Name: LI WAI-SANG/ Subject: Learning Design Technology, MITE

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Name: LI WAI-SANG/ Subject: Learning Design Technology, MITE by Mind Map: Name: LI WAI-SANG/ Subject: Learning Design Technology, MITE

1. Learning Technology Project

1.1. Tools: flowchart, storyboard, prototype

1.1.1. Storyboard Development Storyboard Evaluator Design Specification

1.1.2. Prototype Development Interface Design User Interface (UI) Presentation Design Interaction Design Prototype Evaluation

1.2. Learning outcome

1.2.1. Able explain more in sub-outcome

1.3. ADDIE process

1.3.1. stage1: analysis Conduct analysis Environmental Analysis System Analysis Audience Analysis Content Analysis Feasibility Analysis Risk Assessment

1.3.2. stage2: design Define Goal Conduct Instructional Analysis Task Analysis Analysis Learner and Context Learning Objective Assessment Develop Instructional Strategy Arrange Instructional Event Develop Flowchart and Storyboard

1.3.3. stage3: development Outsourcing In-house Existing product enhancement solution can buy resource or use opensource

1.3.4. stage4: implementation Define software development life cycle (SDLC) Define system development life cycle (SDLC also) SDLC process Pseudo code IF...THEN... ELSE Looping: WHILE...DO/ REPEAT...UNTIL/ FOR...NEXT/ SWITCH/SELECT...CASE Variable Definition: Independent/ Dependent variable Class definition: Public/ Private/ Protected Object Definition: E-R diagram, call-flow Identify product criteria is web-based, mobile-based or OS-based Web-based platform runs on IIS/ Apache/ Tomcat web server engine plus which server platform: Unix/Linux-like, Windows? Mobile-based platform runs on which mobile platform? OS-based platform includes the application runs over operating system directly, such like a single application, e.g. the 'EXE', 'SISX' or 'Java apps' Define coding tools based on above product criteria: C/C++, Visual Basic, C#, Java, PHP, ... etc Define Data such as database structure, data storage, data reuse, data mining and data warehouse Object-oriented programming design (OO approach)

1.3.5. stage5: evaluation Questionnaire Survey Comments/ feedback/ response By marking or ranking Usage feeling Social feedback Statistical tools

1.4. LT (Learning Technology) Product

1.4.1. Educational Institute Purpose: specific on education need class ICT/ e-learning/ m-learning/ flexible learning/ blended learning/ distance learning ... etc

1.4.2. Commercial Environment Purpose: specific on business training need sales training/ e-training/ user manual/ client solution report ... etc

1.4.3. Four Component/ Instructional Design (4C/ID) model

1.4.4. M-learning APPS development Difficulties need make different APPS run on different platform Platform: Android, Apple IOS, Blackberry, Samsung Bada, Symbian, HP WebOS, Winphone7 Different platform makes different market: androidmarket, appstore, ovi, winmarketplace computer-supported collaborative learning Limitation Small-screen display Bandwidth bottleneck limit network speed Multiple platform needs developer design different APPS to fit the platform Chinese/ Japanese/ Korean handwriting may difficult recognize Anytime and anywhere can doing 'learning' activity via mobile device

1.4.5. E-learning Educational website, multimedia learning platform Digital Profolio Learning Management System (LMS)

1.4.6. IEEE LT Technical Issue

1.4.7. Open Source/ Freeware Free-of-charge Free OS: Linux (debian, centos, fedora... etc)/ BSD/ Darwin Free LMS: moodle ... etc Many opensource can download and modify by the programmer or developer to get enhancement and improvement

1.4.8. Cloud computing Network-based Via internet/web Anytime and anywhere can access via web browser Free-of-charge Data or object storage on server-side Reduce client-side resource Cut Software cost, license fee Reduce Hardware cost Reusable objects Able to use through mobile-device or any computer system, only need network access plus web browsing Shortage

1.5. Instruction Design and Event

1.5.1. Instructional Event organize a set of communication to students Communication channel make up a instruction set to aid learning process

1.5.2. Event makes an action of Learning process 1.Attention 2.Selective perception 3.Rehearsal 4.Semantic encoding 5.Retrieval 6.Response organization 7.Feedback 8.Executive control process Stimulation: learning through practice into memory by learning process

1.5.3. First Generation Instructional Design (ID1) Limitation of ID1 occurs, thus it needs 'Second Generation Instructional Design (ID2)' Second Generation Instructional Design (ID2)

1.5.4. Knowledge representation, KR Knowledge analysis and acquisition system.(KAAS) Knowledge Objects Knowledge Interrelationships

1.5.5. Instructional Design Theory Algorithms vs. frame-based instruction Computer program assumption

1.5.6. Reusable Learning Object (RLO, sometimes called a Shareable Content Object) CISCO RIO Strategy Learning Objects Metadata XML schema RSS feed Digital Audio Learning Object (DALO)

2. Learning Theories

2.1. Constructivism

2.1.1. web 2.0 maybe useful for information sharing web2.0 technology: blog/ podcast/ social networking/ interactive game/ audio-video AV learning tools

2.1.2. web searching maybe needed by learner social networking/bookmarking: facebook, twitter, delicious, msn

2.1.3. Learner is active in the learning processes

2.1.4. Multimedia design in a constructivist framework

2.2. Cognitivism

2.2.1. memorization always needed

2.2.2. a traditional way of teaching in HK

2.2.3. Presenter is the knowledge transferer

2.2.4. learners are passive in getting information

2.3. Behaviorism

2.3.1. Larger room is needed for activities

2.3.2. more suitable for active students

2.3.3. Experimental base learning

2.3.4. Project assessment based

2.3.5. more interactive between teacher and students

2.4. Learning Model

2.4.1. Learning-By-Doing Model Kolb Learning Cycle Model

2.4.2. Jonassen’s Constructivist Learning Model Jonassen's Learning Environment

2.4.3. Multimedia Learning Model

2.5. Active Learning

2.5.1. Rich Environment for Active Learning (REAL)