Sunday, September 4, 2016

Defining the Field

Developing a Definition of IT
Because I have been studying Instructional Technology for over fifteen years, my own definition of it has developed over time. While the authors, in Chapter 1 define IT as:
. . .the study and ethic practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources”
my own definition started out about where the chapter began: The adding in of technology elements such as movies, computer programs, etc. to a lesson plan.
But, as I began to teach in schools that provided more access to different and more advanced technologies, I started to question that view. I reasoned that, after all, if it’s just an add on, why keep advancing to newer and newer versions of the same thing. Why not develop different forms of technology. For example, we had word processor software on computers back in the 1980’s which worked pretty well. So, if technology is just an add-on, why would we need newer, better versions of word processors? We wouldn’t!
Then, I was introduced to Alan November at a professional development seminar. His philosophy that technology should not be additive, but transformative addressed the very questions I was debating in my own mind. According to November, technology should not be just a bigger faster way of doing the same old things. Instead, it should be a new way of thinking, of doing, of learning, of functioning.
At that point, I thought I had my definition of IT set. It was using technological tools to find new ways to do the tasks that we, as teachers and students, have to do.
Then, on reading Reiser and Dempsey’s definition, I was brought to the realization that educators also need to contribute to the development of new technologies. After all, who is better qualified to guide the process of creating and developing new educational tools?

Applying IT
During a class for my current degree, I created the design of a game-based lesson to teach students holiday and party vocabulary, customs and traditions in Spanish. This game was designed to allow students to first practice their vocabulary in a home setting where they were playing the role of exchange students in a Spanish speaking country. Then, as the game progressed, they were assigned by a member of the host family to go into the market place and get the supplies for the celebration that they were preparing to celebrate. At each “vendor” the student had to request what was needed from that shop and successfully secure the needed supplies. Only upon successfully completing the shopping at that particular shop could they move on to the next shop. If they requested something incorrectly, the shopkeeper would present them with what they actually requested. Then, the student would have to correct and clarify, re-attempt the request. The game was successfully completed, or won, when the student had successfully completed all shopping tasks, assisted with preparations, and celebrated with the family.
1. ID is student centered – focused on elements that the student would enjoy and be likely to actually use in life
2. ID is goal oriented – prepare students for life in a foreign country where they would have the potential to visit through either a foreign exchange program or an educational travel opportunity
3. ID focuses on meaningful performance – celebrations, holidays, culture, traditions are part of life for everyone, in every part of the world
4. ID assumes outcomes can be measured in a reliable and valid way – every “level” of the game and the game as a whole required students to achieve a minimum level of proficiency before moving to the next level
5. ID is empirical, iterative, and self-correcting – students had the opportunity to improve their performance at every “level” even if they achieved more than the minimum level of proficiency; when students did not meet the minimum level, they were presented with review materials that would help them to brush up on their language before the next attempt at that level
6. ID typically is a team effort – This one was minimal in this particular development. I consulted with other Spanish teachers who approved different aspects and offered suggestions, but nothing beyond that.

Instruction Media – What is Included?
Instructional design and instructional media are different things, as Reiser points out, but they do work together. Without media, at least a minimal amount of it, no amount of ID will get us very far. For example, in my game that I designed, there wouldn’t be any progress toward the goal of learning a chunk of the Spanish language without the media of the software, the computer or other device on which to run the software and the media through which the lessons were presented prior to the students attempting the game.
While I agree with Reiser that chalkboards (or marker boards) and teachers are not instructional media, I have to disagree about the textbooks. Books are media. Textbooks are created with the purpose of educating someone on some subject. Therefore, textbooks are instructional media. Admittedly, they are a very old technology, but are still in use and still useful.
On the other hand, teachers and chalkboards are like the printers and paper that we use with our computers. They aren’t the media, but rather one means of creating that media.

Instructional design must incorporate media in order to be successful. As I mentioned above, without some form of media through which to transmit the lessons of the ID, there would be no point in creating any amount of instructional design, because it would serve no purpose. However, I do not believe that ID should designate any particular media as the only means to use. Rather, it should offer suggestions of different media that could be used, but allow that the teacher could reasonably adapt the design to whatever media is available. This is especially important if we want teachers to push the envelope of incorporating new technologies into their classes.

7 comments:

  1. Terry. I really liked reading about the gamification model that you presented as an example of how you used the six characteristics of ID. I have taken a seminar awhile back on gamification because I had heard about it and I was interested to know more about the mechanics of gaming and how it could be applied to learning. I have also read many scholarly articles of late about gamification and how it is being used more often to engage learning. I wondered though if it would fall into the trap of being the next big trend of technology and many look to it as an answer to teaching? Did you have any concerns when you were designing the game? I like how you used it to engage communities as well. That is one of Vygostsky's favorite discussions.

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    1. Brian: No, I really didn't have any concerns along those lines because I intended for the game to be practice and reinforcement for lessons that were taught prior to the students engaging with the game. But, I did see some models during my own research that were intended to be the entire process all in one package. There was one, in particular, that was intended to be a math teaching game that incorporated a set of Khan Academy type videos at the beginning of the game, ran students through a series of increasingly difficult tasks that required application of the information from the videos, then gave them an ultimate final challenge that incorporated all of the information from the videos, at least 75% of which a student needed to have mastered in order to complete the challenge. If they didn't "win" they would have to start over from the beginning. If they did win, they could move on to the next level. There was no discussion or even suggestion of teacher involvement in the process once the game was introduced. It seemed as if it was designed to be a replacement for the teacher so that the teacher could sit back and watch the students go through the game all year long.

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  3. What stands out the most to me about this blog post and how you teach, is that you are flexible. You are willing to change your lessons and mindset to have the end result of student success, and I think that, that is very apparent.

    I believe that technology can be considered an "add on" to most teachers, something that's cool, but not necessary. (And usually more of a hassle) when teachers get stuck in their ways and use the same lessons year in and year out, they start to realize that they lose students engagement and more importantly, stop reaching each student. Times are totally different than they were 15 years ago, and like you said our view point of instructional technology should change with it.

    Your lesson sounds very fun and exciting for students. I'm interested in hearing, or reading, more about what you do in your classroom.

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  4. Hi Terry! your site looks phenomenal! I really enjoyed reading your definition of Instructional Technology! It is crazy to see how much technology has evolved over just the short time I have been using it inside my classroom. I look forward to seeing more of your posts.

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  5. Week 1 looks great, Terry. Good to all who commented on this post.
    --Doug

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  6. Week 1 looks great, Terry. Good to all who commented on this post.
    --Doug

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