Thoughts on: Principles of Instructional Design (Gagne, Briggs & Wagner 1992)
September 30, 2007
Gagne, R., Briggs, L., & Wagner, W. (1992). Principles of Instructional Design. Fort Worth: Harcourt Brace Javanovich. pp 185-204.
This is pretty well the first non-constructivism oriented reading I’ve had in this course so it’s been interesting to see the other side – as far as I can tell, the differences between the behaviourist/cognitivist and constructivist approaches aren’t nearly as vast as is made out and most of them are cosmetic in nature, aside from the emphasis on discovery learning, socially created meaning and a stronger focus on activity.
The behaviourist approach also benefits from having a much more detailed strategy for designing individual classes and activities, with the “9 instructional events” offering a fair amount of structure.
I read this chapter with a particular project in mind, for Instructional Strategies and Authoring we have been given the task of creating a prescriptive learning environment (to complement the democratic one from before) which is meant to draw heavily from the 9 events.
I felt that this could be an appropriate area to focus the “training level” of the Exploring the EDC game on – a pre-game level that teaches users (particularly non-gamers) how to move in and view a 3D environment as well as interact with objects and solve basic puzzles. The instructions that I included at the start of the previous game that I made (a single text based image) weren’t adequate for most of the first-time users who tried it out.
The prescriptive approach/environment seems very much about setting up clear outcomes and providing step by step instructions (with feedback) that allow learners to develop the scaffolding knowledge needed to move to the scenario based activities in the Exploring the EDC game. (Actually, this might need a new name – I think it’s now the CEE)
Here are the pertinent points from the chapter as well as the ideas this triggered and any other general ramblings that come to mind.
“Planning a course of instruction makes use of the principles… :determining what the outcomes of instruction are to be, defining performance objectives and deciding upon a sequence for the topics and lessons that make up the course.”
“During a lesson there is progress from one moment to the next as a set of events acts upon and involves the student. This set of events is what is specifically meant by instruction”
“Whatever the medium, the essential nature of instruction is most clearly characterised as a set of communications”
“The events of instruction are designed to make it possible for learners to proceed from “where they are” to the achievement of the capability identified as the target objective”
“Mostly however, the events of instruction must be deliberately arranged by an instructional designer or teacher”
This seems to be one of the biggest points of difference between the two approaches – one focusses on the activities of the teacher and the other on the learner – but they are both to the same end, learning.
“There is perhaps no better way to avoid the error of talking too much than to keep firmly in mind that communications during a lesson are to facilitate learning and that anything beyond this is mere chatter”
“The purpose of instruction, however it may be done, is to provide support to the processes of learning. It may, therefore, be expected that the kinds of events that constitute instruction should have a fairly precise relation to what is going on within the learner whenever learning is taking place”
“Each of the particular events that make up instruction functions to aid or otherwise support the acquisition and the retention of whatever is being learned. These functions of external events may be derived by consideration of the internal processing that makes up any single act of learning”
This seems to be making the same point in two (slightly wordy) ways, which, funnily enough is one of the key strategies in the instructional events.
Gagne’s approach is heavily tied to cognitive theories about the physical activies undertaken in the brain in the process of learning. This can be broken down (relatively simplistically perhaps) to:
- Stimulation (i.e information/input) is “briefly registered by sensory registers” (e.g you see/hear it)
- “This information is then changed into a form that is recorded in the short-term memory, where prominent features of the initial stimulation are stored”
- These items may be retained by being internally rehearsed
- Meaning is added to the information (semantic encoding) and it is transferred to long-term memory
- “When learner performance is called for, the stored information or skill must be searched for and retrieved”
- “It may then be transformed into action, by way of a response generator”
- “Retrieved information is recalled to working/short-term memory, where it may be combined with other incoming information to form new learned capabilities”
- “Learner performance itself sets in motion a process that depends upon external feedback, involving the familiar process of reinforcement”
From here, we pretty well move into the actual instructional events – just quickly, they are:
- Gaining attention
- Informing the learner of the objective
- Stimulating recall of prerequisite learning
- Presenting the stimulus material
- Providing learning guidance
- Eliciting the performance
- Providing feedback about performance correctness
- Assessing the performance
- Enhancing retention and transfer
I can see here how the constructivists take issue with the vibe of this approach, the language has an overly scientific feeling, as though learners are lab animals, but the principles in themselves seem sound when they are fleshed out.
1. Gaining Attention
“The initial event of gaining attention is one that supports the learning event of reception of the stimuli and the patterns of neural impulses they produce”
“Basic ways of commanding attention involve the use of stimulus change, as is often done in moving display signs or in the rapid cutting of scenes on a television screen. Beyond this, a fundamental and frequently used method of gaining attention is to appeal to the learner’s interests. A teacher may appeal to some particular student’s interests by means of a verbal question such as ‘Wouldn’t you like to know what makes a leaf fall from a tree?’ ”
This made me think about having some kind of video – maybe in fast-forward – of a screen capture of navigating through either the EDC game or maybe through the obstacle course/puzzle section of the training game.
2. Informing the learner of the objective
“This… is presumed to set in motion of process of executive control by means of which the learner selects particular strategies appropriate to the learning task and its expected outcome”
“In some manner or other, the learner should know the kind of performance that will be used as an indicator that learning has, in fact, been accomplished”
“What kind of purposeful activity might the learner be engaged in once the multiple objectives of the lesson have been achieved?”
Maybe (as mentioned) there is a final puzzle or series of actions to be achieved before the learner is able to access the EDC game – this of course raises the question of how to make the training level optional. There may be players who don’t need it or who have already completed it. This could be done by offering two initial doors for the player to choose from – however if they are already able to enter a door, they probably don’t need the training.
3. Stimulating recall of prerequisite learning
“Much of new learning (some might say all) is, after all, the combining of ideas”
“Component ideas (concepts, rules) must be previously learned if the new learning is to be successful.
“The recall of previously learned capabilities may be stimulated by asking a recognition or, better, a recall question”
We could start with a look at navigation in 2D games – maybe even play some examples – Pong for up/down control, Breakout for left/right and move on to something like Pacman for 4 directional. Getting players used to the W,A,S,D controls is an early step – maybe after camera control with the mouse, maybe even before. The idea of holding keys down to move is important.
Using the mouse to look around – need to get the concept across (not sure how) that it’s just like moving the cursor, only it’s not the cursor that moves, it’s the environment
Different kinds of learning outcomes for this event – by the nature of the capability to be learned
Intellectual skill – Essential for learner to retrieve to working memory prerequisite skills and concepts
Cognitive strategy – Recall task strategies and relevant intellectual skills
Verbal information - recall familiar well organised bodies of knowledge related to the new learning
Attitude – recall the situation adn the actions involved in personal choice.
Motor skill – recall the executive subroutine and relevant part skills
4. Presenting the stimulus model
“The stimuli to be displayed (or communicated) to the learner are those involved in the performance that reflects the learning.”
“Stimulus presentation often emphasises features that determine selective perception. Thus, information presented in text may contain italics, bold print, underlining or other kinds of physical arrangements designed to facilitate perception of essential features. When pictures or diagrams are employed, important features of the concepts they display may be heavily outlined, circled or pointed to with arrows.”
“Stimulus presentation for the learning of concepts and rules requires the use of a variety of examples”
The variety of examples approach rings particularly true here, it’s useful because it supports transfer of an idea to other contexts.
“Retention and transfer are also likely to be enhanced by presenting problems stated in words, in diagrams and in combinations of the two over a period of time” What about video?
More concepts to cover in the game – jump and jump forward. (Not entirely sure why this was triggered by this “event” but it’s where I wrote it down. Text based or video instruction? (Players walk up to tv units to trigger videos – like in GTA schools)
Different kinds of learning outcomes for this event – by the nature of the capability to be learned
Intellectual skill – Display the statement of the rule or concept, with example giving emphasis to component concepts Cognitive strategy – Describe the task and the strategy, and show what the strategy accomplishes
Verbal information – Display printed or verbal statements, emphasising distinctive features
Attitude – Human model describes the general nature of the choice of personal action to be presented
Motor skill – Display the situation existing at the beginning of the skill performance. Demonstrate executive subroutine
5. Providing learning guidance
This gets into the cognitivist side of things a little more, very much about structuring the information
“…These communications and others like them may be said to have the function of learning guidance. Notice that they do not “tell the learner the answer”; rather, they suggest the line of thought which will presumably lead to the desired “combining” of subordinate concepts and rules to form the new to-be learned rule”
“The amount of learning guidance, that is, the number of questions and the degree to which they provide “direct or indirect prompts” will obviously vary with the kind of capability being learned… If what is to be learned is an arbitrary matter such as the name for an object new to the learner (say a pomegranate), there is obviously no sense in wasting time with indirect hinting or questioning in that hope that somehow the name will be “discovered”. In this case, just telling the student the answer is the correct for of guidance for learning. At the other end of the spectrum, however, are cases where less direct prompting is appropriate because this is a logical way to discover the answer and such discovery may lead to learning that is more permanent than that which results from being told the answer”
“Too much guidance may seem condescending to the quick learner, whereas too little can simply lead to frustration on the part of the slow learner”
Different kinds of learning outcomes for this event – by the nature of the capability to be learned
Intellectual skill – Present varied examples in varied contexts; also give elaborations to furnish clues for retrieval Cognitive strategy – Describe the strategy and give one or more application examples
Verbal information – Elaborate content by relating to larger bodies of knowledge, use mnemonics, images
Motor skill – Continue practice with informative feedback
WASD mnemonic?
6. Eliciting the performance
“We must now ask them to show that they know how to do it. We want them not only to convince us, but to convince themselves as well. Accordingly, the next event is a communication that in effect says “show me” or “do it”. Usually, this first performance following learning will use the same example (that is, the same stimulus material) with which the learners have been interacting all along. ”
7. Providing feedback
“…as a minimum, there should be feedback concerning the correctness or degree of correctness of the learner’s performance”
Forms of feedback in the game – aural, a square (or other object) changes colour, a door opens
8. Assessing performance
“The immediate indication that the desired learning has occurred is provided when the appropriate performance is elicited. This is, in effect, as assessment of learning outcome”
“When one sees the learner exhibit a single performance appropriate to the lesson objective, how does the observer or teacher tell that he or she has made a reliable observation?”
In the puzzle/obstacle course section, needing to repeat several, increasingly complex steps (preferably involving a lava pit
“How is the teacher to be convinced that the performance exhibited by the learner is valid? This is a matter that requires two different decisions. The first is, does the performance in fact accurately reflect the objective?… The second judgement, which is no easier to make, is whether the performance has occurred under conditions that make the observation free of distortion? As an example, the conditions must be such that the student could not have “memorized the answer” or remembered it from a previous occasion. The teacher much be convinced, in other words, that the observation of performance reveals the learned capability in a genuine manner”
9. Enhancing retention and retrieval
“When information or knowledge is to be recalled, the existence of the meaningful context in which the material has been learned appears to offer the best assurance that the information can be reinstated”
Maybe the training level should use similar decor to the game level?
“As for the assurance of transfer of learning, it appears that this can best be done by setting some variety of new tasks for the learner – tasks that require the application of what has been learned in situations that differ substantially from those used for the learning itself”
Or maybe it should use different decor. Have to think about that one. The tasks in the actual Exploring the EDC game will certainly offer the variety.
“Variety and novelty in problem-solving tasks are of particular relevance to the continued development of cognitive strategies. As has previously been mentioned, the strategies used in problem solving need to be developed by the systematic introduction of occasions for problem solving, interspersed with other instructions.”
Interesting to see that constructivism doesn’t have the lock on higher level skill development, particularly in problem solving, that I’ve regularly read about.
Gagne (et al) wraps up by saying:
“In using the events of instruction for lesson planning, it is apparent that they must be organised in a flexible manner, which primary attention to the lesson’s objectives”
So it’s a relatively flexible system after all
One final thought about the game itself, maybe as some kind of reward there could be an art gallery that they could explore
Entry Filed under: 913, General, behaviourism, e-learning, education design, learning environment, prescriptive. .
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[BLOCKED BY STBV] Jessie&hellip | January 29th, 2008 at 8:16 am
Jessie…
I’m looking at using accelerated learning for my studies. Thanks for the advice….