Select and use appropriate technology and media for specific outcomes.
Distance learning is an international trend. The growth in popularity demands a serious evaluation of the effectiveness of instruction in the digital age. To make things a little more simple lets break down systems into inputs and outputs. Inbound information is collected in a database. In this place individuals access and distribute their content. In high end databases users can set up automatic controls that make life easier. Databases can do cool things like delete dated information, run analytics, optimize your software, accelerate performance, use big data, and more. How Instructional Designers organize, label, tag, and manage content can be done in a variety of ways such as by job functions, topics, products, steps, etc. It is critical for Instructional Designers to stay on top of delivering meaningful learning for users in the distance learning arena.
Develop instructional materials using a variety of media (e.g., print, audio-visual, multimedia).
By defining individual goals, abilities, interests, and knowledge for user models the content can be tailored customized information. Learning systems should maintain a model for each student in order to bring an individualized approach to learning. The learning system keeps a history of previous sessions and scores to build a model of the student's understanding of the content. Instructional Designers use databases to collect data and the learner model to present (call) the appropriate content. For the user, this creates a unique learning experiences that assists individuals in their ability to learn more effectively. The graphic below is an adaptive learning environment map with pathways connecting the learner (source) to the course (target). I think it is helpful for content writers and designers to see just how the two domains are related.
Because of my background in fine art and graphic design I am able to produce many varieties of media. I can make charts, graphs, white papers, reports, style tiles, storyboards, webinars, podcasts, activities, infographics, illustrations, videos and the list goes on. The most time consuming of all these media applications has to be video. Knowing when and where to use various media applications makes or breaks the learning environment. I had fun creating graphic learning aids for individuals interested in learning about the sport of wrestling in . Check out my instructional wrestling video below.
Develop and use web-based instruction, e-learning, social media, and content management tools.
When building web based instruction the Instructional Designer should use appropriate tools that aid in the creation of the project. I got some practice creating a training project that when used correctly could save many lives. Every project starts with the project proposal and rationale. In this project I asked what should someone do if the super-volcano erupted in Yellowstone National Park? In the proposal, the Instructional Designer must consider the intended users, materials, and instructional goals. Considering who and how the training is being used will direct the Instructional Designer what kind of social and content tools to use in order to make building the course accessibly. Writing a solid goal analysis will identify the instructional goals, provide examples of completed tasks, identify additional tasks, confirm solutions, identify objectives, and consults with subject matter experts. In the links below I demonstrate my application of these processes to developing training materials that use web-based instruction.
Analyze the characteristics of existing and emerging technology.
When building and using technologies for projects the Instructional Designer must keep their eyes out for what is available. Sometimes applications and software pre-exist and can really help develop meaningful content with ease. Click the link below to see my Trend Overview Paper where I take a look at whats happening in the field of mobile learning.
I must really think about the responsibility I have as an Instructional Designer to inform with the most accurate and up to date content possible. Knowing the standard for presenting data is very important. Quality verified information require reporting everything from research, to sample sizes, harassment, user scores, or any variances of system data. Published and peer reviewed articles are an IDers best fiend for understanding contemporary practices in the field.  

I use the cognitive load theory that says learning happens when the conditions are aligned with the human learning process. I think that learning is best seen by performance changes produced over time and experience. The catalyst for learning is motivational. Motivation is what drives individuals to work towards their goal and achieve an outcome. Instructional Designers use two methods for online learning. In asynchronous methods designers use self-paced courses and discussion groups for learning. The synchronous methods of learning are virtual classrooms and shared whiteboard.
When Instructional Designers build intelligent tutoring systems the learning objects are dynamically put together for learners to work towards understanding the materials in a course. In this case the learner decides the delivery of the content. Intelligent tutoring systems feature an inner and outer loop that define what kind of system it is. The outer loop selects a task/activity for the student to work. While the inner loop gives appropriate feedback and hints.
There are three learning mechanisms in intelligent tutoring systems.
Emotional learning tries to understanding the role and importance of emotional states of the user to improvement learner capabilities for understanding.
Episodic learning is how the information is stored in the database. It sounds difficult but it can be implemented in three steps. First the system records interactions with the learner. Then it will consolidation the data retrieved from the database. Lastly the system will use the episodic understanding to seek out the corresponding content.
Causal learning seeks to know the causes of the learners’ mistakes and applies a Bayesian approach to selecting the appropriate learning materials.

While we are in this realm it’s a good idea to talk about artificial intelligence in online learning systems. This is the practice of using analytics to gauge academic performance in online courses. It seems somewhat easy to do and is shown to benefit learning. In a digital environment, so much data is available that it creates several data points that tell a more precise story. It’s a bit frustrating to read and talk about such great possibilities the future holds. Machine learning and big data analytics are here but rarely used. Nonetheless, Instructional Designers proceed with caution because let’s admit it, robots are scary. As someone who uses and builds online courses, I am for the advancement of learning and technology. Therefore, I see the benefits of collecting student analytics outweighing the disruptions of the all-knowing super bots. Also important is the internet of things. Connecting individuals with small data and the ability to access big group data at the same time. This will provide a platform for advanced informational accessibility like never before. Check out an analytic problem I looked at in a paper that explores Humans vs Robots.
With the adoption of content scanners and human surveillance techniques the gap is closing on deciphering human cognition and emotion. The new phones have facial detection software that can detect happy, sad, and everything in-between. I like the approach of using both hard and soft coding techniques in the delivery of learning systems. However, there could be a day when computers do all the creation, organization, and labeling of data in learning systems.
Use technology correctly for professional communication purposes.
Technology offers performance support features that provide support for learners when they are stuck. By classifying the factors of performance support into categories including the work interface, performance support placement, and the database it is possible to build an open system approach to achieving peak human performance. In automated responses, these systems can be used for instant instructional feedback without an instructor. A performance support system may be integrated with the work interface to recognize the task that the performer is attempting to perform and automatically locate the relevant support content for the learner. Functionality, this helps learners develop an understanding of the material without the roadblocks of previous instructional methods. I explore creating online environments and developing performance supports in a personal learning network called Space Place (@SPCPLC) on Tumbler. Check out my rational and Tumbler site in the links below.
What users put into their learning will determine what they will get out. In a pretty clear cut example of an adaptive learning system the user starts with a pretest. The pretest will mine data for personal interests, personality traits, understanding of the content, and emotional state. The data collected from the pretest will help create the learner model, content model, and adaptive instructional model. Adaptive systems use learning models so the system can present the aligned content. Next, the learner is presented the materials (readings, presentations, and discussions). When the learner is ready, they practice what they have learned by completing the activities. The activities deliver scaffolding in the way of helpful hints, clues, or suggestions. Once the content is mastered the learner will be ready prove their understanding in the post-test. Upon completion, the learner is asked for their feedback in the way of a survey and that marks the end of the lesson.
Use technology tools in the design process.
I produce learning for the web. The web has changed over the years and can be described in phases. Web 1.0 was readable user data. Web 3.0 is the addition of big data where computers talk to other computers and we have robot services. Right there in the middle is web 2.0, humans talking to humans on the web (social media). Thats all thats been named so far. However, I’ll go ahead and call it! Web 4.0 is virtual reality and web 5.0 is augmented reality. You heard it here first. The web is not going away anytime soon.

As for the adoption of technology some individuals are there at the beginning and others are late to the game. For those who are not involved now, I think it’s not long before they have to be. The figures show and match the exponential curve when you consider what has happened to media growth since the release of even radio entertainment. The move from radio, to television, computers, and now smartphones is enough to realize technology is profoundly connected to the human experience. What took 40 years to adopt into popular culture became 20. For the next big technology to do the same thing will take half the time. What takes 20 years to adopt will soon be 10.

While the web provides quick and easy access to vital information, it is up to the users to adopt the information learned from the web correctly. Using information and acting appropriately requires a reputable social network to practice with. Social identity is very important nowadays. Instructional Designers have to think about how user identities when building online learning environments. Is this really you? Do you wish to keep any privacy at all? And who are you anyway? I tried to create an online identity that explored posting to Twitter to raise awareness about space. Check out my presentation Tracking Project that explores identity and technology tools in online platforms.
To use technology correctly Instructional Designers must think about how they set up learning systems. Using tags that are associated with an object may have a variety meanings that group into a complete understanding. Supplying alternate data points gives the instructor the ability to affect more individuals with the same instruction. Just as words have a variety of meanings, spellings, and pronunciations there exist just as many commonalities between them as well. Tags aim to embrace the idea that naming, defining, and compartmentalizing data is ambiguous for learners. When definitions represent the whole community people will be able to engage in learning more effectively. Keymaps can be used to organize tagging information and signal specifically what words should be used to label content. The more individuals adding to the keymap helps create a larger array of words. Data with tags become sharable, searchable, and manageable instead of unusable.

Creating a common language creates online communities. Virtual communities are the coming together of people, communication, and the use of technologies. It’s the communities shared interest that is the focus because often they are built on passion. They include chat rooms, forums, email lists, discussion boards, games, blogs, and virtual worlds.

More and more people are accessing tools for data presentation. Individuals don’t even need Photoshop any more to produce quality visuals. With blog templates, it is easy to create an online presence. The graphic design community is diverse, connected, and growing because of new technologies. The computer is the new paintbrush. Design thinking presents problem solving theories that are leaking into our popular culture and even to fortune 500 companies. Designers are getting a seat at the table thanks to successful startups that place design principles at the forefront of what they do.

We live in a world that seems focused on web 2.0, virtual worlds, and game-based learning. Game learning theory use natural motivations and develops learning to work in tandem with social networks. Game style thinking breaks free of the memorization and monotony of traditional classrooms. Game based learning provides on time instruction in a simulated real world environment with peer involvement. This gives the learner low-cost practice with high returns in simulated experiences. Roleplay, collaboration, immersion, and simulation enhance learning in virtual worlds. Of course, it comes with disadvantages like expensive hardware and addiction.  

With the advancements of machine learning and automation presenting and allocating content is promising. Once patterns of creation are established automating them is easy. Machines that are able to decipher meaning will be awesomely helpful at chunking content so it can be parsed to various media outlets. Great example of this is what NPR does on their site. News articles are set up to be ported into a variety of containers. They can do this because their process creates variations of content. For example, creating three sub titles instead of one. One long, medium, and short. Let the device or app choose which one the user gets. The same data can be displayed on a watch or a movie screen.
Analyze the cost and benefits of using technology and media. Provide a rationale for technology and media decisions.
Technology is scary and enlightening. There are costs and benefits with adapting to a digital world. I think the big issue with many people is property concerns. Check out this great video poking fun of copyright laws.
I go back and forth on this issue because for me it seems every idea is a remix of previous ideas. No one has created any idea from nothing. Art movements are reactions of the previous movements. The culture is interweaving and incorporating the ideas of previous and current times. My favorite manifestation of this questionable space of creation and ownership is Marcel Duchamp’s the L.H.O.O.Q.
Where after painting the famous Mona Lisa by Leonardo da Vinci, he added a mustache then called it art. If your curious about the title as I was, it’s a French phrase translated to “she has a hot ass.” For reference, the original would have been created in 1506 and the copy (with mustache) was made in 1919. Duchamp was always questioning what is art? And who says it’s art? Is the Mona Lisa different with a mustache? Or is it the conversation it creates the art? I try to explore some social norms within social media platforms with my Community Observations of Design and Space paper. You can check it out by clicking the link below.
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