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HMEF 5083

INSTRUCTIONAL
TECHNOLOGY

DR .SHEILA MAHALINGAM
OPEN UNIVERSITY MALAYSIA
WEEK 3 Instructional Design for
01 Effective Learning – Topic 7

Building the Learning


02 Environment – Topic 8

03 Technology of the Future

Technologies of the
04 Future
Learning Outcomes
What’s the scenario ?
Effective learning using an instructional design model
Connections-based learning Focusing on real-world problems such as sustainability can help to engage students, as can using the technology that students use in their daily lives in the classroom and by connecting wh

• Infographic Style

Instructional
Design

Media Tools
Global connectivity
New media technologies
have immense opportunities
as well as challenges in
ICT connectivity: A world-
enriching teaching-learning
wide view of education
processes which involve the
teachers and the taught.

Student Teacher
Bridging the Generation Gap: Teaching, Learning and
Working Across Generations
Pedagogy Vs Andragogy

A set of assumptions about children as learners –


Focuses on a teacher all knowing

D
A set of assumptions about adults as learners that

D D
focuses on the role of a teacher as a facilitator for
student centred learning

D
D
Traditionalist/ Builders Baby Boomers Generation X Millenials Generation Y

• Born 1928 - 1945 • Born 1946 - 1964 Born 1965 – 1980 Born 1981 - 1997
Age in 2020: 75 - 92 Age in 2020: 56- 74 Age in 2020: 40 - 55 Age in 2020: 23 - 39
Prefer learning Formality and Job Security Self Directed Informal Emergence of
Financial security Embrace Change
through lectures Rules drive learning Learning internet

Oriented to self
Dislike role- Transformational Informality /
Hierarchy Live To work Prefer e-learning Social Media and behaviour -
plays and games Learning Individualistic
questioning

Love to learn Enjoy Loves


Informational Respect through experiential Work Life Globally Experience ,
Not Tech Savvy
Learning Authority lecturer and learning Balance / Status Conscious festivals , and
workshops activities travel

Enjoy small
Formal Live to Work and Prefer self - Ongoing
Resistant to Change group Meaningful work
Recognition Value Hard work studying Feedback
activities

“ Builders believe promotions, “Work Ethic is measured in hours


“Gen-X questions formal authority “Millennials are lazy and self
raises and recognition should worked”
and rejects rules” entitled and like to job hop”
come from job tenure “ content
Watch Video Generation Z
https://www.youtube.com/watch?v=_LrlGnP8QhI
Generations as a construct of attitudes and perception

How to connect generation learning needs ?


Mix Strategies
Incorporate different activities and consider blended
approach
Combination of learning style-
Problem Based + Active Learning + Social Learning

01 02 03 04
Traditionalist Baby Boomers Gen X , Y Gen Z
Verbal /Auditory Visuals Visual Social
Kinesthetic Solitary
Logic

ENGAGEMENT CUSTOMIZATION
ACCESS
Technology For Technology For
Technology For
Learning Personalization
Massive User
Commitment learning
Instructional Design Model
Instructional Design – Theories

Learning Is An Observable Change In The Behaviour Learners Interpret And Encode The Information
Of The Learner That Originates From External On The Basis Of Their Own Personal Perception
Conditions And Experiences.
The Behaviourist Learning Theory Is Still Used In Theories Used In E learning by Giving Real-life
ELearning Courses In The Form Of Drag-and-drop Perspectives To Learners By Using Simulations,
Exercises To Classify Concepts Into Different Or Through Story-telling, Thus Providing
Categories. . Learners With Something They Can Relate Or
Behaviourist Constructivist Emotionally Connect With.
Learning Theory Learning Theory

Cognitive Active Learning


Learning Theory Theory

Learning Involves A Different Kind Of Memories, Motivation, And


Thinking. It Also States That Information Is Stored In Memory Learners learn best when they learn by doing. learners
Using A Node Pattern That Creates A Network, Where Nodes Are should be actively engaged or involved in the learning
Connected To Each Other By Means Of Relations. procedure in order to learn better.
Social Cognitive Learning, Which Is Used In E learning As Social Interactivities, gamification, quizzes, and exercises are
Learning, And Cognitive Behavioral Learning, Which Is Used In E all elements in eLearning which adhere to the active
learning By Reminding Learners Of Concepts They Already Know learning theory.
At The Beginning Of A Course,
Watch this Youtube video
https://www.youtube.com/watch?v=bvB7GLroxWo
How can we design learning
experiences that effectively
shift performance?
01
04

03

02
05
Instructional Design Mistakes that Can be Avoided
How to build effective online learning
Effective online leaning involves sharing information, learner
practice, and apply what been taught .

TEXT

Tell Show
Do Practice Review

Tell them what they Do the Task Practice the Task


Hands On
need to know
Start with an activity Review the practice activities and debrief
Advice
Show Them , they Engaged thinking through instruction What did they learn
can see what they Observe and give feedback How comfortable they are
Tell
do Are they able to accomplish learning objectives
Your Text Here
You can simply impress your audience and add a
unique zing and appeal to your Presentations. Easy
to change colors, photos and Text.

Your Text Here


You can simply impress your audience and add a
unique zing and appeal to your Presentations. Easy
to change colors, photos and Text.

Your Text Here


You can simply impress your audience and add a
unique zing and appeal to your Presentations. Easy
to change colors, photos and Text.
Discussion Group

Why is it important to apply


appropriate instruction?
Simple Tips For Effective Learning

Ensure that your Enriched with interactive


Use Meaningful images learners are stay
focused Elements in the course
To create necessary
activities including active
emotional impact Towards the objective . learning and collaborate
.
activities (online and offline)

mind thinking Fun colloborative creative

Use Right Colours Maintain Consistency Incorporate Social


networking
To Create a visual Avoid distracting
impact learners with Tools in e-learning
inconsistent design courses
element
Building Learning Environment
What Are The Factors That Make A Positive Learning Environment?

Address Learners’ Needs

Establish a supportive learning culture

Keep it Positive

Provide Feedback

Celebrate Success

Safety

Employ Interactive Games and Activities


Begin with The End in Mind
Stephen Covey, Habit # 2
This habit is all about knowing your purpose and what you’re trying to achieve.

02 What outcomes do I want?

What is the purpose of what I’m trying to achieve?


01

04 Why am I about to do what I’m about to do?

Why are these outcomes important/valuable?

03
What you wake up for ?
Future of
learning
Way to go
Technology and Education

98 Of people ages 18- 29


% use Internet
NEW LEARNING MODEL :
MOBIGOGY
Future Learning

https://www.youtube.com/watch?v=G_9AjuVVzJ0

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