"I've got an excellent idea about how we could teach this." This statement
could be the beginning of a smashing training design that learners will
use with joy and glee, instruction that will have them engaged and really
learning. Or, it could be the path to instructional hell, with the trainer
left scratching his head as to why it didn't work.
Enter Instructional Systems Design (ISD), a research-based methodological
approach that brings the learner from a state of not being able to perform
a certain task or skill, to that state of being able to perform it. And
in the end, isn't that what we want from our learners? The ability to
do something that they couldn't do before. Now, many of you are already
squirming in your seats. Tasks, methodology, perform? Why, this is naked
behaviorism, you say. All right, hold on a second. For those of you who
have heard the term "Instructional Design" but were not sure if it meant
anything more than 'creating a course', read on to inform yourself what
this long standing instructional method is all about. For those of you
who feel that methods that employ behaviorism went out with rotary dial
phones, I encourage you re-look at this time tested method and see if
there aren't one or two gems that you can't pick up.
I base this article on the founding work of Walter Dick and Lou Carey.
Their text, which came out in the 70s, is a synthesis of research in learning,
formulated into a methodology for creating instruction. The text is currently
in its fourth edition and is considered by most in the field to be the
basic manual of Instructional Systems Design (ISD). The more I look at
it, the more I am reminded of using Microsoft Project. How's that? Well,
with MS Project, you start from the final product and work backwards collecting
and pasting in the elements and events you need to reach your goal. After
a couple of hours or days, you have this huge chart showing each element
you will need to get to your final product.
Seems logical, no? Write down precisely what your goal is, then work
backwards to what sub items are needed to make it, and what sub-sub-items
are needed to make those, etc., etc. So, if our final product is instruction,
why should we sit down and start creating the materials without analyzing
carefully what it is that we need to get there. The instructional content
is the end product, not the starting place.
Assuming that the stakeholders of the organization agree then that instruction
is indeed the solution to the given problem, we can begin designing. We
will employ the ISD method. See figure 1.
Step 1 - Write the instructional goal(s)
This is an overall statement the designer will write about what he or
she expects the learner to be able to do at the end of your instruction.
If you say, "The learner will know how to fill out a tax form", this only
tells us what he or she knows, not what they are capable of doing. The
goal needs to state demonstrable actions (see, it is behavior we are after).
As you refine your statements about what the learner will do, ask yourself
"If someone was doing those actions, would you agree that they have achieved
the learning goal?" Here is an example.
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"The
learner will be able to explain each item of the tax form in simple
English and be able to fill out the XB1 form by referencing the appropriate
tax documents, and giving themselves the most favorable tax relief." |
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Step 2 - Goal statement analysis
What the designer does next is to classify the instructional goal as either
a verbal skill (being able to recall factual information), an intellectual
skill (such as calculating paint coverage for a house), a psychomotor
skill (such as conducting a train), or an attitudinal goal (such as choosing
environmentally friendly camping practices). By doing this, the designer
will use different strategies (which I will not be able to address in
this article) in the design process. The designer will also breakdown
the goal into 5 - 15 main steps to get a picture of the major elements
it comprises.
Step 3 - Subordinate skills analysis
This task is where the designer spends many hours dissecting and breaking
down the main steps into subskills. Each of the subskills required for
each step will in turn be broken down into subskills needed for them.
This backward stepping breakdown process is extremely important and continues
until the designer comes to a set of very basic skills. You will do best
if you completely remove the question, "How am I going to teach this?"
At this phase of the design, you are a scientist, dissecting the performance
of someone 'doing' the instructional goal. You will ask yourself, what
subskills are necessary to perform this certain step without which it
would be impossible to perform it. The product of this work will be a
large hierarchical diagram displaying all the required subskills. See
example 1 below.
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"And in
the end, isn't that what we want from our learners? The ability to
do something that they couldn't do before." |
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Figure 1.
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**
Usually done by individuals not involved in creating the instructional
design, this phase gives an opportunity for the organization to do
an overall evaluation and compare the new proposed instruction to
either the standard way the subject was taught before, or in comparison
with a competing design, methodology, or solution. |
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"The designer
will also breakdown the goal into 5 - 15 main steps to get a picture
of the major elements it comprises." |
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Step 4 - Identify Entry Behaviors and Characteristics
You now need to identify the learners' entry behaviors. That is, what
is it that the learners are already capable of doing? Asking a few questions
to individuals in your target group will certainly be better than relying
on guesses or stereotypes. You will make horizontal dotted lines on your
diagram which say, students will have to come to the instruction being
able to perform all the skills up to this mark. That is, "My instruction
will assume certain proficiencies and start from that skill set." Not
only do you want to make sure that they are ready for the instruction,
but you must also determine if they already have some of the skills you
have identified for instruction.
Step 5 - Write performance objectives
In this phase, you will go through each subskill box of your instructional
analysis diagram and write a clear and precise statement about what behavior
the learner will exhibit, under what conditions, and on what criteria
it will be judged successful. Here is an example. Given a shelf of clearly
labeled standard chemicals required for film development, the learner
will select chemical x and chemical y and create a mixture that will develop
the entire quantity of film and which is not more than 30% off from a
1:1 mix ratio. Let's now ask the defining question, "Would someone be
able to determine if the learner has indeed performed this skill?" The
answer is clearly yes. These performance objectives are important statements
about what demonstrable behavior the learner should be able to do to indicate
that he or she 'knows' it.
Step 6 - Develop criterion-referenced test items
Here we create our test items. "Already?" you ask. Well, why should we
create content if we don't yet know what we will expect of the learners?
Using the criteria created for each performance objective, you will create
questions that would show whether or not the learner can perform the skill.
The type of test item, be it multiple choice, fill in the blank, essay,
or other, should be dictated by the verbiage of the performance objective.
Questions, such as essay types will need special evaluation instruments
such as a checklist to verify that each key element of the answer has
been addressed. The most important thing a designer does in this phase
is to create a number of clearly phrased questions that give the learner
the opportunity to demonstrate that he or she can perform a given skill.
Questions that trick, confuse, or test skills other than that of the performance
objective are useless.
Step 7 - Develop instructional strategy Although you are probably
very anxious to get in there and start creating the actual instructional
materials, you must first create your instructional strategy. This step,
along with the next, is where you should really let your creativity run
loose. This phase forces you to answer important questions about how you
will implement your learning plan. The five major components of an instructional
strategy are preinstructional activities, information presentation, student
participation, testing, and follow-through. Using the products of the
previous design phases, you will sequence and cluster objectives, plan
preinstructional, testing, and follow-up activities, write out the information
presentation and student participation strategies, and then finally, allocate
activities for each learning session. While doing this, you will take
into account audience characteristics and include elements to motivate
them and hold their attention.
Step 8 - Develop instructional materials
Here, you finally get to develop (or program) the materials. Because
your instructional material will certainly be revised before final production,
you should construct them on paper using text, sketches, and storyboards.
The development should include a student manual, the instruction, tests,
and an instructor's manual. Choices of multimedia should be made upon
the congruence between the skill and the media type. Practice and feedback
should be as close to the real world situation as possible.
Step 9 - Conduct formative evaluation
Formative evaluation is the beta testing that takes place to help
you smooth out your instruction. Even with all of your tedious and careful
analysis, planning, and reviewing, you have only created instruction that
will theoretically work. It is now time to test these assumptions empirically.
If done with the instructional design itself as a framework, you will
be able to pinpoint the exact areas that will need the improvements. Ideally
you will conduct three rounds of evaluation. First, with three to five
students on a one-to-one basis, second, with eight to twenty randomly
selected target students, and third, a field trial with about thirty students.
Each of these evaluations will give you the different products you will
need to re-evaluate all parts of your instructional intervention.
Step 10 - Revise instruction accordingly
This step is cycled with step 9 three times, once for each of the
evaluation types. In this phase, you will revise the instruction itself
or the procedures of how the instruction is used. Your summaries from
the formative evaluation will include learners' remarks, scores on pretests,
embedded tests, post tests, your attitude questionnaire, and your debriefing
notes. Using tables that show both individual and group score results
categorized by learning objectives, you should first analyze the inter-objective
responses to find if there are problematic test items that need to be
thrown out. The point is to focus on which objectives need revision. The
designer will typically create a revision table that includes the instructional
component, the problem encountered, the suggested change, and the evidence
and source for the problem. Your revision could involve changing any of
the many design steps up to this point.
Conclusion
I have only given you very brief notes about what a designer does
in each of the steps of the ISD model. A book or course in ISD will fill
in the gaps and is well worth the time, especially if it is a hands on
course. I hope you have seen that each step serves an important purpose,
and without which, leaves you with a design that only 'hopefully' catches
everything.
Nobody said this was going to be three easy steps to awesome instruction.
This process of creating instruction is research based and empirically
tested. It does require a level of rigor and time that many people are
not willing to expend. Although it takes into account all the necessary
items needed to create effective instruction, it should not be followed
so strictly that it impedes your creative expression, which in the end,
draws the learner into the material. Whether or not the instruction is
truly effective, interesting, and engaging, depends on your ability to
put on the scientist's lab coat when analyzing the instructional goals,
and putting on the artist's smock when creating engaging and enjoyable
ways to present the information to the learner and provide him or her
with meaningful practice and feedback.
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"Asking
a few questions to individuals in your target group will certainly
be better than relying on guesses or stereotypes." |
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"Questions
that trick, confuse, or test skills other than that of the performance
objective are useless." |
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"Even with
all of your tedious and careful analysis, planning, and reviewing,
you have only created instruction that will theoretically work." |
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"It [ISD]does
require a level of rigor and time that many people are not willing
to expend." |
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