Abstract
Visual instructional design is applied in all three phases of the work: the design, development, and deployment phases. In each of the phases, some visuals are used for back-end and private work purposes, some for private-public purposes, and some for public consumption. This chapter describes practical/applied visual instructional design approaches. It explores how visuals determine learning contents and the learner experience, how visuals are used to determine appropriate modalities for learning and more, and how visuals can be used to determine the proper launches of the designed and developed learning content.
TopIntroduction
This chapter explores the following questions:
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In the design phase, how are visuals used to determine the learning contents, the segmentation/chunking, the sequencing, and the learner experience?
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In the development phase, how are visuals used to determine the appropriate modalities for the teaching and learning, the requisite technologies, the necessary work, the user interfaces, and other aspects of the learning contents?
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How are visuals used to assess the designed teaching and learning contents and what needs to be revised?
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How are visuals used for alpha testing?
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How are visuals used to support the pilot testing of the designed teaching and learning contents?
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In the deployment phase, how are visuals used to determine the proper launches of the designed and developed learning contents?
Figure 1. A Word Cloud of Chapter 2
In many ways, this is one of the core chapters of this text (along with Chapter 5). This chapter focuses on the uses of visuals in various aspects of instructional design, and the later chapter focuses on the uses of visuals for learning contents and digital leave behinds. The chapter’s placement in the sequence is shown in Figure 2.
Figure 2. Topic Sequence in Visual Approaches to Instructional Design, Development, and Deployment
This work explores the following questions:
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What informational contents are required to achieve these?
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What modalities should the contents be in?
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What are the technologies required to achieve these?
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Where are the gaps in terms of “needs” vs. “available resources”? How can these gaps be closed?
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What standards will be built to, and what sorts of alpha- and beta- testing will be applied to ensure the meeting of standards?
To help situate the work, effective elements of and goals for the three work phases follow in Table 1.
Table 1. Effective Elements of and Goals for Instructional Design, Development, and Deployment
Work Phases | Effective Elements Of and Goals For |
Instructional Design | Articulable instructional design based on the following: • Applicable theory • Applicable research • Applicable reason • Awareness of human capabilities [in “perception, cognition, learning, memory, decision-making, and action-taking” (Hai-Jew, July 3, 2016) • Learner benefit and general prosocial beneficence • Learner centeredness (usability) • Legal practices (copyright, privacy, libel, accessibility, and others) • Professional standards and practices • Technological functionality • Learning efficacy • Future-proofing |
Instructional Development | Effective and efficient development based on the following: • The instructional design (above) • Efficiencies • Alpha-testing • Beta testing |
Instructional Deployment | Effective and efficient deployment based on the following: • Appropriate population targeting • Accurate messaging • Attractive messaging • Professional standards and practices |
Key Terms in this Chapter
ADDIE Model: Analysis, design, development, implementation, and evaluation (ADDIE) model for instructional design.
Learner Experience Design: The focus on learners and their needs for learner-centered designs.
Instructional: Design: The purposeful and systematic development of teaching and learning experiences and related contents
Instructional Development: The creation of instructional contents.
Instructional Deployment: The launching of designed instructional contents.
Visual: Related to the perception of sight and seeing.
Visual Instructional Design: The uses of different visuals to support the design of teaching and learning resources.