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Pavlov suggests that behaviors can be learned through the association between different stimuli. https://www.simplypsychology.org/pavlov.html
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Thorndike argued that the probability that a particular stimulus will repeatedly elicit a particular learned response depends on the perceived consequences of the response. B.F. Skinner created the Skinner Box to test operant conditioning.
https://www.britannica.com/science/Thorndikes-law-of-effect -
During World War II there was an urgent need for training programs that could develop essential skills. The U.S. military developed all sorts of training materials such as manuals, job aids, and more. This was the beginning of ID. https://proedit.com/history-of-instructional-design-from-military-training-to-ai/
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Skinner studied operant conditioning by conducting experiments on animals by placing them in the Skinner Box. https://www.simplypsychology.org/operant-conditioning.html
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Bloom's Taxonomy was created by Benjamin Bloom to categorize the cognitive domain of learning into different levels. Although it was created in 1956, it was later revised in 2001. https://citt.it.ufl.edu/resources/course-development-resources/the-learning-process/designing-the-learning-experience/blooms-taxonomy/
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The teaching machine created by B.F. Skinner was a system of test items that carried the student gradually through the material to be learned. If the student answered the question correctly, they would be positively reinforced. https://asligumusblog.wordpress.com/2017/05/25/skinners-teaching-machine-and-programmed-learning-theory/
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The ADDIE model (Analyze, Design, Develop,Implement, Evaluate) was initially introduced by Florida State University as a part of a military training project. The idea of the model is to complete each step before moving to the next phase. Now, the model is used because of it's flexibility to follow. https://discoverlearning.com.au/2019/09/the-history-of-addie/
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Cognitive psychology began to influence IDT and learning theories. Instead of the focus solely being on behaviors, designers began to also take how learners process and organize information into consideration.
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Personal computers have been available up to this point in time, but it was not common to own one until the 1980's when they became more affordable.
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At this point, courses were designed and more focused on the learner experience. Tools like SCORM were also created to help make content more accessible across different platforms. https://mylove4learning.com/what-is-scorm-understanding-the-basics/
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Microlearnings such as self-paced e-learning, games, blogs, job aids, podcasts, infographics, and other visuals began to trend during this time. Gamification also became more popular. It integrates game design into learning and includes rewards, competition, and motivation. https://palcs.org/what-is-gamification/
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COVID-19 Forced organizations to create trainings virtually. Designers had to adapt quickly and use tools like zoom, google workplace, and articulate.
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After the pandemic, making e-learnings accessible and inclusive to all kind of learners was even more important. Accessibility and embracing diversity has become more a major part of e-learnings now.
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Articulate (a widely used program to build e-learnings) has introduced AI assistant. AI assistant can be used to create e-learnings faster. It helps speed up time-consuming manual tasks. https://www.articulate.com/glossary/ai-assistant/