Case Study of an Educational Product

Case Study of an Educational Product

Patricia A. Young (University of Maryland at Baltimore, USA)
Copyright: © 2009 |Pages: 18
DOI: 10.4018/978-1-60566-426-2.ch015
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Abstract

Instructional design includes the production of educational products such as software, Web-based environments, video games, videos, films, and print technologies. Educational software for school-aged children in the United States has been on the decline since 1999, when it peaked at $605 million; in 2005, estimates of retail sales were at $128 million (Wong, 2006). However, higher education has seen an upsurge in software that aids colleges and universities in managing teaching and learning information. The future of educational product development for children and adult learners needs a resurgence of energy and innovative instructional designs can be at the forefront of this rebirth.
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Inquiry

The design team uses the Inquiry area by reviewing the appropriate questions during the scheduled points in the production process. These questions are reiterated throughout several meetings to bring the project back into alignment with its overall goal and to limit bias. As the production evolves, the design changes, and many times the needs of the target audience gets lost in the process. These questions help keep the team on track by assessing and reassessing the design process.

  • Preproduction (I1, I2, I6) Ask these questions during preproduction and production. Review questions to keep project on task.

  • Production and Postproduction (I1–I6) Ask these questions during production and postproduction. Review questions to keep project on task. These questions help align the project to one that is culture-based versus technical.

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