Midterm Examination Mse Tle 215 - Development and Utilization of Intructional Materials in TLE
Midterm Examination Mse Tle 215 - Development and Utilization of Intructional Materials in TLE
Midterm Examination Mse Tle 215 - Development and Utilization of Intructional Materials in TLE
1. Present in Venn Diagram and discuss the three basic types of instructional
materials.
Print materials
-print materials are time-
effective and cost-effective
Visual
-can be two- or three-dimensional
since teachers and students are quite
material
familiar with these print materials, Learning through
then using them don’t require an the sense of sight
intensive orientation/training. When Includes charts, realia,
teachers think that there’s a need to photographs
edit and revise, then it can be easily
done in print materials Use to transmit
information,
Includes textbooks, ideas and notes
pamphlets, to learners
study guides and
manuals Promotes
Learning through
the sense of sight Learning through information
the sense of sight retention
Audiovisual
13. Discuss the Models for instructional design/Strategies for developing instructional
materials in the 3 domains of learning:
a. ADDIE Model
The ADDIE design model is a widely popular, linear, but flexible process. The
name is an acronym that stands for analysis, design, development,
implementation, and evaluation with each word representing a different
phase of production. When following the ADDIE model, each step has a
specific outcome that leads directly to the next step. The ADDIE model also
relies on instructional theories such as behaviorism, constructivism, and
cognitivism. Many current design models are spin-offs or variations of the
ADDIE model.
b. ASSURE Model
The ASSURE model is an instructional system or guideline that teachers can
use to develop lesson plans which integrate the use of technology and media
(Smaldino, Lowther & Russell, 2008). The ASSURE Model places the focus
on the learner and the overall outcome of accomplishing learning objectives.
Its main perspective is on how to integrate media (any kind of media) into
instruction in a method capable of producing the desired learning outcomes.
c. Dick and Carey Model
The systems approach by Dick and Carey helps instructional designers
develop curricula through a series of nine steps which work together toward
a defined instructional goal (Dick, Carey, & Carey, 2005). The Dick and
Carey systems approach considers components such as the instructor,
learners, materials, instructional activities, delivery system, and the learning
and performance environment. Unlike traditional models, the Dick and
Carey systems approach is portrayed as a curvilinear flow portrayed with
one-way arrows. The curvilinear design portrays an easier way instructional
design is practiced and developed (Branch, 1996).
d. Gagne’s 9 Events of Instruction
Gagne created a nine-step process called the events of instruction, which
correlate to and address the conditions of learning. Keeping these stages in
mind as you plan for a class session or online module can give your lesson
plans a strong foundation. Robert Gagné is known for his "Conditions of
Learning" which describes five levels of learning namely verbal information,
intellectual skills, cognitive strategies, motor skills and attitudes. Different
internal and external conditions are necessary for each type of learning. His
theory of instruction consists of a taxonomy of learning outcomes, conditions
of learning and nine events of instruction.
e. Kellars ARCS Model
Keller’s ARCS Model of motivation can be perceived as a problem solving
approach to learning that instructional designers can use to develop even
more engaging eLearning activities. Keller suggested that attention could be
obtained either by perceptual arousal or by inquiry arousal. In the case of
perceptual arousal, the learners' attention would be gained by surprise,
doubt or disbelief. For inquiry arousal, the learners' curiosity would be
stimulated by challenging problems that needed to be solved.
f. DALE’s Cone of Experience
Dale’s Cone of Experience is a model that incorporates several theories
related to instructional design and learning processes. During the 1960s,
Edgar Dale theorized that learners retain more information by what they “do”
as opposed to what is “heard”, “read” or “observed”. His research led to the
development of the Cone of Experience. Today, this “learning by doing” has
become known as “experiential learning” or “action learning”.
g. The Information Processing Model
The information processing theory is based on the idea that humans actively
process the information they receive from their senses, like a computer does.
Learning is what is happening when our brains receive information, record
it, mold it and store it.