5.+Educational+Technology+Case+Studies

= **Educational Technology Case Studies** =



ABSTRACT: In recent years instructional design (ID) models have been a major focus of debate within the design community. The issue of creativity in ID is one area that has given rise to controversy. In this paper the author presents a topology of design questions and explores their potential contribution as a tool to promote reflection and designer discourse. First, he identifies a topology of reflective action instructional design (RAID) questions. Next, he explores RAID within a community of design graduate students and its influences on design practices in terms of utility, originality, social contribution, and interest. Finally, he discusses ways to encourage reflection and designer discourse in design practice.

ABSTRACT: This research assessed the value of case study methodology in the design of an educational computer simulation. Three sources of knowledge were compared to assess the value of case study: practitioner and programmer knowledge, disciplinary knowledge, and knowledge obtained from a case study of teacher practice. A retrospective analysis revealed that the case study was the source of 16 out of 23 design decisions and therefore was the most significant influence on the design of the simulation. The case study was particularly effective in sensitizing the design team to the classroom context, identifying common and uncommon teacher practices, revealing unexpected dimensions of interactions in the classroom, and generating constructive changes to the design of the simulation. Case studies can significantly enrich the design of educational software and are a promising methodological choice for design teams.

ABSTRACT: This is a report of a developmental research study that aimed to construct and validate an instructional design (ID) model that incorporates the theory and practice of multiple intelligences (MI). The study consisted of three phases. In phase one, the theoretical foundations of multiple Intelligences and ID were examined to guide the development of such model. In phase two the model components were determined and an initial model was constructed. In phase three, the model was reviewed and validated by experts in the field of ID through a three-round Delphi study. The result was a revised and validated Multiple Intelligences Design Model. This paper presents the decision-making processes and procedures used in model development, and provides a framework for the internal validation of ID models using expert review procedures.

ABSTRACT: The competency requirements, content, culture, and value systems of business and industry career environments can differ significantly from that of the higher education context where instructional design and technology (IDT) students receive their formal training. Therefore, faculty should consider how they might provide flexibility in their programs to allow IDT students to experience the contexts in which they choose to work following graduation. The article reports on the results of a case study of an exemplary IDT program identified through a national survey. The emphases and preparation practices of faculty in the case study program were noted to provide an example of how one program successfully prepares its graduates for a variety of career environments, and specifically for a business and industry environment. By studying the successes and challenges of specific programs, new or existing programs may gain ideas for building or re-working existing programs to better meet the needs of students desiring contextualized preparation for different career environments.

ABSTRACT: Cases have been used in education through a variety of methods, such as case written analysis, case discussion, and case development. Recent case definitions and uses have extended their traditional uses. In case-based reasoning, cases are considered to represent knowledge, and the use of cases is integral to an individual's problem-solving process. Case-based activity (CBA) builds on CBR research and theory, emphasizing the transition of novices toward experts' reasoning and applications. The purpose of this paper is to present the theoretical assumptions and principles for designing grounded, web-enhanced CBA. Findings from recent implementations and implications for design are presented.

ABSTRACT: During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to present an analysis of how the structure in massively multiple online role-playing games (MMORPGs) might inform the design of interactive learning and game-based learning environments by looking at the elements which support intrinsic motivation. Specifically, this analysis presents (a) an overview of the two primary elements in MMORPGs game design: character design and narrative environment, (b) a discussion of intrinsic motivation in character role-playing, (c) a discussion of intrinsic motivational supports and cognitive support of the narrative structure of small quests, and (d) a discussion of how the narrative structure of MMORPGs might foster learning in various types of knowledge.

ABSTRACT: This case study investigated learners' perceptions of value from participating in a learning activity designed to model professional instructional design practice. Learners developed instructional design products for a corporate client in the context of a classroom-based course. The findings indicate that learners perceived different kinds of value which varied according to the degree of integration of learners' goals with client's goals, ranging from (a) co-constituted value (in which learners perceived the value of their participation as being inextricably bound to creation of value to the client) to (b) satisficing value (in which learners engaged with the activity so as to generate value for themselves while providing sufficient or good enough value to the client) to (c) salvage value (in which learners did not participate in the activity in the manner intended, but attempted to salvage some personal value from their participation). A framework relates these learners' perceptions of value to three main features of such learning activities: what you do, how you do it, and who you are accountable to. The relative worth of these different kinds of value is discussed, and proposals for influencing learner perceptions of value are presented.

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