2020
DOI: 10.46328/ijte.35
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A History of Instructional Media, Instructional Design, and Theories

Abstract: This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s – 1930s, (2) World War II – 1970s, (3) 1980s – 1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of social media, online and blended learning, mobile learning, the open educational resource (OER) movement, massive open online courses (MOOCs), virtual reality (VR)… Show more

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Cited by 15 publications
(14 citation statements)
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“…Hence, they play a vital role in enriching the teaching and learning activities and transforming traditional education into technology-enhanced education while increasing learning outcomes. Both gamification and augmented reality are regarded as essential in developing instructional media, theories, approaches, and designs, which can be applied in several domains, including education [260]. Additionally, they promote and support ubiquitous learning and pervasive learning.…”
Section: Discussionmentioning
confidence: 99%
“…Hence, they play a vital role in enriching the teaching and learning activities and transforming traditional education into technology-enhanced education while increasing learning outcomes. Both gamification and augmented reality are regarded as essential in developing instructional media, theories, approaches, and designs, which can be applied in several domains, including education [260]. Additionally, they promote and support ubiquitous learning and pervasive learning.…”
Section: Discussionmentioning
confidence: 99%
“…17 The goal of design and development research is to generate new information and validate current practices. 18 The researchers designed and created a board game, under the guidance of the foundations of game-based learning, which was used as a supplementary activity for the students' learning processes in ionic and covalent bonding. 18 This research study also used the quasi-experimental quantitative research design to evaluate the board game.…”
Section: Methodsmentioning
confidence: 99%
“…18 The researchers designed and created a board game, under the guidance of the foundations of game-based learning, which was used as a supplementary activity for the students' learning processes in ionic and covalent bonding. 18 This research study also used the quasi-experimental quantitative research design to evaluate the board game. The researchers used a nonequivalent group design to account for any confounding variables by controlling for them in the analysis or to choose groups that are as similar as possible.…”
Section: Methodsmentioning
confidence: 99%
“…Instructional design and technology theories focus on customizing learner-centered education [3] through various types of technology (e.g., online platforms, mobile apps, mixed reality, and robots). Recently, humanoid robots have been used in language classrooms to provide learner-centered instruction and situated language learning [1] for young learners to acquire vocabulary and oral skills [27].…”
Section: Introductionmentioning
confidence: 99%