Title: Analysis
1Analysis
2Introduction
- A small educational software company, First Try
Software, Inc. decided to build their first
project, a computer-based package on fractions
(Fraction Fever) to market to public schools
throughout the country. - The programmers spent hundreds of hours in
developing novel instructional games to help
students learn all about fractions. - They used the ALVIRA personal computer system and
made the software compatible with its operating
system only. ALVIRA was a new system sold with a
wide range of options, including exceptional
display, memory, and networking capacity. - The First Try developers used clever input
formats, such as a light pen and a graphics
tablet. They used color to highlight the parts of
the display on which learners should focus.
P. Smith and T. Ragan, Instructional Design, 2nd
Ed, John Wiley Sons, P. 31
3Introduction (Cont.)
- They also used ALVIRAs unique high-speed laser
optic networking to enable real-time 3-D graphic
rendering across all workstations in a
client-server relationship. - They paid a team of programmers a great deal of
money to code the instruction using a terribly
sophisticated authoring environment. They
invested the remainder of their resources in
slick packaging and lots of advertising. - Much to the developers surprise and
disappointment Fraction Fever didnt sell. A few
months later they attended a regional computer
conference and spoke to some teachers to whom
they loaned their fractions package in return for
the teachers evaluation and reports about the
software. - What information did they gain from the
teachers comments?
4Introduction (Cont.)
- The novel approach that they used to teach
fractions was contrary to the popular math
educational theory of the day. Teachers
especially enjoyed teaching fractions with a
hands-on approach, and they felt that this
approach was successful. - Few schools had the ALVIRA system most had Macs
or IBMs. - They also found that of the few ALVIRA systems in
use in schools, many did not have color monitors
or input devices such as graphics tablets and
light pens, and few had installed the laser-optic
network.
5Introduction (Cont.)
- In schools where Fraction Fever could be used,
teachers reported that the students learned a lot
about the rules of the games in the software but
very little about fractions. - Many students were unable to use the software
because the developers had assumed that they were
skilled in determining the least common
denominator, and many students were not competent
in this skill. - Some students reported that the games were too
cute and that the characters used in the games
were insulting.
6Introduction (Cont.)
- First Try had learned a painful lesson about
instructional design. - Instructional Designers must be clever
investigators, examining the characteristics of
the potential users, the learning environments,
the perceived need for the instruction, and the
instructional task before investing time and
resources in the costly production of
instructional materials.
7Course Analysis
8Course Analysis
- This process consists of the following tasks
- Identifying the Instructional Probelm
- Identifying the Learner Characterstics
- Performing Task Analysis
- Defining the Instructional Objectives
9Analysis in Instructional Design
10Instructional Problems
- The gap between actual learners state and the
desired learners state of knowledge or skills. - Determines if the gap can be eliminated through
an effective instructional program.
11Instructional Problems (Cont.)
- The instructional problem for the course under
development is best stated if its goal can be
clearly defined. - Start the design only if you know what is the
problem the instruction is supposed to solve - In the organization / institution / context
12Instructional Problems (Cont.)
- Example Goal 1
- Given a malfunctioning VCR, the learners will
understand how to repair it. - This is an example of an ambiguous and,
therefore, preliminary learning goal because it
does not tell what the learners would do to
demonstrate that they understand. - Do they need to be able to explain how to repair
a VCR? - Do they need to be able to recognize the parts
and functions of a VCR? - Do they need to be able to actually fix a VCR?
- Better Goal
- When given a broken VCR with one of four possible
malfunctions, the learner will be able to locate
the malfunction and repair it.
P. Smith and T. Ragan, Instructional Design, 2nd
Ed, John Wiley Sons, P. 64
13Instructional Problems (Cont.)
- Example Goal 2
- When given a videotape lesson, the learner will
watch a demonstration of VCR repair. - This goal does not describe what learners should
be able to do after instruction. It describes a
learning activity that the learner will complete
while learning. At this point, the designer is
not ready to make decisions yet about how to
teach he is still trying to determine what to
teach. - Remember, a goal describes what learners should
be able to do after instruction. - In general, the effort of being specific cannot
be avoided if it is not made during goal
specification, it must be made at later stages of
the design process, such as when designing
assessment instruments or narrowing the content
to be included.
14Instructional Problem (Cont.)
- Example - EE 203
- GOAL
- Upon completing this course the student should
be able to analyze and design simple electronic
circuits
15Exercise
- Take 5 minutes to write down the Goal of the
course that you and your team are designing
16Learner Characteristics
- Any instruction is effective only if it is
tailored to its target (The Learner) - We need to identify the following
- General characterstics such as Identity,
Culture, Age, Previous knowledge, Attitude,
motivation, etc. - Knowledge Skills needed by the learner here
17Learner Characteristics (Cont.)
- Example - EE 203
- Learner Characteristics
- Third year college student with EE, SE or COE
Major - Should have basic knowledge in computer and
Internet use - Could be on-campus or off-campus
18Task Analysis
Task analysis for instructional design is a
process of analyzing and articulating the kind of
learning that you expect the learners to know how
to perform(Jonassen, Tessmer, Hannum, 1999,
p.3).
19Task Analysis (Cont.)
- Identify what learner needs to learn
- Acquisition of Information (Knowledge)
- Improvement of performance (Skills)
- Define and describe in detail
- Tasks
- Sub-tasks
- Resources required
- Technology, tools, materials, and supplies
20Task Analysis (Cont.)
- What knowledge/skill is required to solve the
instructional problem? - We need to identify the following
- Knowleged and/or skills that should be learned
- Technology Analysis
- Instructors Information
- Available resources
- Etc.
21Task Analysis (Cont.)
- Example - EE 203
- Topics to be covered
- Diodes
- Bipolar Junction Transistor (BJT)
- Field Effect Transistor (FET)
- Digital Circuits
- Differential Amplifiers
- Skills to be taught
- Using SPICE software for circuits analysis
design - Analysis and design of circuits
22Task Analysis (Cont.)
- Example - EE 203
- Technology / Resources needed
- SPICE Software
- WebCT Software Support
- Authorware authoring tool
- PC/Internet Access
23Exercise
- Take 15 minutes and use the given template to
finalize the analysis of the course you started
in this session.
24Instructional Objectives (Cont.)
- The expected learning outcomes from the point of
view of the learner - What should be taught? (content)
- How could it be taught (instruction)
- What should be evaluated? (evaluation)
- How to keep consistency among all the elements?
(alignment)
(Anderson Krathwohl 2001)
25Instructional Objectives
- Objectives at various levels
- Global (Course Objectives)
- Specific (Instructional Unit Objectives)
- Learning Objectives are based on
- Cognitive Processes (Behavior)
- Knowledge
- State objectives with the learner in focus
- After completing this course student will be able
to
26Instructional Objectives (Cont)
- Objectives should be
- Clear to you and to the design team
- Shared
- Precise enough to
- Select the topics of the instruction
- Define assessment
- Evaluate if the instruction achieved them
27Instructional Objectives (Cont)
Objectives Grid
(Anderson Krathwohl 2001)
28Instructional Objectives (Cont)
- Example - EE 203
- By the end of this course, students will be able
to - O1. Identify the basic electronics components
(diode, transistor). - O2. Recognize basic operation of diode and
transistor. - O3. Analyze analog electronic circuit.
- O4. Design and build analog electronic circuit.
- O5. Recognize useful applications of circuits.
- O6. Design basic digital circuits.
29Instructional Objectives (Cont)
Example - EE 203
O1
O2
O4
O6
O1. Identify the basic electronics components
(diode, transistor). O2. Recognize basic
operation of diode and transistor. O3. Analyze
analog electronic circuit. O4. Design and build
analog electronic circuit. O5. Recognize useful
applications of circuits. O6. Design basic
digital circuits.
30Exercise
- Take 15 minutes to write down the objectives of
the course you and your team are designing. - Then map these objectives you identified earlier
to the Objectives Grid.
31Analysis ID Process
PROBLEM
32Additional Resources
- http//classweb.gmu.edu/ndabbagh/Resources/IDKB/t
askanalysis2.htm - http//host3.cvc4.org/conversion