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數位學習的密笈:「ISD」教學系統設計
ISD Models基本架構
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Q:有沒有什麼祕笈可以研發優質的數位教材?
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A:既然是找尋「有效的學習方案」,是辨症論治的複雜且繁重工作,
雖然基本步驟只有「ADDIE」五步,但是其中瑣事一籮筐,若是沒有五年七年的醫事培育、或十年八年的上山學武、恐怕難以闖蕩數位學習的江湖。
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Q:什麼?五年七年?十年八年??別開玩笑了!都數位+奈米科技時代了,有沒有更快、更好、更怡人的撇步(訣竅)呢?
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A:快速的訣竅?開什麼玩笑啊~~~!你難道沒有聽蘇格拉底說過:學問一途、無帝王之路?
也就是說:Learning的解決方案都要「一步一腳印」的走一趟『教學系統設計Instructional
System Design (ISD)』的每個步驟:
各種 ID Models
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快速雛形 Rapid Prototyping
model (spiral
cycle螺旋模式)
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Rapid prototyping
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Tripp, S., & Bichelmeyer, B. (1990). Rapid prototyping:
An alternative instructional design strategy. Educational
Technology Research & Development, 38(1), 31-44.
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雛形快速模式
Rapid prototyping. In a design process, early
development of a small-scale prototype used to test out
certain key features of the design. Most useful for
large-scale or projects.
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(Wilson, B. G., Jonassen, D. H., & Cole, P. (1993).
Cognitive approaches to instructional design. In G. M.
Piskurich (Ed.), The ASTD handbook of instructional
technology (pp. 21.1-21.22). New York: McGraw-Hill.)
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concept definition
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implementation of a skeletal system
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user evaluation and concept refinement
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implementation of refined requirements
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user evaluation and concept refinement
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implementation of refined requirements
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Rapid
Instructional Design (Sivasailam "Thiagi" Thiagarajan)
Rapid
instructional design: Learning ID fast and right. ~by Piskurichm George M.
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[pre-instructional design] Before you do anything --organizational
needs, performance assessment, assessing training needs, choosing
needs to address, Needs Analysis report, quick and dirty cost/benefit
analysis
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[Analysis] Do you know what you need to do? -- data-collection
methods, types of analysis, computer-aided analysis
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[Design] How to do it? -- make the right decision now, delivery
decision (training setting), objectives, design documents, course
descriptions, gathering content, adding structure: the Instructional
Plan, trainee evaluation (test questions and tests), hints for designing
in various formats
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[Development] Doing it right -- end products of development,
lesson plan as a end product, participants' package and other print
materials, other media, hints for developing materials
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[Implementation] Getting it where it does the most good-- besta
tests and pilots, reviews revisited, common implementation issues,
hints for implementation
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多媒體發展模式
Multimedia Design Model
(Thomas Reeves)
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過程
PROCESS |
產出PRODUCT |
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分
析 |
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Conducting Needs Assessment
需求分析
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Preparing Audience Assessment
對象分析
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Specifying Content and Objectives
內容目標
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Selecting Authoring Systems系統程式
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Selecting Delivery Systems傳輸系統
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Planning Project
規劃專案時程
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Planning Evaluation Strategies
評鑑策略 |
• Needs Assessment Report
• Learner Profile
• Content Outline
• Learning Hierarchy
• Instructional Objectives
• Authoring System Specs.
• Delivery System Specs.
• PERT Chart
• Project Timetable
• Evaluation Plan |
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設
計 |
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Creating Treatment Specifications
處理手法
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Specifying Instructional Interactions
教學互動
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Screen
Layout
Design
畫面(版面)設計
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Prototyping
雛型系統
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Screen
Flowcharting
畫面流程圖
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Writing Scripts Specifications
腳本格式
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Storyboarding (Formatting Screens)分鏡腳本
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Conducting Formative Reviews
形成性評鑑 |
• Treatment Description
• Instructional Archetypes
• Flowcharts
• Scripts
• Format Sheets
• Prototypes
• Improvement Specs |
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發
展 |
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Authoring Interactions
編輯互動
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Creating Graphics
繪製素材
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Preparing Adjunct Materials
輔助材料
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Conducting Preproduction
前製作
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Conducting Production
製作
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Conducting Postproduction
後製作
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Integrating Optical Media & Code
整合媒體 |
• Interactive Code
• Graphics
• Adjunct Materials
• Program
Document
• Shot
Lists
• Audio,
Animation,
Video
• IMM Program |
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評
鑑
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Documenting Project
專案文件
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Testing IMM
測試互動媒體
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Validating IMM
修訂
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Conducting Impact Evaluation
影響評鑑 |
• Project Documentation
• Functionally Valid IMM
• Instructionally Valid IMM
• Formative Evaluation Report
• Effectiveness Eval. Report
• Impact Evaluation Report |
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R2D2 教學模式
Recursive, Reflective Design and
Development
Model (Willis)
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1.
Definition Focus
(1) front-end
analysis (2)
learner analysis (3)
task analysis (4)
concept analysis
(5) specifying instructional objectives.
2. Design
and Development Focus
(1) Media and
Format Selection (2)
Selection of a Development Environment
(3) Product Design and Development:
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(A). Surface
Design-screen layout, typography, language, graphics,
illustrations, sound.
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(B).
Interface Design-look and feel, user interaction, help,
support, navigation, metaphors.
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(C).
Scenario-sequence of simulation options/ choices, results.
(4)
Evaluation Strategy: Student
Tryouts, Expert Appraisal: Component
Feedback, Package Critique
3.
Dissemination Focus
(1). final
packaging (2). diffusion
(3). Adoption
ASTD Roadmap for E-Learning
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The Process of Making
Multimedia (Vaughan)
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Technology-Based Training:
The Art and Science of Design,
Development, and Delivery ~~by Kevin Kruse, Jason Keil
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Overview-- Models of technology-based training, Interactivity,
advantages and limitations, Project Team: Roles & Responsibilities,
Tools needed
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Choosing the right
technology-- Technology used, CD-ROM, WWW
Guaranteed results with a systematic design process-- analysis,
design, rapid prototyping, development, implementation, evaluation
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Designing Lessons
for Adult Learners-- Value of ID, how adult
learn, Gagne's approach to training, Mager's learning objectives,
Motivating learners, constructivism
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Secrets of user interface design-- use visuals, help the user
remember, put the user in control, create consistent and logical
designs, provide informative guidance and feedback
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Managing Cost & Benefits-- Cost-benefit analysis, measuring
cost, measuring benefits, measuring results
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Working with a vendor-- determine project budget, find
potential vendors, creating an FRP, selecting a vendor, tips for
reducing project costs, Tricks, traps, and other vendor shenanigants,
Rules for establishing a good vendor-client relationship, milestones
in managing the development process
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Selling your projects
internally-- needs and language
of senior executives, concernss and language of Information Technology
department, Presenting the business case, model memo describing
new TBT projects
Cases
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Designing
Web-Based Training: How to Teach Anyone Anything Anywhere
Anytime
~by William K.
Horton
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選擇WBT方式:教師主導或學生主導、同步或非同步、學生人數(class size)、使用場域﹙何時﹖在哪裡﹖用什麼科技﹖﹚、從0%~100%的WBT
(混合教學方式)、決定引用的軟硬體科技﹙系統OS、瀏覽器、伺服器、程式語言、呈現的媒體元素﹚、決定隱喻﹙有哪些隱喻例子﹖被成功引用的隱喻﹖隱喻的聰明抉擇﹚、小心地命名!
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建立課程網站架構Framework:告知學習者的基本訊息﹙宣佈本課程的鏈結處﹚、課程說明、學習目標、版權申明、開發團隊、使用規定、特殊要求、致謝﹚,學習者註冊/登錄,課程內容﹙歡迎、學習者紀錄、首頁、目錄頁、課程表頁、教師指引、作業、參考資源、搜尋輔助、索引、網站地圖﹚,蒐集使用意見、學習紀錄報表等。
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組織學習次序:家教式Tutorials、活動為主式Activity-centered lessons、導覽式Knowledge-paced
tutorials、探索引導式Exploratory tutorials。
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課程Lesson網頁Page:歡迎、簡介、相關資源、摘要、例子、選擇、事件、程序、回饋
學習活動:活動元件、適用於WBT的活動--展示、講授、演練、專案研究、分析、設計、腦力激盪、個案討論、角色扮演、團體批判、虛擬實驗室、實務操弄、教學遊戲﹚,傳統教室活動的轉移,活動的各項輔助
。
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測驗評量、有意義的回饋;促進合作學習的機制﹙電子郵件、討論區、聊天室、電子白板、螢幕分享、語音會議、視訊會議﹚、激發主動參與;虛擬教室的老師該怎麼教;提昇學習動機;放眼全球市場;飛越科技屏障(軟硬體的親和力)
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其他學習活動:圖書館、博物館、字典、工作輔助、學習輔導、會議、導覽、參觀、模擬
。
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The Elements of
User Experience: User-Centered Design for the
Web.
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教材設計:原理與實務(Writing
Training Materials That Work:
How to train anyone to do anything)
1、認知取向的教育訓練
從認知學習取向討論教學設計、認知學派對學習的觀點、敘述性與程序性知識及其次級分類
2、認知訓練模式
一種新的認知模式、學習任務和單元要素、如何解讀認知訓練模式、辨別我們的模式和蓋聶的模式、如何使用此模式
3、如何開始一個單元:最重要的三個單元要素
運用單元要素來設計概念、運用單元要素來設計實作
4、如何組織和呈現資訊:訊息設計原則
運用單元要素來幫助學習者組織資訊
5、教導事實
關於事實、教導事實的基本策略、運用單元要素來教導事實
6、概念教學
關於概念、概念教學的一般性策略、運用單元要素進行概念教學
7、原則及心智模式的教學
關於原則及心智模式、教授原則及心智模式的一般性策略、運用單元要素教授原則及心智模式
8、教授結構明確的問題解決
關於結構明確的問題解決、應用一般的策略來教授結構明確的問題解決、運用單元要素來教授結構明確的問題解決
9、教授結構模糊的問題解決
關於結構模糊的問題解決、學習結構模糊問題解決的相關問題、應用一般的策略來教授結構模糊的問題解決、運用單元要素來教授結構模糊的問題解決
10、教導故障檢修
關於故障檢修、應用一般的策略來教導故障檢修、運用單元要素來教導故障檢修
11、完整單元的教學
組合敘述性和程序性的教學:二種作法、二個關鍵的教學設計議題、組合單元舉例
12、認知取向的教學策略議題
目的與取向、行為主義與認知主義取向的差異
13、關於敘述性知識教學之相關議題
敘述性知識與程序性知識的不同、事實、概念、原則與心智模式、敘述性知識教學的常見錯誤
14、關於程序性知識教學之相關議題
關於程序性知識、人們如何解決問題、問題解決的策略、教導問題解決的程序性知識、教導故障排除
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Bromley、Vitis、Modlo原著。(2005)圖像化學習(Graphic
organizers)。台北:遠流文化。
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Lohr, L. L. (2003).
Creating Graphics
for Learning and Performance:
Lessons in Visual Literacy. New York, NY: Prentice Hall.
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西村克己(2004)。開創圖解力。台北:商周出版。
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永山嘉昭(2005)。超說服圖解作法鐵則:Office繪圖功能徹底活用。先鋒企管。
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