ISD and Functional Design Layering

I’ve heard my dissertation chair, Andy Gibbons, talk about design layers for the entire time I’ve known him–over 20 years now. So it felt like a circle completing to write this chapter with him on design layers for an introductory textbook on current and historical trends in the field. We tried to express the layers idea simply and concretely, while also making a new contribution to the discussion around why layers is a valuable concept for understanding design. I think we accomplished both goals.

Abstract:

This chapter has two purposes. First, we contrast two approaches to instructional design—the traditional Instructional Systems Design (ISD) process and an alternative view known as Functional Design Layering (FDL). In our review, we describe the background of each approach, the problem(s) each approach attempts to solve, and the types of decisions each approach prepares instructional designers to make. Second, we show how these different approaches play complementary roles in the practice of instructional design. When considered together, they offer a more robust conception of how instructional designs can be created. Essentially, ISD focuses on design process at the expense of internal design structure, whereas FLD focuses on internal design structure and proposes a naturalistic view of design decision order that is more closely aligned with actual designer practice. Considered together, these contrasting approaches become mutually strengthening, providing the designer with a wider range of design questions and design process options.

At Academia.edu

At ResearchGate

At BYU Scholar’s Archive

At the book website

Reference:

Gibbons, A. S., & McDonald, J. K. (2023). ISD and functional design layering. In R. E. West, & H. Leary (Eds.), Foundations of learning and instructional design technology: Historical roots & current trends (2nd ed.). EdTech Books. Retrieved from https://edtechbooks.org/foundations_of_learn/24_design_layers

Learning Experience Design as an Orienting Guide for Practice: Insights From Designing for Expertise

I was invited to contribute this article to a special issue on learning experience design by the journal’s guest editors. I was reluctant at first because I didn’t see a strong connection between what I’m currently studying and the direction the issue was taking. But I ended up talking to a couple of the guest editors at a conference near the end of 2022, and because I’m a sucker they both talked me into it. But the more I thought about it, the more I saw how I could take the chance to write about issues I was more interested in, in particular the dispositions or character associated with designing in educational settings. My proposal was super complicated and went way over my head, let alone the heads of the editors. So one of them had to kindly sit me down and encourage me to speak better to their audience. At that point I brought in a student to help me, and in the end I think we got something meaningful and rigorous, and still (relatively) simple as well.

Abstract:

In this paper we consider how learning experience design (LXD) improves designers’ capacities to influence learning. We do this by exploring what LXD offers the design of learning environments that help develop learners’ expertise. We discuss how LXD (a) attunes designers to different learning affordances than are emphasized in traditional ID; (b) challenges the universal applicability of common ID techniques; and (c) expands designers’ views of the outcomes for which they can design. These insights suggest that LXD is useful because it refocuses and reframes designers’ work around flexible design approaches that are often deemphasized in traditional ID.

At Academia.edu

At ResearchGate

At BYU Scholar’s Archive

At the journal website

Reference:

McDonald, J. K., & Westerberg, T. J. (2023). Learning experience design as an orienting guide for practice: Insights from designing for expertise. Journal of Applied Instructional Design. 12(3), 201-214. https://doi.org/10.59668/515.12898

Perception of “This is not a game”: Definition and measurement

This is an interesting article out of the PCS research team. In it we attempt to come up with a working definition of the This is Not a Game construct we use, along with researchers in alternative reality gaming. This is Not a Game is the suspension of disbelief in the fictional world we create, where students give themselves over to the experience. It’s the kind of thing that lots of people kinda get, but that we wanted to think about more precisely and carefully. This article reports our attempt to do so through a survey validation methodology. Not my usual kind of research, but an interesting project to be part of all the same.

Abstract:

Participatory narratives are compelling, at least partly because of their ability to help players sus- pend disbelief in the fictional world in which they engage. Game makers have used the phrase “This is Not a Game” (TINAG) to capture the willingness of players to buy into such narratives in ways that promote productive roleplaying and authentic engagement. Although TINAG has per- meated the academic and popular literature on gaming and immersive narratives for decades, there has not been a scientific grounding for the term that provides researchers support for a more rigorous study of the topic. This article makes two primary contributions. First, it provides a definition of the Perception of TINAG based on a systematic literature review of 50 articles that define or describe critical characteristics of TINAG: The Perception of TINAG is a player’s acceptance that they are embedded in and able to influence a fictional story woven into the real world. Second, the paper develops and validates a survey instrument that researchers can use to measure the Perception of TINAG and its three unique components: (1) the player accepts that they are embedded in a fictional story, (2) the player believes their actions influence the narrative, and (3) the player perceives that the story is woven into the real world. We evaluated the instrument using exploratory factor analysis using expert reviewers and game players. We include a table of the articles describing TINAG and our final scale to facilitate future research.

At Academia.edu

At ResearchGate

At BYU Scholar’s Archive

Reference:

Giboney, J. S., Bonsignore, E. M., McDonald, J. K., Hansen, D. L., Mata, L, & Balzotti, J. (2023). Perception of “This is not a game”: Definition and measurement. International Journal of Human-Computer Interaction. https://doi.org/10.1080/10447318.2023.2221598

Instructional designer perspectives on the pursuit of quality in online course design

This paper comes out of the same ethnographic project on instructional design work in higher education out of which I’ve published previously. Here, my colleague Steve Yanchar and I analyzed the formal interviews carried out with instructional designers throughout the project. We focused on values they thought were important during design work, in particular autonomy and collaboration. But what’s unique about this article–and is the major contribution I think it offers–is they also talked about how autonomy and collaboration aren’t always compatible. And so holding to both of them can create some binds they have to navigate. I think these kind of binds are important to acknowledge and understand. I’m happy we were able to do that, even a little bit, here.

Abstract:

In this qualitative study we investigated the experiences of instructional designers as they sought to build quality into online courses. Through semi-structured inter- views, we explored what enabled and hindered their pursuit of quality, how they experienced their efforts in this regard, what mattered to them, and complexities that accompanied this pursuit. Our analysis of participant experiences suggested four themes: (1) connections between quality and designers’ ability to act autonomously; (2) connections between quality and collaborative, team-based relationships; (3) ambivalence due to tensions between autonomy and collaboration; and (4) ways of coping with limits on autonomy and collaboration. We conclude our report with implications for instructional design practice, suggesting that the pursuit of quality often requires creative work arounds and is informed by affective judgements that lie beyond the purview of traditional instructional design processes.

At Academia.edu

At ResearchGate

At BYU Scholar’s Archive

At the journal website

Reference:

McDonald, J. K., & Yanchar, S. C. (2023). Instructional designer perspectives on the pursuit of quality in online course design. Journal of Computing in Higher Education. https://doi.org/10.1007/s12528-023-09388-9

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