Category Archives: Instructional Design

ADDIE Plans a Party

ADDIE and Party Planning

My daughter is turning 7 next week. Since the day after her birthday party last year, she’s been talking about what her party would be like THIS year. Over the past 350 days or so, we’ve considered all sorts of ideas, from bounce houses to pizza places to laser tag or bowling.

As the date has neared, the conversation has really stepped up a few notches. And finally, it was time to decide. We thought about our goals for the party. We analyzed, if you will. (Yes, I’m drawing a metaphor here.) We discussed the pros and cons of different types of parties. If we decided on one of those invite-all-your-friends-from-class-birthday-party-venue parties, the down side would be that lots of our friends and family who aren’t in second grade wouldn’t be all that into it. If we decided on a birthday dinner followed by cake at grandma’s house, the down side would be that her school friends wouldn’t come. Clearly, the goal was to come up with something that would be interesting and fun and attended by old friends, school friends, mom’s friends, and our big, wonderful family.

We considered finances, too. How much should the party cost? We thought about the work involved. What party theme wouldn’t be too difficult to create at home, and what would work with some of the party stuff we already have on hand? What kinds of food would people like? What games and activities might be fun for a variety of guests? What kind of cleanup would be involved? We also thought about who we could contact and how, and who would probably come and who might not make it, especially our out-of-town friends and family.

If my daughter’s birthday party were an instructional design project, the questions we asked as we mulled over our options would fall into the analysis phase of the instructional design process fondly known as ADDIE.

Analysis

Allow me to flesh out the metaphor:

What is the need? (Well, it’s my daughter’s birthday. The need for a party is clear. Tradition calls for a birthday celebration. This is also an important birthday for my daughter, in that it’s our first as a mother-daughter duo. We both want it to be especially awesome, and my personal, “mommy goal” is for her to feel as loved and supported as possible.)

What are the goals of the party? (We want all the people she likes and loves most in the world to come and have a great time. We want to stay in budget and keep the preparation to a reasonable level. We want everyone to enjoy themselves, and we want to stick to a theme a variety of people can relate to, with activities a variety of people can enjoy.)

What information is needed, and how is it gathered? (We’ll need to have a clear plan so we can be sure to get everything we need and set up appropriately. We’ll need to know how much everything will cost, and we’ll need to select decorations, menu items, and activities accordingly. We’ll need to know how to get in touch with all the people we want to invite. They’ll need to know where we live and how to get here. We’ll need to know whether they’re coming and if they’re bringing smaller children or grandparents and whether they’re eating dinner here and how long they plan to stay. They’ll want to know what presents my daughter might want for her birthday. We’ll research as much as we can, and we’ll use our address book, Facebook, word of mouth, and the telephone, along with traditional paper invitations, to provide and then in turn, gather, this information.)

How will the [party] be structured and organized? How will it play out? (After much analysis and deliberation, we decided on a camping-themed party at our house, including a camp cookout and camp-style games, a singalong, a sleepover with several girls, and a family-friendly brunch in the morning.)

When should the [party] be revised or adjusted? (Well, once it’s over, we can’t redo a birthday party, but we can use what we learn to help us plan another bash next year. In the meantime, we’ll know we need to bend a little mid-fiesta if we pay attention to our guests and adjust the party plans as we go to make sure they all have a good time.)

According to Don Clark, one of the best ways to think of ADDIE is as a “guide for gaining direct intuitive insight into a problem“. ADDIE as a generic process comes in pretty handy for solving a variety of problems. In this case, the problem is what to do for the birthday party. Of course, ADDIE’s more technical implications relate to the actual process of instructional design. We’ll get there.

“D” is for DESIGN.

With that in mind, and continuing the metaphor, it’s clear that with our party date just two weeks away, we’ve entered the all-important design phase.

Now it’s time to get serious. No more brainstorming. Analysis is complete. It’s time to think through every detail. Now we know what our goals are, and we’ve come up with some broad ideas that will help us meet those goals. But now we have to get down to the design of the thing. What do the answers to the questions we asked ourselves in the analysis phase actually look like? How will the guests experience what we want them to experience?

The metaphor of ADDIE as party planner really starts to align here. Planning a party isn’t technical in the same way that instructional design is technical, but design is design is design, and at the end of the day, what we’re talking about here when we talk about design is an incredibly well-thought-out plan for impacting the experience of others in a particular context.

Connie Malamed, “The eLearning Coach,” says that a good instructional designer must be able to imagine him or herself as the the learner or the audience. Just as an instructional designer thinks of the way in which each choice made in the design phase is going to impact the end user or learner, and whether those choices are going to help achieve the real goals of the project, a party planner has to think about the guests’ experience at the party, and whether the choices made in planning are going to pan out and say, “Welcome! Have a great time here!”

So, I start gathering information. First, I take inventory. What camping-related gear do we have in the shed? Okay. Good. What can we use for the party? As I find it, I put it on the list. We’ll use the big yellow tent. We’ll use the sleeping bags. The lantern. The small barbecue pit will serve as a mini fire pit. We can use the long skewers to roast marshmallows. We’ve got a karaoke machine. We can use that for our singalong. We have friends with instruments. They can bring those, too.

Then, I research. I look up recipes. I choose the ones we’ll use. What kinds of camp-themed party decorations and games are out there? How much do they cost? Where can I get them? How long will they take to ship? I start making lists. I bookmark websites. I decide on a color theme. I decide on a cake design. I choose crafts and activities. I order stuff. (Wait, I’m getting ahead of myself. That’s the “D” for “Development.” We’ll save that “D” for next time.)

Finally, I walk around, looking at the space available. Just as an instructional designer should walk through the user’s experience with a course, as a party planner, I’ve got to walk through the logistics. How will people enter? How will they be greeted? Where will they put their things? Where will the children sleep? Where will we set up the games? As I map out everything from entry to food and refreshment placement to traffic flow, I’m creating a design intended to meet the goals we determined way up front in the analysis phase.

However, and this is an important distinction to make, the beauty of the design phase is that it allows for modification. Design itself answers questions. If a high-level idea or intention considered in the analysis phase doesn’t pan out once the designer starts designing, the agreed-upon parameters of the design itself can help to shape the decisions made. We’ve still got to answer the questions and meet the goals, but design allows us to figure out exactly how to fit what we need to fit into the space/time/budget we’ve got to work with.

In instructional design, that might mean that the designer is working with a certain audience, or technological restrictions, or budget restrictions, or a timeline. For our party, it might mean that we can only fit six little girls and their sleeping bags comfortably inside our tent, or that the punch bowl will fit on the big table but not the small one.

The considerations made and attended to in the all-important design phase will inevitably drive the end-user experience. And that’s what DESIGN is all about.

Once the design plan is in place, and every consideration has been made, the designer can develop and implement the plan. But we’ll save that for another day. Right now, I’ve got a sleepy, very excited almost-seven-year-old to put to bed.

 

References

Austin, I. (2011). Instructional Design Basics – ADDIE Analysis. Retrieved from digitizedi.com: http://www.youtube.com/watch?v=_l7Y2jVGoIc&list=UUcIEy4X4RvXJu92QIuGto7A&index=6&feature=plcp

Clark, D. (2011, September 26). ADDIE. Retrieved from Big Dog and Little Dog’s Performance Juxtaposition: http://www.nwlink.com/~donclark/history_isd/addie.html

Hodell, C. (2011). ISD From the Ground Up: A No-Nonsense Approach to Instructional Design. Chelsea, MI: Sheridan Books, Inc.

Malamed, C. (2012). 10 Qualities of the Ideal Instructional Designer. Retrieved from The eLearning Coach: http://theelearningcoach.com/elearning_design/10-qualities-of-the-ideal-instructional-designer/

 

 

 

Introducing ADDIE, the Mother of Instructional Design Models

Ruh Row

We Have a Problem

It’s been a while since I blogged on this site. I’ve been busy designing instruction. So busy, in fact, that I completely forgot how to log in, how to get to my control panel and my dashboard, how to embed videos and other media…

After I initially set up this blog as part of my graduate coursework on instructional design and technology, I felt like an expert. The process itself was challenging, but once I’d been successful a few times, I really felt like I “knew my stuff.”

And then a few months passed. And then a few more months passed. And then I started to initiate this post, and suddenly, I drew a complete blank. See, we’ve got our blogs attached to websites hosted by an outside source. We’ve got WordPress installed for blogging ease, and we’ve got the whole thing linked to Moodle so we can show off our instructional design prowess with real online courses!

If you’re a fellow blogger or an instructional designer, it’s likely that none of that sounds very complicated to you. If, however, you’re a novice or a casual reader, you might get the sense that using multiple tools requires a bit of know-how.

Well, it does. It’s not complicated, but it’s a lot of information to remember. And after several months on hiatus, it’s a lot to retrieve.

When Good Instructional Design Works

This brings me to the topic at hand: instructional design.

Thankfully, my previous instructor was an expert at instructional design, and my university makes previous courses readily available. So all I had to do was go back to good ol’ EDU520, pull up the instructions for initiating our websites and our first blog posts, review some of the materials, and voila! Presto! I’m in, and I’m blogging!

The video here is six minutes long. If you’ve got six minutes to spare and an interest in instructional design, it’s worth the watch:

 

A is for Analyze

But just in case six minutes is too much to ask, here’s the gist:

Good instructional design doesn’t just center around transmitting tons of information to unwitting “learners.” Rather, it should follow a process that starts with analyzing what information learners actually need to achieve their goals. If you’re not familiar with the ADDIE model, that’s the “A for Analyze.”

The ADDIE Model

While the exact origins of the ADDIE model aren’t clear, it’s usefulness is. It’s not enough to just throw a lump of information at a learner. It’s not even enough to break the information down into digestible pieces, or to create fun or engaging activities to help the learner digest the giant beefsteak of information.

Rather, an instructional designer ought to think first:

  • Who’s receiving the information?
  • What are the desired outcomes?
  • What information is needed to achieve those outcomes?

By first ANALYZING what to teach and to whom you’ll be teaching it, an instructional designer can filter down to the essentials, the information needed to accomplish the goal. It sounds pretty simple, but it’s not automatic. It takes conscious analysis, a process, deliberate and critical thinking.

Since my previous instructor likely followed this process and actually thought about what bits of information would get me to this page in the most efficient way, here I am. It took me ten minutes of review, and I’m up and running. What if she hadn’t thought about it? What if she’d just thrown the whole book, WordPress for Dummies at me, and said, “Here’s all the information you need. Go!” Well, I wouldn’t be posting right now. I’d be reading. I’d be frustrated. I’d be searching.

Analysis is critical. It’s a logical and needed first step. And it starts with “A,” so it’s place at the beginning of the instructional design process seems natural, doesn’t it?

 

ADDIE in Practice

I mentioned that I’d been busy designing instruction. I have. I’ve spent almost two years on the first two steps of ADDIE – Analysis and Design. I’m designing an interactive reading intervention for struggling middle school readers. The theme is the hero’s journey through world history, and the objectives include basically all of the standards from all of the states, plus the Common Core.

If I hadn’t spent a year on the analysis phase of ADDIE, carefully combing the standards for the most critical skills and objectives and the most important pieces of information contained within those standards, as well as deciphered the best examples from world history and the history of human storytelling to use to help learners actually acquire those skills, as well as carefully analyzing the learners themselves, including their strengths, weaknesses, and learning tendencies, well, I’d be writing an encylopedia of the world as well as a dissertation on learning standards and objectives that would make this exceptionally long sentence look like a dot on a star in the galaxy somewhere in the universe.

A! A! What Is It Good For, Anyway?

In short, analysis prevented me from overloading my audience with unnecessary information. It prevented me from making assumptions about what they know or don’t know or how they learn. It prevented me from trying to cram the history of the world into an interactive format. I had to think about how learners would experience the program, and what they ought to take from it. This type of thinking really narrows down the field and makes designing quality instruction possible.

Over the next several weeks, I’ll be blogging more about the ADDIE model, how it has impacted me as a learner, and how I hope it will impact the learners who will be experiencing the curriculum I’m designing.

Until next time…

 

References

Culatta, R. (2011). Instructional Design. Retrieved August 30, 2012, from ADDIE Model: http://www.instructionaldesign.org/models/addie.html

Gustafson, K. L., & Branch, R. M. (2002). Survey of Instructional Development Models. ERIC Clearinghouse on Information and Technology.

Hodell, C. (2011). ISD From the Ground Up: A No-Nonsense Approach to Instructional Design. Chelsea, MI: Sheridan Books, Inc.

Molenda, M. (2003, May/June). In Search of the Elusive ADDIE Model. Retrieved August 30, 2012, from Indiana University: http://www.comp.dit.ie/dgordon/Courses/ILT/ILT0004/InSearchofElusiveADDIE.pdf