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Dewey founded the first lab school where teaching and learning could be informed by practice.
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These Museums included units of visual instruction and supplementary curriculum materials. The first school museum opened in St. Louis.
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Lantern Slides and Stereographs became a tool to create visual instruction. The motion picture projector was the first media device to be used in schools.
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The radio started to become not only a source of entertainment but also provide stations for education and information.
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The use of audiovisual devices and training were shown via films and filmstrips to help with defense.
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During the 1950's there was a growth in instruction being delivered via television. 242 TV channels were set aside just for educational purposes.
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(Bloom, Engelhart, Furst, Hill, & Krathwohl) Learning outcomes are connected to cognitive functions. The connection supports the creation of learning objectives.
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Models for designing instructional materials began to be created by various individuals. Many terms and ideas began to be used to define models (Instructional Design, System Development, Systematic Instruction, and instructional Systems).
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The world began to notice the need for instructional design to help improve training. Many sectors adopted Instructional Design models to help support the performance and outcomes of their work.
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The ADDIE Model (Analyze, Design, Develop, Implement, and Evaluate) was developed in FSU's Center for Educational Technology. This Model is used to assist with systematic product development and offers conceptual components of ID. It was first used by the military to help with training materials and is still used all across the nation today.
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The Zone of Proximal Development represents the space between what a learner can do with support and without support. This pushed instructors to think about learning, assessments, and development.
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Personal computers became available to the public. Most elementary and secondary schools began using the computer for instructional purposes.
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Instructional Designers began to see connections between cognitive design and technology usage in the design process.
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Howard Barrows worked with medical school faculty to develop a model for centering instruction around problem-solving projects.
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Collins & Brown developed an instructional model to include key aspects of informal learning. ID began to use this framework for designing instruction.
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Companies began to shift their focus from learning to job performance. Outcomes and problem-solving were additional focuses of companies.
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An online environment for collaborative problem-solving, reasoning, and argumentation was developed by Bereiter & Scardamelia.
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Lave found that learning in everyday environments was something that was not widely generalized. This brought insight into how traditional learning should be re-designed to implement teaching strategies that will give the opportunity to transfer new contexts into the everyday world.
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Brown & Collins discussed design experiments, documenting what was occurring and being applied in the setting. In addition, the observation of instructional implementations as they went through different phases of design and development.
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Brown & Campione presented the approach of developing group projects around science units. These group projects gave the opportunity for students to learn from each other and activities created conversation and experiences around scientists in the real world.
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Merrill's Model is a problem-task-centered focus. It begins with the problem that learners must solve.
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Siemens & Downes developed an approach that by engaging networks of human and information resources and basing ideas derived from the web and online learning yields Connectivism.
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Teachers recorded their lectures and made them available for student viewing at home. When students returned to the classroom, they were able to consult and problem-solve.
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Vosniadou found that learners gain knowledge and learn to solve problems from memories, skills, perceptions, and ideas.
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The Successive Approximation Model (SAM) created by Dr. Michael Allen, focuses on Preparation, Iterative Design, and Iterative Development.
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This model places the instructor in the middle of the classroom with students at a roundtable. Technology is accessible for both the instructor and learners.
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4 Theorists presented principles and standards to produce quality e-learning products.