Abstract
The impact of shifting epistemologies in the field of instructional design during the last century has had a major impact on how we design instruction. The goal of this chapter is to provide an overview of important shifts in ideas about what knowledge is, how it can be produced or constructed, and what it has meant for instructional design in the last decade. We discuss how technology has influenced instructor, learner, and designer beliefs about knowledge, instruction, and learning. Furthermore, we look at the changing landscape of theory and research that supports and questions these perspectives, and the implications it has on instructional practices.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Aldrich, C. (2003). Simulations and the future of learning. San Francisco: Pfeiffer.
Anderson, P., Zimand, E., Schmertz, S., & Ferrer, M. (2007). Usability and utility of a computerized cognitive-behavioral self-help program for public speaking anxiety. Cognitive and Behavioral Practice, 14(2), 198–207.
Ausubel, D. (1978). In defense of advance organizers: A reply to the critics. Review of Educational Research, 48, 251–257.
Bacherman, D. M. (2007). The use of students’ first language in second-language learning in a computer-based environment. Mineapolis, MN: Walden University.
Baker, C. (2008). Trying to design a truly entertaining game can defeat even a certified genius. Wired, 16(4).
*Barab, S., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S., et al. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education and Technology, 18, 305–320.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.
Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (in press). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development.
Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). Conceptual Play as a Curricular Scaffold: Using Videogames to Support Science Education. Journal of Science Education and Technology, 18(4), 305–320. doi:10.1007/s10956-009-9171-5
Barab, S., Zuiker, S., Warren, S. J., Hickey, D., Ingram-Goble, A., Kwon, E.-J., et al. (2007). Situationally embodied curriculum: Relating formalisms and contexts. Science Education, 91(5), 750–782.
Bares, W., Zettlemoyer, L., & Lester, J. (1998). Habitable 3D learning environments for situated learning. Paper presented at the Fourth International Conference on Intelligent Tutoring Systems (ITS-98), San Antonio, TX.
*Baylor, A. (1999). Intelligent agents as cognitive tools. Educational Technology, 39(2), 36–40.
Baylor, A. (2002). Agent-based learning environments as a research tool. Journal of Educational Computing Research, 26(3), 249–270.
Baylor, A. (2005). The impact of pedagogical agent image on affective outcomes. Paper presented at the International Conference on Intelligent User Interfaces, San Diego, CA
Baylor, A., & Kim, Y. (2005). Simulating instructional roles through pedagogical agents. International Journal of Artificial Intelligence in Education, 15(1).
Bloom, B. (1984). The 2 sigma problems: the search for methods of group instructions as effective as one-to-one tutoring. Educational Research, 13(6), 4–16.
Boling, E., & Soo, K.-S. (1999). CALL issues: Designing CALL software. In J. Egbert & E. Hanson-Smith (Eds.), CALL environments: Research, practice, and critical issues (pp. 442–456). Alexandria, VA: Teachers of English to Speakers of Other Languages, Inc.
Bordnick, P., Copp, H., Brooks, J., Ferrer, M., & Logue, B. (2004). Utilizing virtual reality to standardize nicotine crazing research: A pilot study. Journal of Addictive Behaviors, 29, 1889–1994.
Bordnick, P., Copp, H., Traylor, A., Walton, A., & Ferrer, M. (2009). Reactivity to cabbabis cues in virtual reality environments. Journal of Psychoactive Drugs, 41(2), 105–112.
Bordnick, P., Traylor, A., Copp, H., Graap, K., Carter, B., Ferrer, M., et al. (2008). Assessing reactivity to virtual reality alcohol based cues. Addictive Behaviors, 33, 743–756.
Bowers, C. A. (2000). Let them eat data: How computers affect education, cultural diversity, and the prospects of ecological sustainability. Athens: University of Georgia Press.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32–42.
Brown, E., Hobbs, M., & Gordon, M. (2008). A Virtual World Environment for Group Work. International Journal of Web-Based Learning and Teaching Technologies, 3(1), 1–12.
Brown, A. L., & Palincsar, A. S. (1989). Guided, cooperative learning and individual knowledge acquisition. Knowing, learning, and instruction: Essays in honor of Robert Glaser, 393–451.
Bruner, J. (1990). Acts of meaning. Cambridge, MA: Harvard University Press.
*Brush, T., & Saye, J. (2003). The effects of multimedia-supported problem-based historical inquiry on student engagement, empathy, and historical reasoning. Paper presented at the American Educational Research Association.
Carspecken, P. (1996). Critical ethnography in educational research. New York: Routledge.
Cennamo, K., & Kalk, D. (2005). Real world instructional design. Belmont, CA: Thomson Wadsworth.
Christensen, R. (2002). Effects of technology integration education on the attitudes of teachers and students. Journal of Research on Technology in Education, 34(4), 412–433.
Cognition and Technology Group at Vanderbilt. (1990). Anchored instruction and its relationship to situated cognition. Educational Researcher, 19(6), 2–10.
Cognition and Technology Group at Vanderbilt. (1993). Anchored instruction and situated cognition revisited. Educational Technology, 33(3), 52–70.
Cognition and Technology Group at Vanderbilt. (1994). The relationship between situated cognition and anchored instruciton: A response to Tripp. Educational Technology, 34(8), 28–32. Retrieved from http://www.vuse.vanderbilt.edu~biswas/Research/ile/home.html
Cronbach, L., & Snow, R. (1977). Aptitudes and instructional methods: A handbook for research on aptitude-treatment interactions. New York: Irvington.
Cuban, L. (1988). Teachers and machines: The classroom use of technology since 1920. New York: Teachers College Press.
Cuban, L. (2001). Oversold and underused: Computers in the classroom. Cambridge, MA: Harvard University Press.
*Cuban, L., Kirkpatrick, H., & Peck, C. (2001). High access and low use of technologies in high school classrooms: Explaining an apparent paradox. American Educational Research Journal, 38(4), 813–834.
De Freitas, S. (2006). Learning in immersive worlds. London: Joint Information Systems Committee.
De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & Education, 46(3), 249–264.
de Jong-Derrington, M., & and Homewood, B. (2008). Get real - this isn’t real, it’s second life teaching ESL in a virtual world. Paper presented at the Learning in Virtual Environments International Conference, Open University, Milton Keynes. 106–120
Dijkstra, S. (2005). Cognition and Instructional Design for Problem-Based Learning. In Spector, M., Ohrazda, C., Van Schaack, A., Wiley, D (Eds), Innovations in Instructional Technology, 187–206. New Jersey: Lawrence Erlbaum Associates.
Dondlinger, M. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1), 1–11. Retrieved from http://www.eduquery.com/jaet/index.htm
Dondlinger, M., & Warren, S. J. (2009). Alternate reality games as simulations to support capstone learning experiences. In D. Gibson & Y. K. Baek (Eds.), Digital simulations for improving education: Learning through artificial teaching environments. Hershey, PA: IGI Global.
Edasaw, Y., & Kabata, K. (2007). An ethnographic study of a key-pal project: Learning a foreign language through bilingual communication. Computer Assisted Language Learning, 20(3), 189–207.
*Egbert, J., & Hanson-Smith, E. (Eds.). (1999). CALL environments: Research, practice, and critical issues. Alexandria, VA: Teachers of English to Speakers of Other Languages, Inc.
*Englert, C. S., Manalo, M., & Zhao, Y. (2004). I can do it better on the computer: The effects of technology-enabled scaffolding on young writers’ composition. Journal of Special Education Technology, 19(1), 5–21.
Entertainment Software Association. (2011). 2010 sales, demographic, and usage data: Essential facts about the computer and video game industry. Washington, DC: Entertainment Software Association.
*Foster, A. (2008). Games and motivation to learn science: Personal identity, applicability, relevance and meaningfulness. Journal of Interactive Learning Research, 12(4), 597–614.
Gagné, R. M., & Merrill, M. D. (1990). Integrative goals for instructional design. Educational Technology Research & Development, 38(1), 23–30.
*Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave-Macmillan.
Gee, J. P. (2004). Video games: Embodied empathy for complex systems. Paper presented at the E3, Los Angeles, CA.
Glaser, R. (1990). The reemergence of learning theory within instructional research. American Psychologist, 45(1), 29.
Gorder, L. (2008). A study of teacher perceptions of instructional technology integration in the classroom. Delta Pi Epsilon Journal, 50(2), 63–76.
Grabinger, R. S. (1996). Rich environments for active learning. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology. New York: Macmillan.
Group, S. R. D. (2004). Creating a socially-responsive play space for learning: Something for boys and girls. Paper presented at the Annual Meeting of the American Educational Research Association, San Diego, CA.
Guzman, A., & Nussbaum, M. (2009). Teaching competencies for technology integration in the classroom. Journal of Computer Assisted Learning, 25, 453–469.
Hannafin, M., & Hannafin, K. (1995). The status and future of research in instructional design and technology revisited. In G. Anglin (Ed.), Instructional technology: Past, present, and future (pp. 314–321). Englewood, CO: Libraries Unlimited.
Hannafin, M., Hannafin, K., Hooper, S., Rieber, L., & Kini, A. (1996). Research on and research with emerging technologies. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology. New York, NY: Macmillan.
Hardre, P., Ge, X., & Thomas, M. (2006). An investigation of development toward instructional design expertise. Performance Improvement Quarterly, 19(4), 63–90.
Hannafin, M. J., & Land, S. (1997). The foundations and assumptions of technology-enhanced, student-centered learning environments. Instructional Science, 25, 167–202.
*Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion (Technical Report No. 2005-004). Orlando, FL: Naval Air Warfare Center Training Systems Division.
Herring, S. C. (2004). Computer-mediated discourse analysis: An approach to researching online behavior. In S. A. Barab, R. Kling, & J. H. Gray (Eds.), Designing virtual communities in the service of learning (pp. 338–376). Cambridge, UK: Cambridge University Press.
Hewitt, J. (2004). An exploration of community in a knowledge forum classroom. In S. A. Barab, R. Kling, & J. H. Gray (Eds.), Designing for virtual communities in the service of learning (pp. 210–238). Cambridge, UK: Cambridge University Press.
Jonassen, D. H. (1992). Evaluating constructivistic learning. Constructivism and the technology of instruction: A conversation, 137–148.
Jonassen, D. H. (Ed., 1996). Handbook of Research on Educational Communications and Technology. New York: Macmillan.
Jonassen, D. H. (1999). Designing constructivist learning environments. In C. M. Reigeluth, (Ed.). Instructional design theories and models: A new paradigm of instructional technology, Vol. 2 (pp. 215–240). Mahwah, NJ: Lawrence Erlbaum Associates.
Jonassen, D. H., & Hernandez-Serrano, J. (2002). Case-based reasoning and instructional design: Using stories to support problem solving. Educational Technology Research and Development, 50(2), 65–77.
Kafai, Y., Quintero, M., & Feldon, D. (2010). Investigating the “Why” in Whypox: Casual and systematic explorations of a virtual epidemic. Games and Culture, 5(1), 116–135.
Keefe, J. W., & Jenkins, J. M. (2000). Personalized instruction: Changing classroom practice. Eye On Education, Inc.
*Kirkley, J. (2004). Using theory-based approahces to architext online collaborative problem-based learning: Lessons learned from Monterrey Tech-Virtual University. In T. Duffy & J. Kirkley (Eds.), Learner-centered theory and practice in distance education (pp. 321–339). Mahwah, NH: Lawrence Erlbaum Associates.
*Kolodner, J. (2002). Facilitating the learning of design practices: Lessons learned from an inquiry into science education. Journal of Industrial Teacher Education, 39(3), 9–40.
*Land, S., & Zembal-Saul, C. (2003). Scaffolding reflection and articulation of scientific explanation in a data-rich, project-based learning environment: An investigation of progress portfolio. Educational Technology Research and Development, 51(4), 65–84.
Liu, M. (2003). Enhancing learners’ cognitive skills through multimedia design. Interactive Learning Environments, 11(1), 23–39.
Lee, J. (2009, March). Fads and Facts in Technology-Based Learning Environments. In Society for Information Technology & Teacher Education International Conference (Vol. 2009, No. 1, pp. 1957–1964).
Mager, R. (1997). Preparing instructional objectives: A critical tool in the development of effective instruction (3rd ed.). Atlanta, GA: Center for Effective Performance.
Makki, B., & Makki, B. (2012). The impact of integration of instructional systems technology into reearch and educational technology. Creative Education, 3(2), 275–280.
Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769–780.
Nieborg, D. B. (2005). Changing the rules of engagement: Tapping into the popular culture of America’s Army, the official US Army computer game. Unpublished Study, Universiteit Utrecht, Utrecht.
O’Bryan, A., & Hegelheimer, V. (2007). Integrating CALL into the classroom: The role of podcasting in an ESL listening strategies course. ReCALL, 19(2), 162–180.
O’Donnell, E. (1996). Integrating computers into the classroom (2001st ed.). Lanham, MD: The Scarecrow Press.
Olson, D. R. (1988). On the origins of beliefs and other intentional states in children. In J. Astington, P. Harris, & D. Olson (Eds.), Developing theories of mind (pp. 414–426.). Cambridge, England: Cambridge University Press.
Owens, R. H. J., & Teale, W. (2002). Where do you want to go today? Inquiry-based learning and technology integration. The Reading Teacher, 55(7), 616–625.
Peterson, C., Caverly, D., & MacDonald, L. (2003). Techtalk: Developing academic literacy through WebQuests. Journal of Developmental Education, 26(3), 38–39.
Piaget, J. (1972). Intellectual evolution from adolescence to adulthood. Human Development, 15, 1–12.
Pink, D. H. (2006). A Whole New Mind: Why Right-Brainers Will Rule the Future. New York: Riverhead Books.
*Prensky, M. (2001). Digital game-based learning. New York, NY: McGraw-Hill.
*Reigeluth, C. M. (1999). Instructional design theories and models (Vol. 2). Hillsdale, NJ: Lawrence Erlbaum.
Reigeluth, C. M., & Garfinkle, R. J. (1994). Systemic change in education. Englewood Cliffs, NJ: Educational Technology.
Robson, C. (2002). Real world research. Malden, MA: Blackwell.
Saettler, P. (1990). The Evolution of American Educational Technology. Greenwich, CT: Information Age Publishing.
*Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.
Schneider, M., Carley, K., & Moon, I.-C. (2005). Detailed comparison of America’s Army game and Unit of Action experiments. USA: United States Army.
Seels, B., & Richey, R. (1994). Instructional technology: The definition and domains of the field. Washington, DC: Association for Educational Communications and Technology.
Slagle, M. (2004). Educational group to label video games that teach. RedNova. Retrieved May 10, 2004, from http://www.rednova.com/news/display/?id=56983
Smith, P., & Ragan, T. (2005). Instructional design. Hoboken, NJ: Wiley.
Spector, J. M. (2010). An overview of progress and problems in educational technology. Digital Education Review, 3, 27–37.
*Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19–29.
Squire, K. (2008). Video game-based learning: An emerging paradigm for instruction. Performance Improvement Quarterly, 21(2), 7–36.
Squire, K., & Steinkuehler, C. (2005). Generating cyberculture/s: The case of star wars galaxies. In Cyberlines: Languages and cultures of the internet. Albert Park, Australia: James Nicholas Publishers.
Steinkuehler, C. (2004). The literacy practices of massively multiplayer online gaming. Paper presented at the American Educational Research Association, San Diego, CA.
Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. eLearning, 4(3), 297–318.
Steinkuehler, C. (2008). Cognition and literacy in massively multiplayer online games. In J. Coiro, K. C. C. Lanskear, & D. Leu (Eds.), Handbook of research on new literacies (pp. 611–634). Mahwah, NJ: Erlbaum.
*Tuzun, H. (2004). Motivating learners in educational computer games. Unpublished dissertation, Indiana University, Bloomington, IN.
Vaney, A., & Butler, R. (2008). Handbook of research on educational communications and technology. In D. Jonassen (Ed.), Voices of the founders: Early discourse in educational technology (pp. 3–45). New York, NY: McMillan.
Vilmi, R. (1999). CALL issues: Language learning over distance. In J. Egbert & E. Hanson-Smith (Eds.), CALL environments: Research, practice, and critical issues (pp. 427–441). Alexandria, VA: Teachers of English to Speakers of Other Languages, Inc.
Vrasidas, C. (2000). Constructivism versus objectivism: Implications for interactions, course design, and evaluation in distance education. International Journal of Educational Telecommunications, 6(4), 339–362.
Vygotsky, L. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Walker, A., & Shelton, B. (2008). Problem-based educational games: Connections, prescriptions, and assessment. Journal of Interactive Learning Research, 12(4), 663–684.
*Warren, S. J., Barab, S., & Dondlinger, M. (2008). A MUVE towards PBL writing: Effects of a digital learning environment designed to improve elementary student writing. Journal of Research on Technology in Education, 41(1), 113–140.
Warren, S. J., & Dondlinger, M. J. (2008). Designing games for learning. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (Vol. 12, pp. 1183–1185). Hershey, PA: Idea Group Reference: IGI Global. doi:10.1145/1753326.1753637
Warren, S. J., Dondlinger, M., Stein, R., & Barab, S. (2009). Educational game as supplemental learning tool: Benefits, challenges, and tensions arising from use in an elementary school classroom. Journal of Interactive Learning Research, 20(4), 487–505.
Warren, S. J., & Jones, J. (2008). Yokoi’s Theory of Lateral Innovation: Applications for learning game design (Special Issue on Educational Games). i-manager’s. Journal of Educational Technology, 5(2), 32–43.
Warren, S. J., & Lin, L. (2012). Ethical considerations for learning game, simulation, and virtual world design and development. In S. C. Yang, H. H., & Yuen (Eds.), Practices and Outcomes in Virtual Worlds and Environments (pp. 1–18). Hershey, PA: IGI Global. doi:10.4018/978-1-60960-762-3.ch001
Warren, S. J., Stein, R., Dondlinger, M., & Barab, S. (2009). A look inside a design process: Blending instructional design and game principles to target writing skills. Journal of Educational Computing Research, 40(3), 295–301.
*Wenger, E., McDermott, R. A., & Snyder, W. (2002). Cultivating communities of practice : A guide to managing knowledge. Boston, MA: Harvard Business School.
*Wimberly, A. T. (2007). Analyzing computer applications in English as a second language acquisition tool. Unpublished dissertation, University of Louisiana at Lafayette, Lafayette, LA.
*Winn, W. (2002). Current trends in educational technology research: The study of learning environments. Educational Psychology Review, 14(3), 331–351.
Yanchar, S., & Gabbitas, B. (2011). Between eclecticism and orthodoxy in instructional design. Educational Technology, Research and Development, 59, 383–398.
Zhao, Y., Pugh, K., Sheldon, S., & Byers, J. (2002). Conditions for classroom technology innovations. Teachers College Record, 104(3), 482–515.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer Science+Business Media New York
About this chapter
Cite this chapter
Warren, S.J., Lee, J., Najmi, A. (2014). The Impact of Technology and Theory on Instructional Design Since 2000. In: Spector, J., Merrill, M., Elen, J., Bishop, M. (eds) Handbook of Research on Educational Communications and Technology. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-3185-5_8
Download citation
DOI: https://doi.org/10.1007/978-1-4614-3185-5_8
Published:
Publisher Name: Springer, New York, NY
Print ISBN: 978-1-4614-3184-8
Online ISBN: 978-1-4614-3185-5
eBook Packages: Humanities, Social Sciences and LawEducation (R0)