Instructional technology

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    The Quality Matters Model

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    Using the ASSURE (Analyze, State, Select, Utilize, Require, and Evaluate) Model of Instructional Design and the Quality Matters rubric for course review, I have just completed IDOL, an online course that follows such skills. By participating in group and course discussion forums, I actively monitored announcements, questions, and postings to guide my learning and recognize the guideposts of objectives and expected quality levels for achievement. Writing measureable objectives set the tone for communication

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    someone who charged that "ID Models are just boxes and arrows, they have no practical value in real life instructional design projects"? (55) Before answer the questions please read the articles called “what is instructional design?”, “Making Instructional Design Dictions” and “Selected Instructional Design Models and Their Effectiveness for Asynchronous Online Curriculum Development” Instructional Design explain as “a systematic process that is employed to develop education and training programs in

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    SUCCEED: An Instructional Design Model

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    system. The next generation of teachers creates countless practice lesson plans based around these theories. Unfortunately, there is a wide divide between the psychology of how humans learn and the constraints of an American classroom. The SUCCEED instructional design model

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    would like to analyze step by steps the procedures to obtain the expected outcomes. Training intervention is the method I choose because it complies with the procedures I want to present at SUAGM (Sistema Universitario Ana G. Méndez) to integrate technology in a bilingual setting with hybrid courses. Developing a training intervention project involves assessing the need, designing materials, developing training presentations and exercises, implementing the program and evaluating the success of the

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    The On The Surface Level

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    peers. Yet conversely, there was one that may be too grand in instructional scope that students may be thrown off by the amount effort just to progress within gameplay. Nevertheless, all of these games have the potential of being placed in day-to-day school instruction. FlipQuiz While more of a study tool as opposed to an online video game, FlipQuiz allows for students, teachers, and other to create their own games using the instructional content of their choice. The whole format is reminiscent of

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    EDTC 6332: Practicum in Educational Technology Brad Lampton Lessons Learned Overview of Practicum Project Creating this training project really was a great lesson learned for me. The steps that I took to create my capstone project was to first design, delivery, and evaluation of an instructional package. The steps in the project broadly consisted of: • Project Proposal • Design Document • Instructional Solution • Evaluation of the Instructional Solution • Weekly Reflections Throughout

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    university skyrockets, and technology required to get the same degree online becomes more available. According to the National Center for Education Statistics, from 2000 to 2010, the average cost for undergraduate tuition, room, and board at public institutions increased over forty percent. There is good reason for the growth in online learning in college environments. Student populations have diversified since the introduction of the personal computer and

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    The development stage in instructional design is an extremely important stage. Without a proper development plan put in place instructional designers can become easily frustrated and expending additional hours to do research to put the course in place. This is the stage where the content is not only written or developed but the content is also organized (University of Idaho, n.d.). It is imperative that this stage is done correctly so as to deliver information to students that will help them learn

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    Higher education has become an important commodity in today’s society. We are told as children that college is the only way to obtain a good job and secure our future. Once a student has decided to pursue. The traditional learning experience is sold as we tour campuses. This is the way higher education has been completed since its inception. Society has evolved and so has the ways to obtain higher learning. Students now have the option to complete their learning online, as well as, the traditional

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    learning. These theories are classical conditioning, behaviorist theory, information processing theory or cognitive theory and constructivist theory. The paper focuses mainly on how learners should learn from different learning theories and how technology can be used to leveraged to enhance learning theory and move towards knowledge acquisition in one of the learning theory. General words: Theory Keywords: learning, e-learning, behaviorist theory, classical conditioning, cognitive theory and constructivist

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