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f you don't know where you're going, how're you going to know when you
get there?
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It could be an interesting trip, but you run the risk of finding you're not where you
wanted to be... That's why I enthusiastically embrace instructional design (ID) as a
framework for helping organizations solve problems and achieve goals.
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ut it's just common sense!
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That's just it! ID does make good sense. Particularly if you think of it as a tool kit
(no lock-step application of models for me), from which you can draw methods and
strategies as needed, to help define needs and goals, design and develop solutions,
and evaluate the outcomes.
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ow do I know?
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I've had the good fortune to be an instructional designer and project manager for the last
19 years. And I've gotten to teach these skills for the last 14. I'm a
professor of instructional technology, and I've helped a lot of neat folks
learn ID, and I've managed scads of great teams and
projects.
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ant to find out more?
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If you're curious about the classes I've designed and delivered, read on. Or
jump down the page to check out some of the
interactive instructional products I've designed. (I'm up till all hours on neat
projects just like you are!) |
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Challenging & Worth It!

My Graduate Courses
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They say that nothing
worthwhile comes easily. Whoever "they" are, they're been around the track a few
times. Here's the scoop: My classes are among the most challenging students have
ever taken. They also prove to be among the most worthwhile. That doesn't mean
it's not fun, because we have some great times. It just means that hard work is,
well, hard.
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Introductory & Advanced Instructional Design
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Definitely core courses. Students
learn (by doing) the value of needs assessment, design, development and
evaluation. We explore both behavioral (important outcomes are specified in
advance) and constructivist (learners construct their own version of knowledge as
a result of their experiences) approaches. You guessed it, there's a time and place
for each.

But one does not design in a
vacuum. You've got to learn to work with and rely on the contributions of others.
So, students work in teams and learn how to capitalize on the strengths of each
member. They get to talk about the tough interpersonal stuff that sometimes gets
in the way and learn good ways of dealing with it. Designers don't always have the
luxury of content expertise, so outside content experts are consulted. And
students develop their consulting skills by working with actual clients.

You mean, it's not enough that
I know the best approach? That's right, you've got to be able to communicate this
effectively to others in face-to-face communications and via your products. So,
we focus on developing confidence in oral presentation, and documentation and
products that are both pleasing and professional.

That's not all. We actively
explore emerging instructional delivery methods and modes (Web-based Learning,
Project and Change Management Strategies, Just-in-Time Learning). Finally,
since we have time to complete only a few design projects, we use instructional
cases to explore other professional practice situations and problems (scroll
or jump down to find out about the really
cool ID cases we've developed).
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Interactive Technologies I & II
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Because students already
have ID and computer tools on their mylar/coolmax toolbelts when they enroll
in these classes, we get to do the advanced stuff here. We capture and do interesting
things with media (still images, video, audio, animation). We select the most
promising of the current development tools and learn how to use them. But
that's only a start...

How can interactive media be
used to most effectively communicate a message or provide an experience? To
find this out, students propose and undertake the design and development of
informational or instructional products. Since we are not the first ones creating
wheels here, we learn from the successes of others by reviewing and discussing
outstanding interactive work.

Through many or my own
project design and research experiences, and informed by the R&D work of others,
I've developed a list of user interface design guidelines.
(Special thanks to Marti Julian for her contributions here.)
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Research with Instructional Technologies
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We are also scholars here,
and research can make important contributions to what we know about using
technologies to communicate and help others learn. Students already know
quantitative and qualitative research methods when they enroll. However (can you
hear the refrain?), "It's not enough to know the tools, you have to know what to do
with them."

Without the pressures of this
research being "the dissertation," students get to propose and carry out a research
project with lots of guidance in the process. That's good, but that's not half of it.
Students also contribute to the research of their colleagues, in weekly discussions
of project challenges and solutions. Because we want to relate our thoughts and
findings to those of others in the field, we select landmark readings and spend
time chewing on them as a group. (A few are kind of tough, but altogether it's very
nutritious.)
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Workshops
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Not everyone can afford to
take three graduate courses before they can learn interactive media tools and
techniques (the pre-req's for the Interactive Technologies courses, above). So, I
offer a 3-week intensive summer workshop for any graduate student, Intro to
Digital Media Creation. Same tools, same techniques, but no project and no
time to review the work of others. I used to offer a similar workshop for K-12
teachers (Interactive Computer Graphics) with colleague Glen Bull. It was fun,
but we got too busy to continue with it.
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I've also taught Video
Production (I & II) and BASIC Programming for Instruction. Ask me
about these sometime.

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Cool Stuff, and Effective, Too

Instructional Products I've Designed and Developed
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It's not just students that
are learning neat stuff, I get to dive in and have fun too. On most of these
projects, I've worked with teams of advanced graduate students--some really
wonderful people!
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Multimedia Cases
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How can you expose
students to a wide range of professional practice situations and problems when
class time is tight? How can you encourage students to begin thinking and
problem-solving as professionals? Use cases! Through case analysis, students
learn to: (1) identify issues, (2) take on
different perspectives, (3) apply professional knowledge, (4) develop action plans,
(5) and hypothesize as to potential outcomes.

We love the Web for delivery
of cases because we can simulate real-world complexities (with multiple media to
enhance realism), because the hypertext features make it easy to navigate a body
of evidence, and because it's a snap to distribute the cases to our users, regardless
of computer platform. Check out some of our papers
on this topic.

Try out these compelling
multimedia cases:

·
Zero Tolerance in Layne County

 
(Issues of Politics and Education for School Administrators)
 
teach.virginia.edu/go/ZT

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Chronicles of RocketBoy

 
(Performance support for digital animators.)
 
teach.virginia.edu/go/ITcases/Chronicles

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Prescription:
Instructional Design

 
(Needs assessment and robotics in a hospital setting)
 
teach.virginia.edu/go/ITcases/RxDesign

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Harvesting Cooperation

 
(Instructional technology and children of migrant farm workers)
 
teach.virginia.edu/go/ITcases/Harvest

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The Trials of Terry
Kirkland

 
(A novice designer works with some entrenched teachers)
 
teach.virginia.edu/go/ITcases/Terry

Who gets to use these cases?
Not just my students. We've had teams of student case analysts from across the
country, as part of an annual
Instructional Design Team
Case Competition (teach.virginia.edu/go/ITcases).

The combination of cases
with the Web is so powerful, we built an entire course around it.
Interdisciplinary Teaching and
Learning is an undergraduate Teacher Education course which has been used by
instructors and students at 11 colleges and universities across the U.S. and
Canada.
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