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Visual Education
- Films
- Slides
- Photographs
- Picture Projector
- Instructional Films -
Behaviorism - learning occurs through interaction with environment.
- Classical conditioning - Ivan Pavlov
- Stimulus leads to voluntary behavior
- Operant Conditioning - Skinner
- positive or negative reinforcement lead to voluntary response
Now used in
- Creating drill and practice software
- Gamification
- Task-based learning -
The Department of Visual Instruction was created and is now a leader in instructional design and technology called AECT now.
Media with incorporated sound
- Radio broadcasting
- Sound recording
- Sound motion pictures -
Using audiovisual devices in military to produce training film
- Overhead & slide projectors
- Audio equipment
- Simulators and training devices
Post World War Research
- how media and its characteristics influenced learning
- first development of instructional principles
- emergency of criterion-referenced testing to assess student's entry-level and after program
Focusing on the communication Process -
"Educational Television Stations" - using television for delivering instruction
- all major subjects to all grades
- a college courses
after unsuccessful instructional programs it became wider
- cultural and informational presentations
first development of computer-assisted instruction (CAI)
- using CAI at schools and at universities -
Informational Processing Theory
- mind as a computer receive inputs and process it
- register - short term memory - long term memory
Cognitive Load Theory
- Extraneous load - butter distractions
- Intrinsic Load - inner distractions
- Germane Load - required effort for processing information
Mayer's Multimedia Learning - work on reducing extraneous load to make learners cope with other loads.
- graphics, text and narration
- no background music
- simple visuals -
"Educational Technology" and "Instructional technology" appeared
- the term "audiovisual" was not used anymore
Massive use of computers for instructional purposes
- 40% of elementary school and 75% of secondary schools were using computers for instructional purposes
- usage wasn't innovative
- drilling, practice or teaching computer skills -
Constructivism - a learner interacts with the environment and construct knowledge based on their experience.
Instructional designers should make learning meaningful and follow some principles of constructivist learning making learning
- active and meaningful
- collaborative
- authentic
collaborative shared documents (Google docs)
searching information from the Internet
simulation
project and problem based activities
Social Constructivism-learning with mentors -
Rapid increase of delivering instructions via new technology and Internet
- Accessibility, interactiveness and multimedia capabilities
- in business and industry(professional trainings)
- in higher education(distance learnings,as a low-cost method)
- in military(distance courses for soldiers)
- at schools(Internet access increased from 50% to 90%)
Increasing interest in rapid prototyping-a draft product before its final release -
Knowledge exists beyond a learner and they make connect information to build knowledge
- decision-making as a part of learning process
- responsibilities are on the learner
- sort out information(what is useful and not)
Social media
Gamification
Simulations