Inventaire des connaissances

Knowledge and skills base

referring to the manual mentioned below

  • Reference : Allen M W 2007 Designing Successful e-Learning, Forget What You Know About Instructional Design and Do Something Interesting   (Chapter 5)

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Discussion forum about this book

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  • Book available online at Amazon or at your favorite library or bookstore

  • Instructions: how to use this knowledge and skills base

  • Respect of copyright

  • Glossary 

  • Abbreviations and acronyms 

  • Knowledge classification

  • Types of knowledge links 

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CONTENTS

About the library series iii

Acknowledgments ix

Foreword xi

Preface xv

Part One: Real-World Contexts 1

 Scenario 1 Hoboken Automotive Devices 3

 Scenario 2 Water Mountain Beverage Company 7

 Scenario 3 Top Tech Temps 13

 Scenario 4 Bellmore University 17

Part Two: The Art & Science of Instructional Design 21

 Chapter 5 What Is Instructional Design? 25

 Chapter 6 Success-Based Design 45

 Chapter 7 Designing Outside the Box 59

Part Three: Designing Successful e-Learning 81

 Chapter 8 Designing Pre-Instructional Events 85

 Chapter 9 Designing Instruction: Foundations 109

 Chapter 10 Designing Instruction: Meaningful Events 137

 Chapter 11 Designing Instruction: Memorable Events 157

 Chapter 12 Designing Instruction: Motivational Events 179

 Chapter 13 Designing Performance Aids 197

Self-Assessment 209

Sucess Assessment 219

A Final word 233

Index 234 

About Allen Interactions Inc. 239

About the Author

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Chapitre 5 / What Is Instructional Design? 25

The world is instructive

The design challenge

The big questions

New challenges

Systematic process

Resource

Art or science?

Education versus training

Knowing versus doing

Alternative design
approaches

Intuitive approaches

Research-based approaches

Theory-based approaches

Behaviorism

Cognitivism

Constructivism

I’ll take all three

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Knowledge classification (content)

  1. Conceptual Knowledge (CK)

  2. Factual Knowledge (FK)

  3. Documents (Doc)

  4. Procedural Knowledge (PK)

  5. Behavioral Knowledge (BK)

  6. Metacognitive Knowledge (CogK)

  7. Emotional Knowledge (EK)

  8. Principles (Prin)

  9. Individuals (Ind)

  10. Institutions (Inst)

  11. Models and Theories (M&T)

  12. Objectives (Obj)

  13. Tools (Tool)

  14. Issues (Iss)

TDM

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**Conceptual Knowledge (CK)**

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**Blended Learning**

A teaching approach that combines online digital media with traditional classroom methods.

**Spaced Learning Events**

The practice of spacing learning sessions over time to enhance memory retention.

**Instructional Design (ID)**

The systematic development of educational and training materials and experiences to help learners gain knowledge or skills effectively and efficiently.

**ADDIE Model**

A traditional framework in instructional design, representing Analysis, Design, Development, Implementation, and Evaluation phases.

**SAM (Successive Approximation Model)**

An alternative, agile model to ADDIE, emphasizing iterative development, rapid prototyping, and stakeholder feedback.

**Agile Methodology**

A set of principles for software development under which requirements and solutions evolve through the collaborative effort of self-organizing cross-functional teams.

**Iterative Design Process**

A cyclic process of prototyping, testing, analyzing, and refining a product or process based on feedback.

**Rapid Prototyping**

The fast and iterative creation of a prototype to test and refine the functionality of a design concept.

**Savvy Start**

An initial phase in the SAM process where the project team collaborates to define the project’s goals, strategies, and design approach.

**Feedback Mechanisms**

Systems or processes through which feedback from users is obtained to inform continuous improvement.

**Learning Theories (Behaviorism, Cognitivism, Constructivism)**

Theoretical frameworks explaining how information is absorbed, processed, and retained during learning.

**Performance Support Systems**

Tools and resources provided to support individuals in performing tasks more efficiently and effectively.

**E-Learning**

The use of electronic media and technologies for educational instruction and learning.

**Blended Learning**

An approach combining traditional classroom methods with online learning activities and resources.

**Learning Management System (LMS)**

Software applications for administering, documenting, tracking, and reporting educational courses or training programs.

**Content Management System (CMS)**

Software that enables users to create, manage, and modify content on a website without needing specialized technical knowledge.

**Storyboarding**

A visual representation of a course or learning module’s structure, content, and elements, used in planning and design.

**Knowledge Management**

The practice of collecting, organizing, sharing, and analyzing an organization’s knowledge in terms of resources, documents, and people skills.

TDM

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**Factual Knowledge (FK)**

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💡 **Test the program of the lesson **:

  • L’évolution XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.

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TDM

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**Documents (Doc)**

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TDM

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**Procedural Knowledge (PK)**

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  TDM

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**Behavioral Knowledge (BK)**

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 TDM

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**Metacognitive Knowledge (CogK)**

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TDM

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** Emotional Knowledge (EK)**

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TDM

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** Principles (Princ)**

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 TDM

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**Individuals (Ind)**

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TDM

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**Institutions (Inst)**

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TDM

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**Models and Theories (M&T)**

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TDM

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**Objectives (Obj)**

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TDM

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**Tools (Tool)**

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TDM

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**Issues (Iss)**

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TDM

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Voyez la suite de cette base de connaissances + compétences, sur

Allen M W 2007 Designing Successful e-Learning, Forget What You Know About Instructional Design and Do Something Interesting

Chapitre 6 / Success-Based Design

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