutorial)
  • Stimuli that ensure reception of coming instruction
Inform Learner of Objectives
  • Internal process of expectancy
  • List of learning objectives
  • Level of expectation for learning
  • What will the learner be able to perform after the instruction?
  • Motivate the learner to complete the lesson.
Stimulate Recall of Prior Learning
  • Recall of existing, relevant knowledge
  • Retrieval to working, short-term memory
  • Previous experience, previous concepts
  • Correlate new information with prior knowledge
Present Stimulus Material
  • Display the content
  • Pattern recognition; selective perception
  • New content (chunked, explained, then demonstrated)
  • Multimedia (audio, video, graphics)
Provide Learner Guidance
  • Guidance on the new content
  • Chunking, rehearsal, encoding
  • Assist learners in order to encode information for long-term storage
  • Guidance strategies (case studies, examples, mnemonics)
Elicit Performance
  • Practice (new skills or behavior)
  • Confirm correct understanding
  • Demonstrating learning
  • Retrieval, responding
Provide Feedback
  • Specific, immediate feedback on learner's performance
  • Reinforcement, error correction
Assess Performance
  • Post-test, final assessment
  • No additional coaching; feedback
  • Mastery of material
Enhance Retention and Transfer
  • Determine whether or not the skills were learned
  • Apply the skills that were learned
  • Retention, retrieval, generalization
References
Gagne's Learning Outcomes http://online.sfsu.edu/~foreman/itec800/finalprojects/annie/gagne'slearningoutcome.html
Gagne's Nine Events of Instruction --http://online.sfsu.edu/~foreman/itec800/finalprojects/annie/gagne'snineevents.html
Conditions of Learning
http://tip.psychology.org/gagne.html
Conditions of Learning: Exponent/Originator http://www.educationau.edu.au/archives/cp/04d.htm
Gagne’s Nine Events of Instruction
http://ide.ed.psu.edu/idde/9events.htm
Gagne’s Nine Events of Instruction: An Introduction
http://www.e-learningguru.com/articles/art3_3.htm
The Nine Events of Instruction
http://hungary.usembassy.gov/uploads/images/94KMTTRtqw2d0Ii-AmOyeA/gagnes_nine_events_of_instruction.ppt.