ID Vocab Flashcards

1
Q

When did ID begin?

A

During WWII, the military had prominent educators and psychologists conduct research and develop training. Training was heavily influenced by behaviorism- the leading theory at the time.

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2
Q

Systematic

A

Follows a fixed methodology or way of doing things.

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3
Q

Beginning of ADDIE

A

In 1970, through a collaboration with Florida state university, the US Airforce developed the PRECURSOR to ADDIE. A 5 step systemmatic approach to designing instruction.

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4
Q

ADDIE

A

Analyze
Design
Develop
Implement
Evaluate

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5
Q

SME

A

Subject Matrer Experts
Working with them is critical to project success

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6
Q

Instructional Design Skills

A

Creative problem solving
Effective communication
Following trends in the field

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7
Q

Instructional Design definition

A

The creation of instructional experiences, which makes the acquisition of knowledge and skills more efficient, effective, and applealing.

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8
Q

Tools of the trade

A
  1. Process - ADDIE, ex
  2. Theory - how people learn
  3. Tools - from paper and pen to augmented reality
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9
Q

Instructional design vs learning design
ID process

A

Instructional design uses linear and iterative processes to analyze, design, develop, test, and evaluate instructional solutions

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10
Q

Instructional design vs learning design
Learning Design

A

Says “yes and…” to make sure we are truly making experiences for the learner, let’s make sure we combine approaches from user experience design and design thinking.

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11
Q

User experience design

A

Consider how users interact with and experience products.

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12
Q

Design thinking

A

Embraces empathy as a means for truly understanding who the learner is and how they experience learning.

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13
Q

Instructional experience

A

Typically occurs in a traditional setting and tends to have a heavier emphasis on the role of the instructor in delivering the content.

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14
Q

Instructional experience examples

A

In-person instructor led training (ILT)
Virtual instructor led training (VILT)
In-person class/training/coaching session
Online class/training/coaching session

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15
Q

Learning experience

A

Can occur in traditional or non-traditional settings. Intentionally designed to match the most effective delivery method with the learning need and puts the learner at the center of the experience.

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16
Q

Learning experience examples

A

ELearning
Project-based learning
Experiential learning
Self-study and on-the-job training
Game-based learning

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17
Q

Four characteristics of the Professiin

A

Theory-driven: solutions are grounded in theoretical foundations and ID models.
Query-driven: ask the right questions
Data-driven: gather data to make decisions
Outcomes-driven: set clear goals and establish a measurable outcome upon which to determine success

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18
Q

ID Competencies
Definition

A

Knowledge, skills, and abilities that describe the work IDs perform in accordance with expected standards of the profession.

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19
Q

ID Competencies
Knowledge

A

Knowledge
Factual, conceptial, procedural, and metacognitive information that when applied results in measurable job performance.

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20
Q

ID Competencies
Skills

A

Skills
Proficiency or expertise that comes from training and practice. Skills are observable and quantifiable.

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21
Q

ID Competencies
Abilities

A

Abilities
Demonstrated performance in the use of knowledge and skills when needed.

22
Q

Iterative/Iterate

A

Involving repetition
Utilizing the repetition of a sequence of operations or procedures

23
Q

Design Thinking

A

A non-linear, iterative process that teams use to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.
5 phases - Emlathize, Define, Ideate, Prototype, and Test.

24
Q

Empathize phase

A

-all about understanding the needs, feelings, and experiences of others
-requires learning about and directly from the user
-what differentiates design thinking from other problem-solving processes

25
Q

Define phase

A

-focuses on more accurately clarifying the needs identified in the empathize phase, defining the problem, and creating a point of view from which to identify solutions

26
Q

Ideate phase

A

-the brainstorming phase
-all about creativity, divergent thinking, and coming up with “moon shot” ideas
-understanding and improving brainstorming skills enables teams to develop more innovative options for prototying

27
Q

Prototype phase

A

-about building to learn by combining and connecting different ideas
-all about transforming an idea into a tangible form

28
Q

Test phase

A
  • iteration is a key component of the entire process
    Testing a solution and gathering feedback reveals whether the ablution meets the users’ needs and solves the problem
    -testing and receiving feedback may result in returning to one of the previous phases
29
Q

IDEO Phases

A

Inspiration
Ideation
Implementation

30
Q

Inspiration

A

The problem or opportunity that motivates the search for solutions.

31
Q

Ideation

A

The process of generating, developing, and testing ideas.

32
Q

Implementation

A

The path that leads from the project stage into people’s lives.

33
Q

Power pieces

A

Strategies that are infused and embedded throughout the entire design thinking process.

34
Q

Power Pieces Strategies

A

Notice, wonder, and question
Tell a story
Produce

35
Q

Notice, wonder, and question

A

Learning to notice, wonder, and question will help create many of the habits and mindsets of designers and open you up to new possibilities. These skills are built through reconnecting to your inner child, becoming more curious, and learning to use questioning in a new way.

36
Q

Tell a story

A

Storytelling is one of the most powerful tools leaders have. It creates connections and provides entry points for the new solution, vision, or future that is being created. It creates fertile ground for implementation.

37
Q

Produce

A

Design thinking embraces a bias to action.

38
Q

Good Design

A

-Solves a problem for an end user using insights gained from empathetic work.
-The intersection of desirability, feasibility, and viability.

39
Q

Desirable

A

Your end users have to feel that the proposed solution meets their needs and solves a problem for them.

40
Q

Feasible

A

It has to both solve a problem for the end user and be something that can be implemented within the constraints of your organization.

41
Q

Viable

A

Any solution you create must have long-term sustainability.

42
Q

Radical Collaboration

A

Encouraging collaboration with others both inside and outside the industry.

43
Q

T-shaped thinker

A

People who are both deeply knowledgeable about the craft of teaching and have expertise and interest in other topics and disciplines.
-inventive, intellectually curious, and highly collaborative.

44
Q

Paradox of expertise

A

Where deep knowledge can sometimes cloud one’s ability to see new ideas.

45
Q

Wicked problem

A

A social or cultural problem that’s difficult or impossible to solve because of its complex and interconnected nature.

46
Q

Culture

A

A way of thinking, behaving, or working that exists in a place or organization.

47
Q

Challenges of Design Thinking

A
  • Design thinking is chaotic and unpredictable.
  • Design thinking is more than just process.
  • Design thinking is time intensive.
  • Design thinking creates tension and challenges the status quo.
48
Q

Design thinking: Risk factors

A
  1. Making assumptions - don’t assume everyone on your team is familiar with design thinking.
  2. Starting too big - tackle some easier to solve challenges first to build skill levels and the team’s creative confidence.
  3. Exclusivity - build inclusive design teams that are open to others, and artifacts of learning are shared with all who have an interest.
49
Q

Design thinking: Insight to Action

A
  1. Create a design team - any way you need - “You should be able to feed your design team with two large pizzas.”
  2. Share background knowledge with everyone on your design and administrative teams.
  3. Engage your teams in a design thinking “sprint” - everyone gains exposure to the process without having to solve the problem.
50
Q

Design thinking

A

A human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of the people, the possibilities of technology, and the requirements for business success.

51
Q

Problem framing
Problem statements

A

-Helps ensure you understand the problem at hand
-Can prioritize the users’ needs based on this empathetic understanding
-pA problem statement is the result of problem framing

52
Q

Design thinking tools

A
  • Problem framing & problem statements
    -Notice and wonder activities
    -The 5 why’s
    -Personas - fictitious profiles of your target audience drawn from real data about the target audience. Essentially a storytelling tool used to personalize the target audience and keep their needs and concerns at the forefront of your design decisions.