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This handy resource describes and illustrates the conceptsunderlying the "First Principles of Instruction" andillustrates First Principles and their application in a widevariety of instructional products. The book introduces thee³ Course Critique Checklist that can be used toevaluate existing instructional product. It also providesdirections for applying this checklist and illustrates its use fora variety of different kinds of courses. The Author has alsodeveloped a Pebble-in-the-Pond instructional design model with anaccompanying e³ ID Checklist. This checklistenables instructional designers to design and develop instructionalproducts that more adequately implement First Principles ofInstruction.
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Seitenzahl: 790
Veröffentlichungsjahr: 2012
Cover
About this Book
Why is this topic important?
What can you achieve with this book?
How is this book organized?
Title
Copyright
List of Figures and Tables
Figures
Tables
Online Premium Content
About Pfeiffer
Acknowledgments
Preface
Part I: Identifying e
3
Instruction
Chapter 1: What Are the Problems with Instruction?
Introduction
What Is Instruction?
Is Training Education?
Do Today's Technologies Require New Instructional Strategies?
Have Learners Changed?
What Are Some Common Instructional Mistakes?
Is Information Instruction?
Where Are the Examples?
Where Is the Application?
What Do Learners Already Know?
How Much Help Is Too Much?
Does Reading Online Text Facilitate Learning?
Does Learner Interaction Facilitate Learning?
Do Educational Games Facilitate Learning?
What Are the Problems for Instructional Professionals?
Chapter 2: First Principles of Instruction
Introduction
First Principles of Instruction and Levels of Instructional Strategy
Evaluating Complex Problem Solving
Demonstration Course—First Aid
Summary
Chapter 3: Instructional Content
Introduction
Why Do We Need a Technical Vocabulary?
What Are the Different Types of Skill Required to Solve a Problem?
What Are the Content Elements Required for Each Type of Skill?
Chapter 4: Instructional Interaction
Introduction
Why Do We Need a Technical Vocabulary for Instructional Interaction?
What Are the Primary Forms of Instructional Interaction?
What Are Other Essential Features of an e3 Demonstration?
What Are Other Essential Features of an e3 Application?
Chapter 5: Instructional Strategies
Introduction
Information-About Instructional Strategy
Part-of Instructional Strategy
Kind-of Instructional Strategy
How-to Instructional Strategy
What-Happens Instructional Strategy
Chapter 6: Instructional Strategies for Problem Solving
Introduction
Content Elements for a Problem-Solving Event
Instructional Strategy for a Problem-Solving Event
Strategy Demonstration for Problem-Solving Event
Content Elements for a Whole Problem
Instructional Strategy for a Whole Problem
Strategy Demonstration for a Whole Problem
Chapter 7: Problem-Centered Instructional Strategy
Introduction
Problem-Centered Instructional Strategy
Instructional Events Distributed Across a Problem Progression
Problem-Centered Strategy Example: Entrepreneur Course
Problem-Centered Strategy Example: General Education Course
Chapter 8: Enhancing Instructional Strategies with Structural Frameworks and Learner Interaction
Introduction
Effective Activation Through Structural Frameworks
Problem-Solving Integration Through Learner-to-Learner Interaction
Chapter 9: Multimedia Implementation Of Instructional Strategies
Introduction
Multimedia for Instructional Events
Use the Form of Multimedia That Most Clearly Represents the Properties of a Portrayal
Multimedia for Format
Multimedia for Navigation
Multimedia for Interaction
Misuse of Multimedia
Example of e
3
Multimedia Implementation—Entrepreneur
Chapter 10: Critiquing Instructional Strategies in Existing Instruction
Introduction
Component Skill Checklists
Whole Problem Critique
Part II: Designing e
3
Instruction
Chapter 11: A Pebble-in-the-Pond Model for Instructional Design
Introduction
Instructional Systems Design (ISD)
Pebble-in-the-Pond
Unique Properties of Pebble-in-the-Pond
Chapter 12: Designing Functional Prototypes
Introduction
What Is a Functional Prototype?
Why a Functional Prototype?
Designing a Functional Prototype
Instructional Strategy Templates
Your Templates
Chapter 13: Design a Problem Prototype
Introduction
Identify Content, Goal, and Learner Population
Identify a Class of Problems
Collect a Sample of Problem Portrayals
Identify Component Skills for the Problem Portrayals
Design a Prototype Problem Demonstration
Design a Prototype Problem Application
What Are Some of the Challenges in Identifying a Good Problem?
Chapter 14: Design a Problem Progression
Introduction
What Makes a Good Progression?
Acquire a Sample of Problem Portrayals
Identify the Component Skills
Adjust the Sequence in the Progression
Modify, Delete, or Add Portrayals
Problem Progression Compared with Traditional Instructional Design
Chapter 15: Design Strategies for Component Skills
Introduction
Determine an Instructional Event Table
Design Demonstrations and Applications for Conditions and Steps
Check Your Instructional Strategy
Component Skill Instruction Compared with Traditional Instructional Design
Chapter 16: Design Structural Framework and Peer-interaction Strategy Enhancements
Introduction
Structural Frameworks
Peer-Interaction
Chapter 17: Finalize the Functional Prototype
Introduction
Course Organization
Learner Interface
Navigation
Supplemental Materials
Chapter 18: Design Assessment And Evaluation
Introduction
Design Assessment
Conduct Evaluation
What Works?
Revise Prototype
Chapter 19: The Pebble-in-the-Pond Instructional Design Checklist
Introduction
Part III: Support for First Principles of Instruction
Chapter 20: Indirect Support for First Principles of Instruction
Introduction
Problem-Centered
Activation
Demonstration
Application
Integration
Indirect Support Summary
Analysis of Representative Instructional Theories
Review of Instructional Theories
Conclusions from Review of Instructional Design Theories
Chapter 21: Direct Research Support for First Principles of Instruction
Introduction
Experimental Study—Excel
Experimental Study—Flash Programming
Student Evaluations—Frick
Informal Applications
Summary
Chapter 22: First Principles of Instruction and the Future
Introduction
Why This Theoretical Approach to Instructional Design
The Science and Technology of Instructional Design
Theory
Instructional Design Research
Instructional Design Tools
Instructional Development
Instructional Evaluation
The Future
Appendix: Adding Assessment Capabilities to PowerPoint
What Is a Script or Macro?
Register Macro
Application Slide Data
Time Data
Attitude Data
Assign Learners to Treatments
Glossary
References
About the Author
Index
End User License Agreement
Cover
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Cover
Table of Contents
Begin Reading
Part I: Identifying e
3
Instruction
Figure I-1: Content Organization for
First Principles of Instruction
Part 1
Chapter 01: What Are the Problems with Instruction?
Figure 1-1: Information Only—Textbook Online
Figure 1-2: Information Plus Remember-Question
Figure 1-3: Information with No Examples
Figure 1-4: Insufficient Examples and Missing Application
Figure 1-5: Tell-and-Ask Instruction
Figure 1-6: Remember-What-I-Told-You Questions
Figure 1-7: Too Much Guidance
Figure 1-8: Reading Online Text
Figure 1-9: Ineffective Game
Chapter 02: First Principles of Instruction
Figure 2-1: First Principles of Instruction
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