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Learning Design by Mind Map: Learning
Design
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Learning Design

WHO

Project manager

Instructional designer

Interface designer

Multimedia designer

Programmer

Others

Writer, video producer, sound engineer, narrator, voice artist, artist, composer, graphics artisit, 3-D modeler

HOW

Context for Development

Outsourcing

In-House

Buy Exiting Product/Solution

Model

Linear Model

Spiral Model

Rapid Prototyping Model

Top-to-Bottom Model

STAGES

Analysis, 1. Needs Analysis, 2. Audience Analysis, 3. Environment Analysis, 4. Content Analysis, 5. System Analysis, 6. Feasibility Analysis, 7. Risk Analysis, 8. Project Proposal

Design, 1. Define a Goal(s), 2. Conduct Instructional Analysis, 3. Analyze Learners and Context, 4. Write Learning Objectives, 5. Develop Assessment Strategy, 6. Develop Instructional Strategy, 7. Arrange Instructional Events, Events of Instruction, 1. Gaining Attention, 2. Informing learner of the objective, 3. Stimulating recall of prerequisite learning, 4. Presenting the stimulus material, 5. Providing learning guidance, 6. Eliciting performance, 7. Providing feedback about performance, 8. Assessing the performance, 9. Enhancing retention and transfer, Strategy, CISCO RLO Strategy, 8. Develop a set of Flowcharts, 9. Develop Storyboards, Form Example, Evaluation, Content accuracy, appropriateness, completeness, coverage, Media, presentation, interface, interaction and treatment, Pedagogical quality / Instructional design, Technical issues, 10. Write Design Specifications Document, Screen area presentation, Authoring plathform, Quality and format of graphics, videos, audio, and other media, Pedagogical considerations, 11. Develop a Prototype, Interface Design, Layout, Size of display area, Resolution, Color, New node, Interaction Design, Presentation Design, Information Design, General Treatments, Media Design, Typography, Evaluation, Influences with Hardware Platform, Effective design VS Learning outcomes, 12. Review and Evaluate Project Documentation

Development

Implementation

Evaluation, BY, Project Team, Editor, Client, Content Matter Expert, Representative of Real User

WHOM

Book Publishing Industry

Film Industry

Software Industry

WHAT PRODUCTs

Examples

E-learning

Multimedia Packages

Educational Digital Video

Educational Websites

Blanded Learning Packages

Assessment Systems

Learning Objects

Educational Games

Educational Electronic Devices

Podcasts, iTuneU, E-books

CONSIDERATION

Constraints

Learning Objective

Subject Content

Learner Characteristics

Learning Activities

Instructional Resources

Support Services

Learning Evaluation

Pretesting

Platform, Web2.0, Innovation, User control of information, New forms of expression, Web as a point of presence, Internet-mediated social / collective activities, Web as a platform, Rich user experiences, Media Revolution, Affordances, User generated content, Collaboration, Social Networking, Beyond a single device, Examples, Blogs and Wikies, Social Bookmarking and Social Repositories, RSS Feeds and Podcasting, Social Networking, Web as a Platform, Possibilities for application in support of research activities, Mobile Devices, Devices, Smart Phone, Tablet PC, UMPC, Touch Pad Technology, Gaming Devices, E-book readers, Smart Watches, Function, Audio and Video, Camera, Phone / SMS, Office applications, GPS, Internet Access, Affordances, Multimedia Access Tool, Connectivity Tool, Capture Tool, Analytical Tool, Representational Tool

Educational Psychology

Learning and Cognition, Behavioral perspective, Cognitive perspective, Developmental perspective, Social cognitive perspective, Constructivist perspective

Motivation

Learning Models

Instructivist Models, Drill and Practice, Computer-based Tutorials, Intelligent Tutorial systems, Gange's 9-events of Instruction, Reusable Learning Objects

Constructivist Models, Learning environments, Technology as a tool in a learning activity, Inquiries and problem solving, Cognitive tolls, On-line collaboration and knowledge building, WebQuest and ActiveLesson, Interactive Learning Objects

TRENDS

1. Yesterday

Tutorial Systems

Computer-based Learning

Programmed Instruction

Instructional Design

2. Yesterday - Now

Interactive Representations

Learning Objects

Content that fit's Learning Contexts

Learning Design

3. Now - Tomorrow

Learners as Designers

Mashing

Collective Design

4. Tomorrow

Context Sensitive

Dynamic Content

Multiple senses

Balancing of Prespectives, Possibilities and Predictions

Super-intelligent Design