ADDIE
Analysis > Design > Development > Implementation > Evaluation The ADDIE model represents a generic, generalized, and flexible method for creating training and educational materials. The following is a greatly abbreviated explanation of the ADDIE model written with an eye towards K12 educators. Historically, ADDIE has been used more for adult learning, and so the K12 teacher may find it helpful to adapt this model to their unique needs.
Analysis Analyze the overall context of your situation, including:
- What is your desired learning outcome?
- Who are the learners? What are their characteristics with regards to the desired learning outcome?
- How much of a knowledge deficit is there? What background knowledge exists?
- What are their technical skills?
- What are their interests and motivations?
- Do they have computer access at home? At school? Can they use a computer?
- What tools are available to you?
- Internet
- Hosting services
- Software tools
- Take a complete inventory of what tools and services are available to you.
- How much time do you have to complete the project?
- In short, the point of the analysis phase is to identify your learners, your learning goals, and your tools. One of the biggest mistakes you can make when considering the use of technology in education is to use a technology that is not appropriate for your learners or the desired learning outcomes. That's why it's important to analyze your situation before making decisions regarding design.
A personal experience in K-6 setting I taught 'computer class' in a K-12 school. In my role as the 'computer teacher' I had class for students in every grade from 1st grade through 12th grade. I was using the Moodle platform at the time, and one thing that became immediately apparent was that students below grade 4 were unable to handle the whole sign-on process that required the use of a username and password. Even when we tried to use the same password for everybody, it was still too much for them. Children in grade 4 and up had no problem creating an account on Moodle and signing on, but there was a clear cognitive difference between 3rd and 4th graders in this respect. I've not read any relevant research, but it would be interesting to consider this experience in light of various theories of cognitive development. Also, there must be a wealth of research on child computer use. -Dan R.
Design The design phase is where you start visualizing your project. You've decided what tools you want to use and you have a general sense of the 'flow' of your project, but you have to put things down on paper before actually building anything. This is where you make a blueprint for your project. Typically, a paper and pencil (or pen) are your primary tools during the design phase.
- Storyboards
- Site maps
- Prototyping
Development Now you create your project. Create all content and the delivery system.
- Usability testing: The think out loud method
Implementation When you implement, or actually use, the learning materials you've created, keep a constant eye on how the learners are interacting with your materials. Take notes, especially regarding problem areas. What works? What doesn't? When were the learners confused or frustrated?
Evaluation Evaluate your project, and make any changes to it based on the successes and failures of the implementation phase. ADDIE is an iterative process. In theory, your project never stops evolving and requires constant evaluation and redesign.
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