SUB-STEP
1---Elimination of ideas
SUB-STEP
2---Task and concept analysis
SUB-STEP
3---Preliminary lesson description
SUB-STEP
4---Evaluation and revision of the design
(1)characteristics of the student population | (2) the relationship of ideas to the subject matter and goals | (3) the amount of time needed to teach the content | (4) the restrictions of your instructional delivery system |
LOWEST LEVEL
STUDENTS |
AVERAGE
LEVEL STUDENTS |
HIGHEST
LEVEL STUDENTS |
TIME REQUIRED TO LEARN | DIFFICULTY
TO LEARN |
|
AGE | 20 | 25 | 35 | ||
EDUCATIONAL
LEVEL |
Grade 9 | Grade 12 | College | ||
READING PROFICIENCY | Grade 5 | Grade 8 | Grade 12 | ||
GENERAL
MOTIVATION |
High | High | High | ||
EXPERIENCE
IN SUBJECT |
None | None | None | ||
INTEREST IN
THE SUBJECT |
High | High | High | ||
COMPUTER
FAMILIARITY |
None | None | None | ||
TYPING
ABILITY |
None | None | None | ||
TERMINAL
GOAL (1): Giving phone number the student will call it correctly. |
Cannot do | Cannot do | Cannot do | 1 Hour | Medium |
TERMINAL
GOAL (2) |
Drill and practice
(¤ÏÂнm²ß¦¡) |
Provides the opportunity for repetitive work on skills or concepts that have been previously introduced. | concept/rule learning |
Tutorials (±Ð¾Ç¦¡) | Provides information, generally new information, to the learner in much the same manner that a human teacher or tutor might. | verbal learning |
Simulations (¼ÒÀÀ¦¡) | Imitations of real of in some cases imaginary systems or phenomena. In most cases, they are simplified representations of the real things. | skills and attitudes
enhancing transfer of learning |
Instructional games (¹CÀ¸¦¡) | Usually employed to increase learners' motivation. | verbal learning
enhancing student motivation |
Problem-solving software
(°ÝÃD¸Ñ¨M¦¡) |
Designed to give students experience with a variety of problem and solution approaches. |
Drill and practice
(¤ÏÂнm²ß¦¡) |
Provides the opportunity for repetitive work on skills or concepts that have been previously introduced. | Indicate most of the same informatin as for tutorials, with additional information about the order of events for each item and a simple description of how items will be selected. |
Tutorials (±Ð¾Ç¦¡) | Provides information, generally new information, to the learner in much the same manner that a human teacher or tutor might. | Include the general order in which students will encounter directions, presentations, interactions, remediation, and the closing. |
Simulations (¼ÒÀÀ¦¡) | Imitations of real of in some cases imaginary systems or phenomena. In most cases, they are simplified representations of the real things. | Include the directions, opening scene, presentations, student interactions, the closing. |
Instructional games (¹CÀ¸¦¡) | Usually employed to increase learners' motivation. | Include the presentation of tules, events wich enhance competition or the entertaining aspects of the game, what happens hen someone wins/loses the game. |
Problem-solving software
(°ÝÃD¸Ñ¨M¦¡) |
Designed to give students experience with a variety of problem and solution approaches. |
2. Instructional strategies.
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3. Design feedbacks and responses.
(See Appendix A to view some factors.)
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4. Interface design.
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