Learning Innovation Lab
Re-imagining Education Through Innovative Designs for Learning
  • Home
  • Innovators and Big Questions
  • Tools
  • IN THE NEWS
  • About Us
  • Contact
  • Master Innovator Portal
    • Cohort 22

 Home        Resources        Standards        Inspiration        About the Author
Lessons          Guides          Rubrics          Links          Print

Instructional Design Considerations

As I performed action research in my own classroom and planned for the use of digital writing tools, I found the following resources helpful. 

Am I as good a teacher as a video game?

Listening to a lecture by Dr. James Paul Gee, Distinguished Professor of Literacy Studies at Arizona State University was one of the first powerful and transformative moments for me in my master's program. My colleague John Lowell and I created a VoiceThread to share with our cohort on a lecture Dr. Gee gave titled "Language and Learning: From the Age of Literacy to the Digital Age." In his lecture Gee makes a comparison between academic literacy and the literacy required to play video games. He goes on to identify several key aspects of video games that are highly effective in teaching players how to play the game. So much of what we call "education" is the antithesis of what we know works in video gaming. Gee's discussion provided me with a new lens through which to see and evaluate the lessons and curriculum I design. 

Instructional Design Models

Researching and learning about various instructional design models has been an extremely helpful endeavor. My cohort member Kathy Newman and I had the opportunity to review M. David Merrill's "A Pebble-in-the-Pond Model for Instructional Design." Merrill asserts that beginning planning by identifying a specific problem or task that students should be able to complete, rather than planning from abstract "objectives" is a much more useful approach. Planning in this fashion keeps the learner's needs at the forefront. 

from Candace M on YouTube

The SAMR Model for Technology Integration

The Substitution Augmentation Modification Redefinition Model provides a framework for planning for the use of technology in a way that can genuinely improve teaching and learning. Using the model while planning instruction can help us determine whether we are simply substituting technology for another method, or if we are actually redefining the learning tasks and outcomes by using technology. 

Digital Citizenship Audit Report

Checking in with faculty at my school has helped me better understand how I, my colleagues, and our students interact with technology. It's also helped me to see the underlying assumptions for a lot of what we do or don't do with our students. As technology plays a bigger and more important role in education, It's really important that districts and schools have clear and up-to-date acceptable use policies.

© 2012-2014, 2015-2019 All Rights Reserved           
Learning Innovation Lab, Leading Innovation Lab and Teaching Innovation Lab (formerly LearnovationLab & TILTnet) are licensed under a
Creative Commons Attribution-NonCommercial-Share Alike 4.0 International License.  Based on a work formerly at learnovationlab.org.