There are two meta-indices here: one was used by the class for our collaborative lit review on Instructional Design; the other was used for my deliverable paper:
Sherry, L., & Wilson, B. (1996). Supporting Human Performance Across Disciplines: A Converging of Roles and Tools. To appear in Performance Improvement Quarterly.
Meta-Index of Authors and Buzzwords:
Instructional Design
Meta-Index of Authors and Buzzwords:
Performance Support
The Braden Model
ED347975. RIEDEC92.
Braden, R.A. (1992, Feb.). Formative evaluation: A revised descriptive
theory and a prescriptive model. Proceedings of selected research and
development presentations at the convention of the Association for
Educational Communications and Technology and sponsored by the Research
and Theory Division. Iowa. 9-10
Historical perspective. This paper builds upon the linear Dick & Carey ISD model, i.e.
The Braden Model Formative evaluation has the following features:
input -> process -> output ->formative evaluation -> next module
However, the input -> process -> flow has a self-correcting feedback loop added to it, from the output back to the process. A process can also have multiple steps with feedback from system evaluation back to each step.
This paper goes along with the traditional ISD2 model, except that it contains a feedback loop for each module back to itself, rather than the linear flow with just the arrow from delivery back to objectives as shown in Seels, p. 118.
Brown & Campione: the four-point FCL model
Brown, A.L., & Campione, J.C. Psychological theory and the design of
innovative learning environments: On procedures, principles, and
systems. To appear in L. Schauble & R. Glaser (Eds.), Contributions of
instructional innovation to understanding learning. Hillsdale, NJ:
Erlbaum.
Ann Brown and Joe Campione, from UC Berkeley, have been working with an instructional program, Fostering Communities of Learners (FCL) for the past decade. It is set in inner-city elementary schools and is designed to promote the critical thinking and reflection skills underlying multiple forms of higher literacy: reading, writing, argumentation, technological sophistication, etc. Based on the development of this program, they have developed a "situated" learning theory or set of learning principles.
The FCL system is based on the chain of research - share - do a consequential task. These three key activities, i.e., research, in order to share information, in order to perform a consequential task, are all overseen by self-conscious reflection (metacognition) by all members of the community, and situated in a deep disciplinary content.
One essential point is that you cannot separate the activities from the discipline in which they are situated, any more than you can separate the four strategies of reciprocal teaching from the text-comprension classroom activity. FCL is a system of purposeful activities, not just a variety of surface procedures.
One main strategy of FCL is the jigsaw activity, which provides a structure for the class discussions and allows expertise to be distributed. Another is the requirement that students read, listen to, and view a variety of artifacts in order to do their research, and report their research in a standardized way. They start with reciprocal teaching, go to jigsaw, use crosstalk, do research and writing, design tasks, etc., all supporting the chain of research - share - perform task. This is all carried out through class dialog, small or large group interactions, sometimes mediated by print or e-mail. It is all situated within a context of deep content knowledge.
Distributed expertise is critical. Some ideas and ways of knowing become part of common knowledge; others remain the special reserve of those who choose to major in a particular form of expertise. Not all students acquire the same body of knowledge.
They favor guided practice and guided participation for both assessment and instruction. Assessment should be authentic.
A community of practice emerges, where overlapping roles create synergy and energy. There is a sense of ownership of the project, and through participation in more mature forums of scholarly research, students are encultrated into the community practice of scholars. Links between the community practices of students, teachers, and researchers are emphasized, and a sense of community with shared values emerges, extending beyond the classroom walls via cross-age teaching and e-mail links with peers, younger children, and experts.
In Table 1, elements of FCL, they distinguish six sets of research - share - task activities. For instance, research by reading and studying is guided by reciprocal teaching; information is shared via jigsaw; and the task is a set of exhibitions. Guided viewing for research uses cross-talk for information sharing and tests for the task. Guided writing uses distributed expertise to share information, and design tasks for the performance - much like ours. Consulting experts leads to majoring (specialized development of expertise by individuals) and publishing as a task - much like ours. Consulting real experts over e-mail leads to help-seeking for information sharing, and transparent assessments to see if the problem was solved. Peer and cross-age teaching/research uses exhibitions to share information, and consequent authentic assessments to judge the exhibits..
Elements of discourse are five-fold:
Their fourfold model, with sharing information in the middle, is:
reflection research share information consequential task deep disciplinary content
They start with research, then share, then do a task - they go across the diagram, which is grounded in the content-knowledge base and overseen by reflection. The cycle then returns to research, seasonally. It does not go around clockwise or counterclockwise. Recall, ITF started with the task, not the research.
Crook: Computers & Collaboration
Crook, Charles (1994). Computers and the Collaborative Experience of
Learning. London: Routledge. Chapters 5 and 6.
Crook, in chapter 5, deals with conceptions of instructional discourse, considering them to be "interactions in relation to computers". Discourses have 2 kinds of continuity:
Crook says that "teacher talk" is necessary to interpret and organize pupils' experiences, but that its downfall is that it may interpret them in an official, adult, sanctioned way, not purely that constructed by the pupils from their own experiences. True discourse is based on inter-subjective understandings, incorporating their prior knowledge as well as present experiences.
He talks about structured interaction with material resources, that may provide participants with important reference points for their common grounding experiences. Common grounding has been studied in moment-to-moment conversation, but not across sustained and orchestrated patterns of talk...in shared time and space, i.e., that which is made possible by e-mail conferencing or discussions.
Chapter 6 talks about peer-to-peer construction of knowledge. He notes "pupils' spontaneous appeal to peers as resources of support in computer-based problem-solving is a striking tendency, for it stands in contrast with pupils' apparent unwillingness to make use of on-line help facilities that instructional programs themselves often offer.
He argues that the possibility of creating a shared cognitive context depends upon the particiants' mutual appropriation of motives, intentions, and understanding.
three basic presses in peer-interaction that are afforded by working
collaboratively in relation to computers are articulation (self-talk
leading to metacognition, also to expert tutoring - expand knowledge &
skills in the zpd), conflict leading to cognitive restructuring (he
doesn't cite
On developmental research - don't test contextualized collaborative
learning with decontextualized individual assessments.
Collaborating is a discursive achievement: the extended construction of
some degree of mutual knowledge, of shared understanding.
Finally, the success of encounters between collaborating peers will often
reside in how effectively the participants co-construct a shared mental
context for their problem-solving efforts (not just how elegant a
solution they come up with - a process, not an object.)
Dick: Instruction is boring
"ISD results in boring instruction." Why? How to fix it? He asked some
Masters students about the design of creative instruction.
Dills & Romiszowski: INTERACT - Design of interactive
instruction
The INTERACT model is applicable to the design of interactive
instruction, especially computerized instruction, intelligent tutors, and
videodisc-based CBI. It is based on "models of teaching" (e.g.,
Ausubel's advance organizer model, Precision Teaching, or the
Developmental Model based on Piaget's work), and is currently under
development.
The current, innovative design process depends on intuition, heuristics,
and personal experience, rather than an algorithmic approach. The key is
the determination of the nature of the teaching/learning experience,
which specifies appropriate formal model of teaching.
Duffy: tools for technical editors
Performance support systems for technical editors, including text editors
and computer-based editing environments, have been developed with limited
formal analysis of the technical writing/editing environment. These are
considered primarily as support tools for the writer-as-editor, rather
than for the professional writer who must coordinate subject matter
expertise, design skills, and detailed knowledge of the audience and job
context. I.e., these tools have been developed without regard to the
context of the learners.
The goal of this research was to understand the work of the editor and
the context in which it is performed. Three successive questionnaires
were mailed to 28 editors who were considered experts in the field, and
who were involved in editing technical materials for technical
personnel. The target audience came from the corporate, military,
freelance, and R&D establishment. Tools developed as a result of this
research will be pilot tested in their work environments by the 19
participants who completed all three questionnaires. Questions addressed
primary editing problems, current editing tools they considered useful,
computer-based tools they would like to see developed, skills they deemed
important, and characteristics of an excellent editor.
The problems flagged as most difficult and time consuming involved
coherence and clarity. The ability to step into the rule of the user and
think logically about the material, rather than being a SME, is
considered the most important skill. This expertise matches the problems
identified as most difficult. In fact, research suggests that subject
matter expertise can hinder effective writing because the writer can then
read beyond the written text and interpret it.
Tools for detecting and correcting errors of coherence and organization
were rated as less important than tools for checking the accuracy of text
and graphics, perhaps because the editors either could not envision such
a tool or feared that the accuracy of such a tool would be so low as to
require more, rather than less, time. Two popular text editors,
Grammatik IV and RightWriter, force an extra process in the editorial
cycle at the cost of time and money, and thus are considered not worth
the time and effort to use them. Another, DocuComp, which enables
editors to attach comments for the writer to address, was considered to
have a difficult interface. The most highly rated tools are reference
resources such as online dictionaries, thesauruses for technical terms,
style manuals, and text analyzers related to copy editing; the lowest
rated tools are those that analyze syntax and style. Technical editors
are very expert in correcting errors in text; what they need is tools
that focus on detecting, rather than correcting, errors.
More advanced tools, which are used for managing the documentation
process and incorporating editing comments on the copy, run on high-end
workstations that are unavailable to editors. Moreover, editors
frequently do not receive the document on disk from the writer, and
therefore do not edit it on a computer at all. Duffy suggests that a
networked document-management system along with a "comment" capability
could greatly facilitate the collaboration between writer and editor.
Though this paper does not directly address the area of ID, it does
emphasize the need to consider the requirements of the users as well as
the environment in which they carry out the performance which is to be
supported. The Duffy article clearly points out the
results of the lack of this systemic view in designing performance
support tools.
13 references, primarily concerned with text editing tools and strategies.
Gould & Lewis: 3 Usability design principles
This is a good paper on usability.
They describe 3 behaviorist design principles, dating from the 1970's,
which produce a useful and easy to use computer system, but which are
rarely applied. (36 refs.)
Grudin: Obstacles to user involvement
This is a good paper on why we need participatory design.
This paper describes common obstacles that large product developers face
in obtaining knowledge about actual or potential users. Many obstacles
can be traced to organizational structures and development practices that
arose prior to the widespread market for interactive systems. Early
focus on end users, prototyping, iterative design, and as focus on the
design process rather than the product, are recommended. (28 refs.)
Grudin emphasizes participatory or collaborative design, especially for
groupware, with the end users in direct contact with the developers
during the entire development process. Groupware development is is
different from designing a single-user app, which can satisfy a fairly
narrow user population. Groupware must appeal to people with different
roles, backgrounds, and preferences. Group dynamics, too, can be very
complex, and are not well understood. Group processes are slower, and
environmental variables play a much larger role. In CSCW, some people do
a lot more work than others in the group, so groupware affords asymmetry
in benefits. Also, obtaining the cooperation of a group for a
significant period of time is difficult. CSCW has made the most progress
in software design itself, since the users are technically sophisticated
and relatively homogeneous.
The obstacles (from lit review, surveys, and interviews of over 200
interface designers):
Harless roundtable: HPT vs. training
Harless, J., Rosenberg, M., Gery, G., & Rossett, A. (1995, June). A
rabble-rousing roundtable. Training 61-68.
Joe Harless of Training Magazine interviewed Marc Rosenberg (NSPI),
Gloria Gery (EPSS) and Allison Rossett (needs assessment) regarding
training. Rosenberg basically indicated that, with the move from
instructional technology to information technology, training was
definitely the last resort, and that information technologists (i.e. tech
writers, tech comm) should incorporate training into their
documentation. Training is only useful insofar as there is a direct
payoff for the company; usually an EPSS is a more cost-effective
alternative. Rossett felt that training was appropriate if the
needs assessment indicated so, especially when teaching people how to do
things. Gloria Gery argued against formal instruction, since it was too
decontextualized for the marketplace. If there is instruction, it should
be very practical. Rosenberg agrees with Harless that training is well
entrenched, and that old corporate ways are hard to change. However,
trainers must more and more justify their existence, and as overhead, are
prime candidates for downsizing. He wants to see information in a way
that people can use it, and let them do what they want with it (i.e. EPSS
to replace training).
Hong: Mental model analysis
This is a brief manuscript describing the author's dissertation, an
empirical study. He tweaks the Dick & Carey ISD model by substituting
"conduct mental model analysis" for "prepare objectives", and switches
the order of "prepare tests" and "prepare instructional products". His
lit review includes 32 refs., some of which investigate the effects of
using mental models upon performance. They predict that subjects
provided with mental model aids would build a coherent mental model of a
system, recall more conceptual information, and perform better in
creative problem solving. Related studies not included in his lit review
are Kintsch (mental maps of text-based
info.) and Leinhardt (semantic
nets formed from talk-aloud feedback by students), both in Resnick
(1989).
Hong asserts that instructional designers should treat learning
objectives as coherent cognitive structures of integrated
knowledge/skills of the to-be learned materials, rather than straight
behavioral objectives. He also makes a quantum jump by equating
goal-related knowledge and skills with coherent and relevant mental
models of the particular domain. He acknowledges that a mental model
strategy may not be helpful if it is too complicated as to be
inefficient, or if it is unnecessary as in the case of rote learning.
The decisions which the ID person must make are:
He used a pretest-posttest procedure, with statistics as the domain.
After giving students a prerequisite learning and test session, and after
pilot testing/revising the instrument, he administered four instructional
units to 27 graduates and 29 undergraduates. Instruction was text only
vs. text & graphics, and sequential vs. simultaneous, in a 2-way anova.
No results are given ("published elsewhere"), only his conclusions:
Ishii et al.: analog/digital design environments
This deals with a user-centered approach to designing groupware for CSCW
(computer-supported cooperative work). Like the Winograd ACM article,
it's under "related domains". Their idea is "interacting not with
computers, but through computers".
Use -> Analysis -> Design -> Use -> Analysis -> Design etc. etc.
Their iterative media design supports focused real-time collaboration by
distributed group members who are shifting among a variety of functional
spaces or modes. In their case, the team shares media space using
digital data networks and analog video networks. Their intent is not to
share "talking heads" at 30 frames per second; it is to share overlaid
desktop images in a virtual workspace designed for collaboration.
Their "seamless" design is called TWS-1. It has two key features:
Their experience uncovered new problems and led to new solutions.
The Kolb Model
Students would ideally like to experience less formal lecture and more
alternative instructional methods. Here's one. The experiential
learning model of Kolb (1984), based on Dewey, Lewin, and Piaget, deals
with a cycle of four processes, each of which must be present for
learning to occur. The cycle looks like a compass, and goes clockwise:
North: Concrete experience (active) - field experiences, inquiry
laboratories, direct data collection, and the reading of primary
sources.
This inputs information and builds a relevant knowledge base.
East: Reflective observation (passive) - discussions, journal keeping,
brainstorming, thought questions, rhetorical questions.
This deals with metacognition, in which students reflect on their
experiences.
South: Abstract conceptualization (passive) - model building, research
papers, analogies.
This is the research part of the activity cycle, in which students
develop the concept of what they are studying, and start asking some
research questions.
West: Active experimentation (active) - simulations, projects, case
studies, laboratory, field work, etc.
This is the authentic task part of the cycle, in which students test out
hypotheses based on their abstract conceptualization.
This takes us back to North, concrete experience, and completes the cycle.
These authors add another dimension: student as receiver vs. student as
actor, which I don't think applies to ID, not if we're using a
constructivist approach. Student as receiver looks like various aspects
of listening to lectures. Student as actor involves (clockwise from
North) direct experience, logs/journals, model building exercises, and
field work/labs.
6 references including Kolb, D.A. (1984). Experiential learning:
Experience as the source of learning and development. Englewood Cliffs.
New Jersey: Prentice-Hall.
Lewis & Bjorquist: HPT vs. the Gap Model
This article deals with Allison Rossett's needs assessment model as it
applies to human resource development. They argue that a model which is
based on using instruction to minimize the gap between the initial and
the desired goal states (a) is neither applicable in the "real world"
where both of these states are unspecified, nor (b) does it capture
expert behavior.
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To define the gap, one must know both the initial and the final state
of the performance to be modified. Performing a needs assessment is
often perceived as a criticism or a threat by participants, thereby
rendering their observations of the initial state either subjective nor
not credible. And, with the prevalence of TQM and its emphasis on
continuous improvement, the final state is usually volatile and
ambiguous, since it evolves with practice and the development of
expertise.
Needs assessors, not being experts themselves in the
performance under scrutiny, work best in a team with SMEs and managers,
who often are too busy keeping the system running to devote much time to
the assessment process. Plus, expert managers tend to run a quick
feasibility check on a situation to see if it is solvable, and only
invest energies into fixing problems that they deem solvable. This opens
the problem-solving process to political forces as well.
A gap-based model is useful for novices, who tend to use "means-end
analysis" to solve new types of problems. I.e., they see the goal state
and work backwards by applying approximate problem-solving operations
(weak methods, general strategies) to reduce the gap. Experts, in
contrast, work forwards from known information , using a process of
direct associative retrieval rather than one of strategy-guided search.
In other words, an expert will say "where have I seen this before?",
categorize the problem, and then match the information cues with those in
his or her domain-specific knowledge base. He/she will then choose an
appropriate strategy from a store of solution procedures. Without a
relevant knowledge base built up by practice, problem-solvers will remain
novices, since means-end analysis does not facilitate the schema-building
which is crucial to efficient, expert-like solutions.
In reviewing the
literature, the authors find that means-end analysis itself, and needs
assessment as an example of means-end analysis, finds expression in its
breach rather than in its practice, and does not reflect the behavior of
successful practitioners in fields beyond human resource development.
Applying this to ID, we venture to predict that expert ID practitioners
as well as distance education curriculum designers, like expert managers,
bypass in-depth analysis and use intuition to sense when a problem
exists. They call upon their domain-specific knowledge, acquired from
wide and varied practice, to draw upon solution strategies as needed, and
then act quickly to come up with a plausible solution.
38 references, many of which are classical papers on cognition by Gick &
Holyoak, Chi et al., Sweller, and H. Simon.
McKenzie's WWW guidelines
This is an article from the online Educational Technology Journal. It
gives over a dozen guidelines for educators who wish to design WWW home
pages for their schools. It follow the Yale Style Guide, but goes beyond
Yale's guidelines, focusing strictly on use of the WWW by educators. It
adds some guidelines which minimize the number of keystrokes which
educators must use to find really useful "leaves" on the K-12 sites and
other WWW resources, rather than just listing out dozens of home page
sites and expecting educators to spend the time poring through directory
after directory. It's main emphasis is ease of use for the end user,
whereas Yale's design guides are more concerned with page layout.
Tom Snyder: Designing groupware
Interviewer Bob Pearlman asks Tom Snyder to define his idea of
groupware. His distinguishes itself from other groupware products by not
requiring networks for implementation. It uses a videodisc (e.g. The
Great Solar System Rescue) and ancillary notebooks to stimulate group
activity in a one-computer classroom.
The group activity is designed to be dynamic. "Unless kids express
ideas, there's no learning taking place". (p.1) Pearlman quotes David
and Roger Johson and Robert Slavin to support the view that kids learn
better in groups than on their own.
Groupware used to be called cooperative learning. It's creating
cooperative activities for the classroom. Moreover, teachers are written
into the design process, and each student gets unique information and
then has to collaborate with others. It's not small groups working by
themselves; it's interactivity among groups.
Snyder then quotes Jerome Bruner and refers to transactions (i.e.,
interactivity among groups) and narrative. Narrative is the nexus of the
whole thing: language, talking, cooperation, storytelling, and game
activity together. Bruner originally advocated the individual approach
in the 60's, then changed his mind to believe that learning is a social
experience. When kids carry on inner dialogues, they are learning.
Snyder also claims that what was learned in cognitive science drove
people to design for the individual, not for the social learning experience.
Concerning other educational videodiscs, Snyder finds them disappointing:
they look great, but are disjointed and lack a dramatic line. "Research
says you need a burning question. Information alone is not enough.
You've got to generate the question, the passions (p.2)".
When asked why it's so hard to make group projects, Snyder replied, "It's
lots of work. There is an ecology of design, many nuances you have to
get right. The people with degrees in ID all come from the perspective
of cognitive science and design for the individual. Group design has a
lot more variables (p.2)".
Your design has to have its roots in theory. Snyder's has his in social
discourse, which really goes back to Vygotsky. Snyder has combined both
critical thinking/problem solving with group dynamics. This is quite
different from the older idea of CBI, which is based on individual learning.
Richey & Nelson: Developmental Research
Developmental research is defined as "the systematic study of designing,
developing
and evaluating instructional programs, processes and products that must meet
the criteria of internal consistency and effectiveness."
This chapter divides developmental research into two types:
Type II Studies look at:
Studies: two studies are detailed. A study by Higgins and Reiser (1985)
looked at media selection by novice developers using intuition vs a media
selection model. A second study by Beauchamp (1990.1991) looked at
whether designers consider affective variables during their work.
(Later, we got a copy of the missing section.)
A section on methodology of developmental research was also missing
from the original copy.
Issues Emerging from Developmental Research Activity - A series of
trends in research are listed and referenced covering the following issues:
Rosenberg challenges ID profs
"Building Bridges to Business: Opportunities and Challenges for Academia"
is an edited version of the keynote speech given by Marc Rosenberg,
president of the National Society for Performance and Instruction, at the
annual DID luncheon in Orlando, Spring 1991.
The field of ID is maturing, its technology is accepted, and there is
less argument about the basic concepts of the field. The employability
of ID graduates in business is high, since many have practical experience
through internships.
ID is usually characterized as tactical, overhead, and service-oriented
within business organizations, rather than strategic. Graduates tend to
stick to the ID models they were taught, and lack flexibility, especially
in improving efficiency and working under constraints. They do not know
what to skip and what not to skip. The ID process takes too long, and
therefore frustrates management. They need to learn a more flexible ID
approach, including rapid prototyping and concurrent design. We also
must educate management about the benefits of ID and involve them as
partners in preparing future ID professionals.
ID is generally considered a tactical process to develop effective and
efficient learning programs for which others often must devise the
strategic implications. CEOs, on the other hand, are concerned about
performance, not learning. In global business strategy, training is
important only as it contributes to business results. ID students must
consider the interrelationships between training and other performance
improvement on results, competitiveness, and productivity. When ID
students are taught evaluation strategies based on measurement of
learning, rather than performance, that orientation is inconsistent with
the needs of business.
Business people write to each other in the business periodicals; they
don't read the ID literature that the faculty write. ID people must
begin to communicate in journals such as the Harvard Business Review and
Business Week as well. In business, IT usually stands for information
technology, not instructional technology. ID designers are asked to
create information programs and systems, to write documentation, and
create performance support systems, rather than dealing with training.
Training is expensive and should be considered a last-resort
intervention; much of it involves information dissemination and can be
eliminated.
Because business decisions dictate what training does, ID trainers rarely
rise to a business decision level. Thus, they often leave the field to
rise in the company, or leave the company to become tactical
consultants. Teaching a business and strategic orientation to ID
graduates, perhaps through partnerships with business schools, can help.
They need the right mix of production and design training; perhaps some
of the media production courses can be compressed. Essentially, ID
graduates need to become more flexible in their processes, and learn to
work in information technology as strategic partners with their business
leaders.
Rowland: What is design?
Results from various studies of design are synthesized to develop a model
of ID as a form of design. ID is considered rational and systematic;
also as a creative process, based on intuition.
Design is a disciplined inquiry engaged in for the purpose of creating
some new thing of practical utility. It may be a combination of science
and art, or neither. It involves problem solving. The problem is
ill-defined. Neither the initial conditions nor the mmost appropriate
and efficient process to obtain a satisfactory solution are entirely
clear. Problem understanding and problem solving may be simultaneous or
sequential. Rather than defining all problems prior to attempting to
solve any of them, the designer may await the emergence of subproblems
during preliminary solution attempts, and, by focusing on subproblems as
they occur, may find a more elegant solution to the whole.
Designing involves technical skills and creativity, rational and
intuitive thought processes. The truly creative scientist needs
something of the artist's divergent thought to see new possibilities
while for his part the artist needs to be able to apply the single-minded
perseverance of the scientist to develop his ideas. Successful designers
combine reason with imagination; they are both creative and practical.
Quote Schon (1983): design is carried out as reflective conversation with
the materials of the situation.
Expert instructional designers interpret problems as ill-defined. They
generate solution possibilities very early in the process. They consider
a range of solutions. They use heuristics. Expert processes are better
characterized as situated actions taken in response to moment to moment
conditions than as predetermined steps.
Essentially, all of this contracticts the idea of ID models from general
systems theory, where the problem is clearly defined. Use of ID
principles is not evident, and adherence to a formal plan was not
observed in their study of actual designers carrying out actual ID.
Rowland: Comprehensive systems design
Rowland picks up where Gould & Lewis (1985) leave off. Rowland sees
design and evaluation concepts and methodologies as complementary;
separating them leads to errors that affect the quality of processes and
products. Designing and evaluating are a single, complex, reflective,
constructive process. He calls his system Comprehensive Systems Design
(CSD).
Six core concepts of CSD are
Evaluation processes have three types of validity (assessment of value):
"It may be useful to see the designer as betwixt and between, i.e., as
maintaining a balance of two perspectives - that of an outsider creating
on behalf of another and that of an insider experiencing the look and
feel and the consequences of the envisioned design" (p. 19).
Stolovich & Keeps: What is HPT?
Human performance technology (HPT) is an evolving, applied field whose
aim is the achievement of valued human performance in the workplace. It
is closely related to instructional technology, though it de-emphasizes
training (see also Taylor's precis of Marc Rosenberg's speech to ITED).
It suggests the application of what is known about human and
organizational behavior to enhance accomplishments, economically and
effectively, in ways that are valued within the work setting.
It is an offspring of general systems theory, applied to organizations
and work settings.
It seeks to avoid training as an intervention if performance can be
improved by less costly means: elimination of incompatible tasks,
feedback systems, job aids). It also addresses counterproductive
organizational structures and processes.
Brent Wilson on Lost Apprenticeship
In this short piece, Brent notes the growing demand for highly skilled
workers and diminishing demand for unskilled workers. How to acquire
skill or expertise? Less opportunity: here's less access to it on the job
because low-level, routine work is delegated to technology, leaving less room
for novices to associate with experts. Less time to learn and adapt
to new circumstances: companies have to respond fast to changing business
environments. This results in the lost apprenticeship.
Perpetual novice: as a result of changing technologies and business
demands, people remain perpetual novices, always needing to learn more
and sharpen their skills and knowledge. He quotes Bereiter & Scardamalia
who have a model of expertise:
Terry Winograd: Environments for designing
The field of programming is shifting its emphasis from machines to
people, from the computational structure of algorithms to the cognitive
structures of the people who produce them. As computer product
development moves through successive phases from technology-driven,
through productivity-driven, to appeal-driven, software design that
focuses on the end user, the user, not the mechanisms, becomes the
focus. As a result, the task of those who create new software is to
design the interaction rather than the program.
Software design, like
design in other fields, takes the system, the users, and the context of
use together as a starting point, focusing on how people experience
software, and how they use it. It is a shift from programming
environments to user-oriented software design environments. Both user
and designer need to be able to visualize what the program will be like,
and what can be done with it, even before it is programmed.
Recommendations are:
Successful design (e.g. Xerox copiers) comes from contextual inquiry:
extensive field visits to see where and how the copiers were really used,
and by whom. (cf. Suchman)
Organizationally, there is a shift from systems analysis (model the
system, then add the information) to business process re-engineering (the
structures and practices themselves can change). This is happening in
other design disciplines as well. The design cycle does not start and
end with the product. It co-evolves in an environment in which new tools
lead to new practices, creating problems and possibilities for new
innovations. User feedback goes into the design cycle; many companies
require system designers to sit at the helpdesk!
23 references, including Brown & Duguid, Norman, Schon, and HCI refs.
Yakimovicz & Murphy: Electronic discussion groups
Report discusses a study of adult graduate level learners taking a distance
education course taught at a distance at Texas A&M University. Course used
video and audio teleconferencing and E-mail, electronic discussion and
Internet links. The research question was to determine what would happen in
electronic discussion groups run by students at several institutions, a
smaller class group, and a course utilizing formative evaluations to
determine
course activities. The current study presented `students' experience with
technology as learners.'
Methodology
Data was collected via
Triangulation of data sources was used. Sources were coded into broad
topic areas which emerged from the analysis.
Course Design
Students used electronic discussion to collaborate on
projects and participate in discussions. Projects included small-group
presentations about distance ed media, individual interviews with
experts, class moderation of internet discussions and individual research
reports.
Findings
Two emerging themes were found in the data:
Excerpts of student responses categorized into the following areas are
presented
Concluding Remarks
The success of this distance ed course were attributed to student
involvement and course design. Knowledge was constructed through
interaction and discussion. Students assisted one another with technical
issues and a 'sense of group and self' resulted from 'attempts to
overcome technical barriers.' The teacher was 'active, visible
and...facilitative.' Because the course grade was related to the use of
the electronic medium, students were motivated to learn the technology.
Another piece of the grade was related to group projects which supported
collaboration and use of all methods of communication over distance.
Grades became less of an issue as the potential of the medium was
realized by the participants.
Text revisions by experts
Here is a good example of knowledge-building by progressive discourse!
They are trying to find out what constitutes expertise for writers of
instructional texts, but they wind up commenting upon one another's
experimental methodologies and deviating from the original purpose of the
research.
(1.) Britton, B.K., Van Dusen, L., Gulgoz, A., & Glynn, S.M. (1989).
Instructional texts rewritten by five expert teams: Revisions and
retention improvements. Journal of Educational Psychology, 81(2),
226-239.
The objective of the study was to discover the basis of expertise for
these writers, and to work out an expertise-based theory for improving
instructional text. The research questions are:
Britton et al.'s study is an attempt to replicate a 1988 study by Graves
et al., in which text linguists, composition instructors, and Time-Life
writers revised two 400-word passages from an 11th grade history text,
and then a group of 11th graders were tested for recall of both the
original and rewritten texts. (These were major rewrites, not simple
edits.) Graves et al. found that recall was significantly enhanced by
the Time-Life writers' revisions, but not at all by the others'.
Linguists and composition teachers did a second revision, resulting in
only moderate recall improvement.
In Britton et al.'s study, five expert writers rewrote problematic
textbooks and stated hypotheses about why their revisions were
effective. 700 undergraduates were tested in 3 experiments on original
or rewritten versions of 52 instructional texts about Army job tasks,
general science, philosophy, and history. Recall and recognition tests
were given immediately and after a 24-hour delay.
Results showed that
(2.) Graves, M.F., & Slater, W.H. A response to "Instructional texts
rewritten by five expert teams". (1991). Journal of Educational
Psychology, 83(1), 147-148.
Graves and Slater state that Britton et al. attempted a partial
replication of their 1988 study. Results were different because (1)
Britton et al. used undergraduates, not 11th graders, and (2) Britton et
al. instructed their subjects to study the texts until they were sure of
the information in them, whereas Graves and Slater just instructed the
students to read the texts at their own rate.
Duffy attempted a replication of their study in 1989 and got results
paralleling Britton et al, so Graves and Slater refined their own study
and repeated it. Four instruments were used: the same 400 word passage
in its original version, the version revised by the Time-Life writers,
and the second draft version by the text linguists and the composition
instructors. 218 11th grade students each read one of the four passages
and then wrote a recall of that passage on one day. The next day, they
wrote a second recall of the same passage, completed a short-answer test
on the passage, and completed an attitude survey. They did not replicate
their original findings, but instead, generally replicated those of
Britton et al. This time, all tests favored the revisions done by the
composition instructors over the Time-Life writers.
Since Britton et al., Duffy et al., and the second Graves and Slater
experiment were in agreement, and contradicted the original study, they
now accept the new results. Three other conclusions are noteworthy.
(3.) Britton, B.K., Van Dusen, L., & Gulgoz, S. (1991). Reply to "A
response
to 'Instructional texts rewritten by five expert teams'". (1991).
Journal of Educational Psychology, 83(1), 149-152.
Britton et al. recognize that Graves and Slater's' new results agree with
theirs. However, they take exception to the fact that Graves and Slater
only tested the SECOND revisions, not the FIRST revisions, in their
follow-up study. In revision 1, the largest differences in recall favored
the Time-Life writers. This first experiment was flawed because (1)
passages were different lengths; (2) each student read both the original
and revised versions, causing an interaction; (3) different versions were
tested on different student populations. The second experiment was
flawed because the Time-Life passages were the same in both experiments
(revision 1), whereas the other writers used revision 2.
They are concerned because the first Graves and Slate experiment Ñ the
one which made the Time-Life writers appear as experts Ñ had little
direct influence upon the scholarly literature (very few citations), but
had a very large impact upon both popular literature and conservative
journalists. Lynn Cheney, Chairman of the National Endowment for the
Humanities, in a dialogue with William F. Buckley, was quick to report
that "making the passage a story instead of a dry recitation" was the
reason for the improvement.
Britton et al. also studied inference calls (occasions when texts require
inferences to establish coherence). They consider this a factor in the
Graves and Slater passages that is useful for predicting recall
performance. Additionally, they are testing college students with all
possible pairs of original vs. revised texts to determine whether they
can reliably judge which of the texts is more learnable. (see final paper
in this series.)
(4.) Britton, B.K., Van Dusen, L., Gulgoz, S., Glynn, S.M., & Sharp, L.
Accuracy of learnability judgments for instructional texts. (1991).
Journal of Educational Psychology, 83(1), 43-47.
Britton et al. tested the accuracy of college students' judgments of the
relative learnability of the original and rewritten versions of 20 pairs
of instructional texts. Results showed that the students were 95%
accurate in their judgments (their judgment agreed with the experimental
findings on 24-hour recall of those same texts). They cite the
literature on metacognition, indicating that there is a reliable
correspondence between students' judgments of knowing and their actual
test results.
The experiment involved 210 undergraduates, 30 of whom judged four text
pairs from Army training manuals, and the remaining 180 judged three text
pairs about varied subjects from history, science, or philosophy. The
selected texts were those which had shown the greatest improvement in
recall in Britton et al.'s second experiment. For each pair, subjects
were asked, "If you were tested 24 hours from now, which of these texts
would you remember the most from?" Of the 14 improved texts, 13 were
correctly judged improved; of the 6 unimproved texts, all were correctly
judged unimproved. (The critical percentage for p<.05 for 30 subjects
was .70; most groups had 70-90% correct judgments of learnability.)
The authors intended to investigate whether textbook selectors could make
accurate judgments of learnability that could serve as input in textbook
selection decisions. They claim this is probably true, provided that
sufficient excerpts are available to constitute a representative sample
of the textbook. However, at no point do they discuss what constitutes
the type of expertise that affects this sort of judgment, nor do they
give a rationale as to why the judgments of college students should
transfer to professional textbook judges. All they say is to select
those judges carefully, by determining whether their judgments parallel
the recall test results produced by students on text pairs.
Dick, W. (1995, July-August). Instructional design and creativity: A
response to the critics. Educational Technology, 5-11.
If creativity is the vulnerable area, how do we add it? It's very
learner-centered, and doesn't usually fit into needs assessments or
cost-effectiveness (or, shall we train at all?). So, we should
They said to
start with learner analysis, because creative instruction is in the eye
of the beholder. We must match their interests and concerns.
The instructional strategy must address the motivation of the learners.
The ARCS model says:
Elicit feedback from the learners: where did you lost interest? what was
the most interesting part? how can we make it more interesting? and
revise and refine the instruction accordingly.
Creativity often implies "hippiness". We have to dispel that notion.
Lockstep linearity denies creativity; use iterative design. Study
designers and you'll see that they really don't design linearly at all.
And one big concern: don't go for edutainment in the desire to be
creative. He supports constructivism because constructivist principles
guide designers to make design decisions that result in instruction that
is both engaging to the learners and produces learning outcomes that are
required by the client.
Dills and Romiszowski. (1990) INTERACT model. Unpublished manuscript.
Duffy, T.M. (1995). Designing tools to aid technical editors: A needs
analysis. Technical Comunication 42(2), 262-277.
Gould, J.D., & Lewis, C. (1985). Designing for usability: Key principles
and what designers think. Communications of the ACM, 29(3), 300-311.
Some reasons for not following these principles:
Putting the principles into practice means an initial and an interative
design phase.
Grudin, J. (1991). Obstacles to user involvement in software product
development, with implications for CSCW. International Journal of
Man-Machine Studies, 34, 435-452.
The incentives to overcome these obstacles:
Hong, E. (1992). Effects of instructional design with mental model
analysis on learning. Unpublished manuscript, University of Nevada,
Las Vegas.
Hong's decision on what mental models to teach is based on the verbal
protocols of experts and intermediates in solving problems. Experts have
excellent conceptural knowledge but tend to collapse problem-solving
procedures. Intermediates, in contrast, can explain their process very
well, and also found diagrammatic problem representation useful.
Teaching concepts diagramatically, prior to procedural/quantitative
instruction, may help students build mental models. This also ties in
very closely with epistemic forms and
games. Students who received instruction in illustrated text
passages retained more information than those given text-only.
Ishii, H., Kobayashi, M., & Arita, K. (1994). Iterative design of
seamless collaboration media. Communications of the ACM, 37(8),
83-97.
Important concepts are:
Their multiscreen architecture allows two or more users to combine
individual workspaces on a shared monitor. They bring their own data and
tools to the left monitor (individual workspace) and overlay their work
with the video on the right monitor (shared workspace). They can use
live video or hard copy. The basic limitation is that these video images
are overlaid, and thus occupy different "layers" in the shared screen, so
they are stored in different places (e.g., point-to-point), rather than
producing a single composite image (e.g., multi-point). This is very
analogous to our file sharing limitation for the home page!
Svinicki, M.D., & Dixon, N.M. (1987). The Kolb Model modified for
classroom activities. College Teaching, 35(4), 141-146.
Lewis, T., & Bjorquist, D.C. (1992). Needs assessment - a critical
reappraisal. Performance Improvement Quarterly, 5(4), 33-54.
McKenzie, J. (1995, June). Home Sweet Home - Creating WWW pages which
deliver. Educational Technology Journal_ [On-line], Available:
http://www.pacificrim.net/~mcKenzie
Pearlman, B. (1994). Designing Groupware. An interview with groupware
pioneers Tom Snyder and David Dockterman.ISTE Update, 6(5), 1-2.
Richey, R.C. and Nelson, E. (In Press). Developmental research. In D.
Jonassen (Ed.)
Handbook for Research in Educational Communications and Technology
Taylor, R. (1991, Spring). NSPI president challenges instructional design
profs. ITED Newsletter_ 1, 4-5.
Rowland, G. (1992?). Designing and Instructional Design. ETR&D,
41(1), 79-91.
Rowland, G. (1994, January). Conceptual models and issues in systems
design, Part One. Educational Technology, 10-22.
Design concepts based on needs analyses and task analyses are based on
the gap model, which assumes a linear design process (from actual to
ideal situation). Design problems are ill-defined, so this doesn't work.
Rowland wants to build his model iteratively, using both rationality and
creativity. He wants to work from the situation to the image (which is
iterative), not from actual to ideal (which is linear). To do this, the
design process has to be enveloped in an evaluation "shell". There are
correspondences between evaluation concepts and the design concepts
listed above:
Errors are introduced when there are interactions or unintended side
effects by interventions. Requirements should be flexible, not cast in
concrete. Plans are based on individual interpretations. Constructs
only make sense in the context of the image, not the context of the
situation.
Rowland contends that you have to bring the knowledge bases of design and
evaluation together. Also, that they should not be part of a
deterministic point of view; rather, the practitioner is reflective
(again, Schon's reflecting in action). Reflection relies on experience
and imagination: matching the new image to one you've seen before,
mataching the ideal situation to one of a set of possible patterns. It's
an iterative process that involves decisions based on large numbers of
interrelated (systemic) issues. Design and evaluation are inseparable.
If you try to separate them, you reduce the designer to the role of a
technician, not a creative person. Design thinking is not limited to
"needs", it is open to "aspirations".
Stolovich, H.D., & Keeps, E.J. (1992). What is human performance
technology? In H.D. Stolovich and E.J. Keeps (Eds.), Handbook of
human performance technology (pp. 3-13). San Francisco: Jossey-Bass.
Given a performance problem, the HP practitioner conducts a performance
analysis which seeks to identify and eliminate the cause of the
performance discrepancy. It includes an assessment of the costs for
various means of overcoming performance gaps, as well as the cost of not
overcoming them. The process is similar to a needs assessment: identify
the requirements, identify present accomplishments and performance,
calculate the gap, identify the causes of the gap, suggest cost-effective
strategies for improving performance, and translate the potential
improvement into savings or economic gains for the organization.
Wilson, B. (1995). Draft manuscript on expertise.
Winograd, T. (1995). From programming environments to environments for
designing. Communications of the ACM, 386), 65-74.
From: To: Emphasis:
interactive responsive iterative design
programming prototyping media
specifications user conceptual user-friendly
models interface
reusable code design familiar
(OOP) languages (OOD) conventions
interactive participatory dialog
debugging design with users
Yakimovicz, A.D., and Murphy, K.L. (1995, March) Constructivism and
collaboration on the internet: case study of a graduate class
experience. Computers in Education 24(3). 203-209.
Four empirical studies on revisions of instructional textbooks by
experts.
The authors concluded that some experts have
effective knowledge about improving instructional text, but it exists
primarily in procedural form.
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lsherry@carbon.cudenver.edu
Updated July 1, 1996