Instructional Systems Design

by  Donald Clark

 

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Trends and Issues in Instructional Design and Technology

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Rationale

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Instructional Systems Design

 

Rationale

 

 

 

Instructional Design (also called Instructional Systems Design (ISD)) is the practice of maximizing the effectiveness, efficiency and appeal of instruction and other learning experiences. The process consists broadly of determining the current state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. Ideally the process is informed by pedagogically and andragogically (adult learning) tested theories of learning and may take place in student-only, teacher-led or community-based settings. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. There are many instructional design models but many are based on the ADDIE model with the phases analysis, design, development, implementation, and evaluation. As a field, instructional design is historically and traditionally rooted in cognitive and behavioral
psychology
.

 

Dick and Carey Model

 

 

 

How does technology affect teaching and learning?

 

See also

 

External links

 

 

 

This course focuses on the principles of instructional design, designing instructional systems, processes in learning and instruction, delivery systems and evaluation of instruction. In this context, education and learning are defined as follows:

Education is the conscious attempt to promote learning in others. The primary function of "teaching" is to create a safe, viable, productive learning environment.

 

Integrated Learning Environment

The graphic on the left illustrates some of the supporting enterprise technologies and services that must work together seamlessly to create and support the Integrated Learning Environment.

 

Management of the total learning environment to promote, enhance and motivate learning is a paradigm shift from a focus on teaching to a focus on learning.

Learning is the process of acquiring knowledge, skills, attitudes, or values, through study, experience, or teaching, that causes a change of behaviour that is persistent, measurable, and specified or allows an individual to formulate a new mental construct or revise a prior mental construct (conceptual knowledge such as attitudes or values). It is a process that depends on experience and leads to long-term changes in behaviour potential. Behaviour potential describes the possible behaviour of an individual (not actual behaviour) in a given situation in order to achieve a goal. But potential is not enough; if individual learning is not periodically reinforced, it becomes shallower and shallower, and eventually will be lost in that individual."

 

 

Learning Outcomes

Knowledge

After completion of this course, the participants will

1. Understand the principles of instructional systems design

2. Understand concept maps and conventional outlines and their use in the establishment of goals and objectives for the instructional design product development projects

 

Skills

After completion of this course, the participants will be able to

1. Conduct the initial needs analysis for the development of instructional product design recognising any problems and opportunities.

2. Determine user goals and instructional goals for instructional product development and operationalise instructional goals as measurable objectives.

3. Establish functional methodology and specifications for an instructional product including a profile of the anticipated types of end users, the media and learning environment that will support the final product.

4. Construct realistic instructional strategies appropriate to achieve objectives and use instructional psychology and contemporary design theory to define the features of a proposed instructional product.

5. Use proof of concept to create and demonstrate feasibility of the instructional design products, focusing particularly on instructional systems, strategies and tactics.

6. Monitor progress towards completion of an instructional design project and maintain a record of project-related efforts.

7. Use a variety of communications formats including memos, written reports, and oral briefings to communicate information and ideas related to instructional design.

8. Conduct formative and summative evaluation of the design concept and process.

9. Work effectively as a member of a product design and management team.

 

 

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Defining the Field

 

 

Tutorials

 

 

 

 

 

Readings

 

Information design is the skill and practice of preparing information so people can use it with efficiency and effectiveness. Where the data is complex or unstructured, a visual representation can express its meaning more clearly to the viewer.

 

See also

 

External links

 

 

 

Standard Systems View of Instructional Systems Design

 

 

A Learning Object has been defined as the following:

 

 

 

 

Learning Object Contexts: a conceptual model

 

See also

 

External links

 

 

Learning Object Metadata is a data model, usually encoded in XML, used to describe a learning object and similar digital resources used to support learning. The purpose of learning object metadata is to support the reusability of learning objects, to aid discoverability, and to facilitate their interoperability, usually in the context of online learning management systems (LMS).

The IEEE 1484.12.1 – 2002 Standard for Learning Object Metadata is an internationally-recognised open standard (published by the Institute of Electrical and Electronics Engineers Standards Association) for the description of “learning objects”. Relevant attributes of learning objects to be described include: type of object; author; owner; terms of distribution; format; and pedagogical attributes, such as teaching or interaction style.

 

Learning object metadata

 

 

See also

 

External links

 

 

Instructional Theory is a discipline that focuses on how to structure material for promoting the education of humans, particularly youth. Originating in the United States in the late 1970s, instructional theory is typically divided into two categories: the cognitive and behaviourist schools of thought. Instructional theory was spawned off the 1956 work of Benjamin Bloom, a University of Chicago professor, and the results of his Taxonomy of Education Objectives — one of the first modern codifications of the learning process. One of the first instructional theorists was Robert M. Gagne, who in 1965 published Conditions of Learning for the Florida State University's Department of Educational Research.

 

Instructional System Design Concept Map

Graphic source: http://www.nwlink.com/~donclark/hrd/ahold/isd.html

 

Renowned psychologist B. F. Skinner's theories of behaviour were highly influential on instructional theorists because their hypotheses can be tested fairly easily with the scientific process. It is more difficult to demonstrate cognitive learning results. Paulo Freire's Pedagogy of the Oppressed — first published in English in 1968 — had a broad influence over a generation of American educators with his critique of various "banking" models of education and analysis of the teacher-student relationship.

In the context of e-learning, a major discussion in instructional theory is the potential of learning objects to structure and deliver content. A stand-alone educational animation is an example of a learning object that can be re-used as the basis for different learning experiences. There are currently many groups trying to set standards for the development and implementation of learning objects. At the forefront of the standards groups is the Department of Defence's Advanced Distributed Learning initiative with its SCORM standards. SCORM stands for Shareable Content Object Reference Model.

 

Instructional Design Models

 

Constructivist approaches to authoring

Models, like myths and metaphors, help us to make sense of our world. Whether derived from whim or from serious research, a model offers its user a means of comprehending an otherwise incomprehensible problem. An instructional design model gives structure and meaning to an I.D. problem, enabling the would-be designer to negotiate her design task with a semblance of conscious understanding. Models help us to visualize the problem, to break it down into discrete, manageable units.

The value of a specific model is determined within the context of use. Like any other instrument, a model assumes a specific intention of its user. A model should be judged by how it mediates the designer's intention, how well it can share a work load, and how effectively it shifts focus away from itself toward the object of the design activity.

-Martin Ryder

 

See also

 

 

The ADDIE model is the generic process traditionally used by instructional designers and training developers. The five phases—Analysis, Design, Development, Implementation, and Evaluation—represent a dynamic, flexible guideline for building effective training and performance support tools.

 

ADDIE Model

 

It is an Instructional Systems Design (ISD) model. Most of the current instructional design models are spin-offs or variations of the ADDIE model; other models include the Dick & Carey and Kemp ISD models. One commonly accepted improvement to this model is the use of rapid prototyping. This is the idea of receiving continual or formative feedback while instructional materials are being created. This model attempts to save time and money by catching problems while they are still easy to fix.

 

See also

 

Instructional theories also play an important role in the design of instructional materials. Theories such as behaviourism, constructivism, social learning and cognitivism help shape and define the outcome of instructional materials.

 

A Proof of Concept is a short and/or incomplete realization (or synopsis) of a certain method or idea(s) to demonstrate its feasibility, or a demonstration in principle, whose purpose is to verify that some concept or theory is probably capable of exploitation in a useful manner.

Proof of Concept

 

The proof of concept is usually considered a milestone on the way of a fully functioning prototype.

In computer security the term proof of concept (proof of concept code or PoC) is often used as a synonym for a zero-day exploit which, mainly for its early creation, does not take full advantage over some vulnerability.

 

See also

 

 

Assessment is the process of documenting, usually in measurable terms, knowledge, skills, attitudes and beliefs. This article covers educational assessment including the work of institutional researchers, but the term applies to other fields as well including health and finance.

 

Normal distribution and scales
Compares the various grading methods in a normal distribution. Includes: Standard deviations, cumulative percentages, percentile equivalents, Z-scores, T-scores, standard nine, percent in stanine

 

 

See also

 

External links

 

 

There are two types of of Instructional Technology: those with a systems approach, and those focusing on audio-visual technologies.

The definition of instructional technology prepared by the Association for Educational Communications and Technology (AECT) Definitions and Terminology Committee is as follows:

Instructional Technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning. ... The words Instructional Technology in the definition mean a discipline devoted to techniques or ways to make learning more efficient based on theory but theory in its broadest sense, not just scientific theory. ... Theory consists of concepts, constructs, principles, and propositions that serve as the body of knowledge. Practice is the application of that knowledge to solve problems. Practice can also contribute to the knowledge base through information gained from experience. ... )

 

Instructional Technology Grid

Of design, development, utilization, management, and evaluation ... refer to both areas of the knowledge base and to functions performed by professionals in the field. ... Processes are a series of operations or activities directed towards a particular result. ... Resources are sources of support for learning, including support systems and instructional materials and environments. ... The purpose of instructional technology is to affect and effect learning (Seels & Richey, 1994, pp. 1-9). (Cited at: [1]

 

See also

 

Standards and specifications:

 

 

External links

 

Your mentor on the superhighway: Just in time multimedia training for corporate and government

Evaluation is the systematic determination of merit, worth, and significance of something or someone. Evaluation often is used to characterize and appraise subjects of interest in a wide range of human enterprises, including the Arts, business, computer science, criminal justice, education, engineering, foundations and non-profit organizations, government, health care, and other human services.

 

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Epistemology or Theory of Knowledge

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St John Reconsiders Modern Epistemology

Epistemology or Theory of Knowledge is the branch of philosophy that studies the nature and scope of knowledge. The term "epistemology" is based on the Greek words "episteme" (knowledge) and "logos" (account/explanation); it is thought to have been coined by the Scottish philosopher James Frederick Ferrier.

Much of the debate in this field has focused on analysing the nature of knowledge and how it relates to similar notions such as truth, belief, and justification. It also deals with the means of production of knowledge, as well as skepticism about different knowledge claims. In other words, epistemology primarily addresses the following questions: "What is knowledge?", "How is knowledge acquired?", and "What do people know?". Although approaches to answering any one of these questions frequently involve theories that are connected to others, there is enough particularized to each that they may be treated of separately.

There are many different topics, stances, and arguments in the field of epistemology. Recent studies have dramatically challenged centuries-old assumptions, and the discipline therefore continues to be vibrant and dynamic.

 

See also

 

 

Learning Theories

Tutorials

 

Readings

 

 

Learning Theories

 

The Three Worlds of Knowledge

 

In psychology and education, Learning Theories help us understand the process of learning.

There are basically three main perspectives in learning theories, behaviourism, Cognitive Information Processing (CIP), constructivism and Instructivism.

 

See also

About accelerating the learning process:

 

About the mechanisms of memory and learning:

 

External links

 

Learning Contents Authority and Learning Bloom Taxonomy Imitation Learner, Teacher and Subject Cultural Considerations What is Learning Learning Curve Learning how to Learn Levels of Learning: SOLO Taxonomy Resistance to Learning Situated Learning Tacid Knowledge References Theories of Learning Behaviourfal Modification Learned Helplessness Behavioural Antipatory-avoidance Learning Behaviourist Theorist Memory Gestalt Piaget Assimilation and Accommodation Cognitive Learning by Experience Cognitive Dissonance Byways Constructivism Personal Constructs Intelligence Multiple Intelligences Humanistic Motivation Andragogy Reflection Critical Reflection Anxiety and Motivation Deep and Surface Learning

 

 

Concept Map Constructivism views learning as a process in which the learner actively constructs or builds new ideas or concepts based upon current and past knowledge. In other words, "learning involves constructing one's own knowledge from one's own experiences" (Ormrod, J. E., Educational Psychology: Developing Learners, Fourth Edition. 2003, p. 227). Constructivist learning, therefore, is a very personal endeavour, whereby internalised concepts, rules, and general principles may consequently be applied in a practical real-world context. According to Jerome Bruner and other constructivists, the teacher acts as a facilitator who encourages students to discover principles for themselves and to construct knowledge by working to solve realistic problems, usually in collaboration with others.

 

This collaboration is also known as knowledge construction in a social process. Some benefits of this social process are,

1.) Students can work to clarify and organize their ideas so they can voice them to others.

2.) It gives them opportunities to elaborate on what they learned.

3.) They are exposed to the views of others. And

4.) It enables them to discover flaws and inconsistencies (Ormrod, J. E., Educational Psychology: Developing Learners, Fourth Edition. 2003, p. 232).

Cognitive theorists such as Jean Piaget and David Ausubel, and others, were concerned with the changes in a student's understanding that result from learning and with the fundamental importance of the environment. Constructivism itself has many variations, such as Generative Learning, Cognitive Apprenticeship, Problem-based learning, Discovery Learning, Situated learning, and Knowledge building. Regardless of the variety, constructivism promotes a student's free exploration within a given framework or structure.

 

Behaviourism is an approach to Psychology which purports that learning is the result of Operant conditioning.

 

Behavior and Performance

 

Operant conditioning is a process both named and investigated by B. F. Skinner.

The word ‘operant’ refers to the way in which behaviour ‘operates on the environment’. Briefly, a behaviour may result either in reinforcement, which increases the likelihood of that behaviour occurring again; or punishment (or negative reinforcement), which decreases the likelihood of the same behaviour recurring in the future. The issues surrounding reinforcement and punishment
are relatively complex. For example, a reinforcer or a punisher is defined within behaviourism by its effect on behaviour.

Therefore a punisher is not considered to be punishment if it does not result in the reduction of a particular behaviour As a result, behaviourists are particularly interested in measurable changes in behaviour, which is itself a basic premise of the scientific method.

 

Perceptual Control Theory (PCT)

 

In philosophy, empiricism is a theory of knowledge that asserts that knowledge arises from evidence gathered via sense experience. Empiricism is one of several competing views that predominate in the study of human knowledge, known as epistemology. Empiricism emphasizes the role of experience and evidence, especially sensory perception, in the formation of ideas, over the notion of innate ideas or tradition [1] in contrast to, for example, rationalism which relies upon reason and can incorporate innate knowledge.

Empiricism then, in the philosophy of science, emphasizes those aspects of scientific knowledge that are closely related to evidence, especially as discovered in experiments. It is a fundamental part of the scientific method that all hypotheses and theories must be tested against observations of the natural world, rather than resting solely on a priori reasoning, intuition, or revelation. Hence, science is considered to be methodologically empirical in nature.

 

See also

 

External links

 

Integrative Learning is a learning theory describing a movement toward integrated lessons helping students make connections across curricula. This higher education concept is distinct from the elementary and high school "integrated curriculum" movement.

 

 

Integrated Learning Concept Map

The "term comes in many varieties: connecting skills and knowledge from multiple sources and experiences; applying skills and practices in various settings; utilizing diverse and even contradictory points of view; and, understanding issues and positions contextually."

"...making connections within a major, between fields, between curriculum, cocurriculum, or between academic knowledge and practice."

From Huber, M. T., Hutchings, P., & Gale, R. (2005). Integrative Learning for Liberal Education. peerReview, Summer/Fall.

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Learning Experience

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Experiential Education (or "learning by doing") is the process of actively engaging students in an authentic experience that will have benefits and consequences. Students make discoveries and experiment with knowledge themselves instead of hearing or reading about the experiences of others. Students also reflect on their experiences, thus developing new skills, new attitudes, and new theories or ways of thinking (Kraft & Sakofs, 1988). Experiential education is related to the constructivist learning theory.

 

Experiential Science Education: The Real Core of Teaching

 

 

See also

 

External links

 

The Experiential Learning Cycle

Honey and Mumford (1982) have built a typology of Learning Styles around this sequence, identifying individual preferences for each stage (Activist, Reflector, Theorist, Pragmatist respectively), Kolb also has a test instrument (the Learning Style Inventory) but has carried it further by relating the process also to forms of knowledge.

Learning styles mean that: 

1. At a minor level there is a need for adjustment between learner and teacher: sometimes their preferences are complementary, sometimes antagonistic, and of course sometimes collusive if they both tend to go for the same stages in the cycle.

2. At a major level, neglect of some stages can prove to be a major obstacle to learning. 

 

Honey & Mumford: Typology of Learners

Legitimate Peripheral Participation

 

This clumsy phrase is the central principle of a quite different kind of learning theory, situated learning, which is primarily social rather than psychological and originates from Lave and Wenger (1991).

Based on case-studies of how newcomers learn in various occupational groups which are not characterised by formal training, they suggest that legitimate peripheral participation is the key. The case-studies include traditional midwives in Yucatan, tailors in Liberia, butchers in supermarkets, and quartermasters in the US Marine Corps. (I am not quite clear what quartermasters do in that service, but it is clearly different from in UK services)

It is legitimate because all parties accept the position of “unqualified” people as potential members of the “community of practice”

Peripheral because they hang around on the edge of the important stuff, do the peripheral jobs, and gradually get entrusted with more important ones

Participation because it is through doing knowledge that they acquire it. Knowledge is situated within the practices of the community of practice, rather than something which exists “out there” in books. 

Legitimate Peripheral Participation

 

 

Teaching & Learning Strategies

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Readings

Open learning is a teaching method that is, among others, founded on the work of Célestin Freinet and Maria Montessori. Open learning is supposed to allow pupils self-determined, independent and interest-guided learning. More recent work on open learning has been conducted by the pedagogues Hans Brügelmann, Falko Peschel, Jörg Ramseger and Wulf Wallrabenstein. Open Learning for Development an Open Training Platform sponsored by UNESCO offering free training resources on a wide range of development topics, fostering cooperation to provide free and open content for development.

 

Open Learning – the debate continues

 

See also

 

External links

 

 

Strategies Categorized by Equipped for the Future Standards.

Source: Kent State University

 

Wheel Observe Critically Convey Ideas in Writing Listen Actively Speak So Others Can Understand Read with Understanding Use Maths to Solve Problems and Communicate Solve Problems and Make Decisions Plan Corporate with Others Advocate and Influence Resolve Conflict and Negotiate Guide Others Take Responsibility for Learning Use ICT Reflect and Evaluate

 

Leadership Development

 

In organizational development, the related field of Training and Development (T & D) deals with the design and delivery of learning to improve performance within organizations.

In some organizations the term Learning & Development is used instead of Training and Development in order to emphasise the importance of learning for the individual and the organization. In other organizations, the term Human Resource Development is used.

 

Active Learning, as the name suggests, is a process whereby learners are actively engaged in the learning process. This process if often contrasted against the "passivity" which occurs when observing a lecture.

 

Active Learning Map Learner Support Learning Environment Learning Contents Online Libraries Discussion Forums Experiential Learning Environment Learning Contents Learner Support Handbook Discussion Forums Online Libraries

 

Students who actively engage with the material are more likely to recall information later and be able to use that information in different contexts. However, adopting active learning does not mean eliminating the lecture format. Activities that encourage student involvement are incorporated into the teaching plan. Example activities include: class discussion, small group discussion, debate, posing questions to the class, short written exercises and polling the class.

Active learning often involves team-based learning, also known as cooperative learning, wherein partners or group members work together to solve problems. This ensures that students really understand the concepts being covered. Team learning is especially beneficial in that ‘weaker’ students are presented with the material from a source other than the professor (i.e. their partner/group mates) and ‘stronger’ students reinforce their knowledge by explaining the material to others.

 

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External links

 

 

Problem-based Learning (PBL) is a pedagogical concept of "active learning" in tertiary education, but is currently being adapted for use in K-12 education. It was pioneered and used extensively at McMaster University, Hamilton, Ontario, Canada.

The defining characteristics of PBL are:

 

Problem-based learning

 

Accordingly, students are encouraged to take responsibility for their group and organize and direct the learning process with support from a tutor or instructor. Advocates of PBL claim it can be used to enhance content knowledge and foster the development of communication, problem-solving, and self-directed learning skill.

 

External links

 

See also

 

Project-based Learning is a constructivist pedagogy that intends to bring about deep learning by allowing learners to use an inquiry based approach to engage with issues and questions that are rich, real and relevant to their lives. Project based learning is designed to be used for complex issues that require students to investigate in order to understand. It is not useful to use PBL for easy to learn factual information. For example, students may be asked to monitor the water quality in a local river to learn about their local environment and environmental issues that affect it.

It is an approach for classroom activity that emphasizes learning activities that are long-term, interdisciplinary and student-centered. This approach is generally less structured than traditional, teacher-led classroom activities; in a project-based class, students often must organize their own work and manage their own time. Within the project based learning framework students collaborate, working together to make sense of what is going on. Project-based instruction differs from inquiry-based activity by its emphasis on collaborative learning. Additionally, project-based instruction differs from traditional inquiry by its emphasis on students' own artifact construction to represent what is being learned.

Project based learning (PBL) is more than just a web-quest or internet research task. Within the project, students are expected to use technology in meaningful ways to help them investigate or present their learning. .

Project-based Learning

When used effectively, research has shown PBL helps teachers create a high-performing classroom in which teachers and students form a powerful learning community. The aim is for real-life context and technology to meet and achieve outcomes in the curriculum through an inquiry based approach

A PBL approach is designed to encourage students to become independent workers, critical thinkers, and lifelong learners. Many teachers and researches involved in PBL believe it makes school more meaningful as it provides in-depth investigations of real-world topics and significant issues worthy of each individual child's attention and investigation.

A related pedagogic approach, problem-based learning is similar; however, problem-based approaches structure students' activities more by asking them to solve specific (open-ended) problems rather than relying on students to come up with their own problems in the course of completing a project.

Summary: Elements of a good project based learning experience -

- A fertile question or issue that is rich, real and relevant to the students lives - Real world use of technology - Student directed learning - Collaborative - Multi-disiplinary - Long term (more than 3 weeks - Artifact / presentation / action as a result of the inquiry

See also

 

A Lecture is an oral presentation intended to teach people about a particular subject, for example by a university or college teacher. Lectures are used to convey critical information, history, background, theories and equations. A politician's speech, a minister's sermon, or even a businessman's sales presentation may be similar in form to a lecture. Usually the lecturer will stand at the front of the room and recite information relevant to the lecture's content.

Though lectures are much criticized, universities have not yet found practical alternative teaching methods for the large majority of their courses. Critics see lecturing as a one-way method of communication, which does not involve significant audience participation. Lecturing is often contrasted to active learning. But lectures have nevertheless survived in academia, mainly as a quick, cheap and efficient way of introducing large numbers of students to a particular field of study.

 

See also

 

Networked Learning is the use of Information and Communications Technology (such as the Internet) to establish and maintain connections with people and information and to communicate in such a way as to support one another's learning, hence - a networked learning. It is relating to the learning theory Connectivism.

 

Brain Model

External links

 

Blended Learning is the combination of multiple approaches to pedagogy or teaching. For example:- self-paced, collaborative or inquiry-based study. Blended learning can be accomplished through the use of 'blended' virtual and physical resources. Examples include combinations of technology-based materials and traditional print materials.

The concept of blended learning has particular relevance to language learning (see External links below).

 

See also

 

Differentiated Learning (sometimes referred to as differentiated instruction) is a way of thinking about teaching and learning. It means using a variety of instructional strategies that address diverse student learning needs. It places students at the centre of teaching and learning and student needs drive instructional planning. Differentiated learning is a way to enhance learning for all students by engaging them in activities that respond to particular learning needs, strengths, and preferences.

The goals of differentiated learning are to develop challenging and engaging tasks for each learner (from low-end learner to high-end learner). Instructional activities are flexible and based and evaluated on content, process and product. Teachers respond to students’ readiness, instructional needs, interests and learning preferences and provide opportunities for students to work in varied instructional formats. In a nutshell, a differentiated learning classroom is a learner-responsive, teacher-facilitated classrooms where all students have the opportunity to meet curriculum foundational objectives. Lessons should be based on inquiry based, problem based and project based learning.

 


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Trends and Issues in Instructional Design and Technology

Trends and Issues in Instructional Design and Technology

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Resources

 

 

 

 

Models of Teaching

 

Case Studies

 

Accenture Learning Services Accenture Learning High Performance Business

Accenture (NYSE: ACN) is a global management consulting, technology services and outsourcing company. Its organizational structure includes divisions based on client industry types and employee workforces. Industry divisions, referred to as Operating Groups, include Products (e.g. consumer packaged goods or industrial equipment), Communications and High Technology ('CHT'), Financial Services (e.g. banking, insurance), Resources (e.g. utilities, chemicals, energy), and Government. Employee workforce divisions are consulting, services, enterprise, and solutions.

Accenture is incorporated in Hamilton, Bermuda. As of April 2006, the current chairman of the board is Joe W. Forehand and the Chief Executive Officer of Accenture is William D. Green.

 

External links

 

Blackboard Academic Suite

 

Blackboard Inc. NASDAQ: BBBB is a software company based in Washington, DC, USA. Blackboard went public in June 2004.