ENTRY 4: How to Design Courseware (Instructional Courseware Design)
Hello again!
When it comes to creating a meaningful
lesson in order to maximize the acquisition of knowledge and skill, we have to
figure out the needs of the learner, define the learning objectives and create
some intervention to achieve our objectives. In order to do that with CALL, we
have to combine the behaviorist and constructivist learning theory. There are
three things that we have to look into before we create any
content/instructional design for the students:
1.
LEARNERS’ NEEDS
· Learners’
needs is the gap between what the learners want to gain at the end of the day
and the learner’s current skill or knowledge
· In
order to find out what are the needs of a student, needs analysis has to be conducted with the syllabus, conducting
survey, free writing and public records
· It
is done to gain better understanding about the student whether we (the teacher)
have to adjust the lesson according to the students’ needs
2.
LEARNING OUTCOMES
· Learning
outcomes is basically what the students will learn or achieve at the end of the
lesson
· It
provides objectives to the lesson and we have to ensure that the learning
outcomes is measurable to assess the students’ achievement
3.
INSTRUCTIONAL DESIGN
· Instructional
design is all about creating syllabus to be used in the class based on the
needs analysis, lesson planning, material selection and adaptation and planning
of implementation and intervention
It is simple to design a normal lesson
where the process is fairly straightforward. However, the instructional design
in CALL is a different than the normal lesson because ISD in CALL involves
creating computer courseware for learning. The courseware for CALL acts as
supplement or support to the lesson and it is designed to be used inside and
outside of lesson. In order to develop a courseware, a framework based on the
Addie Model is needed to act as the checklist for the development of instructional
coursework.
ADDIE MODEL
FRAMEWORK
1.
ANALYSIS
·
At
this stage, we have to identify the objectives, learners level and needs
·
Some
of these questions might be helpful in analysis
· E.g.
Who are the learners? What is the desired behaviour of achievement? What are
the delivery options? What are the learning theories applied?
2.
DESIGN
· The
second step is design. Design involves dealing with the learning objectives,
learners needs, learning theories, materials, exercises and content
· Creating
a “storyboard” of what the courseware should look like helps us to keep in
track with the project/courseware
3.
DEVELOPMENT
· Development
is the stage where the developers (teacher or programmer) create and assemble content
and assets based on the blueprint in the design phase
· There
are two parties involved in this proves which are the creators who are responsible
in developing the graphics and materials and integrate them into the
courseware. And we also have testers who will check for bugs and errors and
give feedback on the design
4.
IMPLEMENTATION
· Implementation
is the stage where the creators will develop procedures for the implementation
of the courseware
· This
includes training facilitators and learners to use the courseware
· Other
than that, lesson plan is developed to suit the courseware
5.EVALUATION
· Evaluation
is the stage where the impact and effectivesness of the courseware is evaluated
· There
are two types of evaluation: Formative
and Summative Evaluation
· Formative evaluation evaluates the
effectiveness, usefulness and relevancy of the courseware
· Summative evaluation evaluates the
effectiveness of the courseware as a whole whether it should be adopted,
continued or modified for improvement
I think that's it for now and sorry for the late entry. See you soon~
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