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Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...
This is an early example of student controlled, individualized use of computers in education. The idea of going "solo" was that the student was in charge of his or her own learning. However, the limitations of the approach were also recognized, and the group ended up proposing a "Community of Learning" model in 1976. [44]
The GAISE document provides a two-dimensional framework, [11] specifying four components used in statistical problem solving (formulating questions, collecting data, analyzing data, and interpreting results) and three levels of conceptual understanding through which a student should progress (Levels A, B, and C). [12]
Pavlis Korres (2010), in her instructional model (ESG Framework), [10] has proposed an expanded version of ADDIE, named ADDIE+M, where Μ=Maintenance of the Learning Community Network after the end of a course. The Maintenance of the Learning Community Network is a modern educational process that supports the continuous educational development ...
3D model used for teaching geometry. Instructional materials, also known as teaching materials, learning materials, or teaching/learning materials (TLM), [1] are any collection of materials including animate and inanimate objects and human and non-human resources that a teacher may use in teaching and learning situations to help achieve desired learning objectives.
Board games, pop-up books, flip books and constellation wheels are all examples of printer interactive media. Books with a simple table of contents or index may be considered interactive due to the non-linear control mechanism in the medium, but are usually considered non-interactive since the majority of the user experience is non-interactive ...
A phone conversation is an example of voice level interactivity. Menu select: providing the learner the capability to "select an answer among multiple choice questions [or] pulling down a menu and selecting a menu item". [6] Clicking on a hyperlink in a web page is an example of menu-select interactivity.
"Intelligent approaches to performance support" (PDF). ALT-J. 2 (1). INTERACTIVE MULTIMEDIA FOR LEARNING AND PERFORMING, Ashok Banerji & Glenda Scales, Chapter 3 in book Interactive Multimedia in Education and Training edited by Sanjaya Mishra and Ramesh C. Sharma, published by Idea Group, Inc., USA, pp 47–59, (2004).