1. Define a Goal(s)
  2. Conduct Instructional Analysis (Performance, Task, Content Analysis)
    1. - Analysis of job description
    2. - Analysis of job-related documents
    3. - Observation of people at work, directly or via recording
    4. - Discussion with people about specific jobs
    5. - Extrapolation of tasks from a customer's stated training needs
  3. Analyze Learners and Context
  4. Write Performance/Learning Objectives =
    1. Performance objectives
    2. Instructional objectives
    3. Behavioural objectives
    4. Specific instructional objectives
    5. Learning outcomes
    6. What will learners be able to do with knowledge and skills developed through engagement with the learning product?
  5. Develop Assessment Strategy
    1. - Drill and Practice
      1. Multiple Choice
      2. True or False
      3. Fill in the Blank
      4. Short Answer
      5. Drag and Drop
    2. - Essays
    3. - Problem Soving
    4. - Tasks
  6. Develop Instructional Strategy
    1. Content Sequence and Clustering
    2. Learning Components
    3. Student Groupings
    4. Selection of Media and Delivery Systems
  7. Arrange Instructional Events Gange, Briggs and Wager (1992)
    1. Gaining Attention
    2. Informing learner of the objective
    3. Stimulating recall of prerequisite learning
    4. Presenting the stimulus material
    5. Providing learning guidance
    6. Eliciting performance
    7. Providing feedback about performance
    8. Assessing the performance
    9. Enhancing retention and transfer
  8. Develop a set of Flowcharts
    1. Showing flow of the project and all of its elements in clear way.
  9. Develop Storyboards
    1. Storyboards - are graphic organizers in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence. (wikipedia)
  10. Evaluating Flowchart and Storyboards
    1. By
      1. Project team
      2. Editor
      3. A client
      4. A content mater expert
      5. A representative of a real user (rare)
    2. For
      1. Content accuracy, appropriateness, completeness, coverage
      2. Media, presentation, interface, interaction and treatment
      3. Pedagogical quality/Instructional design
      4. Technical issues
  11. Write Design Specification Document
    1. Screen area presentation
    2. Authoring platform
    3. Quality and format of graphics, videos, audio, and other media
    4. Pedagogical considerations
  12. A Structured Courseware Package Design
    1. i. Opening
      1. - Gain Attention
      2. - Login- Collect information about the user: user name, id, class and password
      3. - Automatically record date and time of access
      4. - Inform a user about a lesson and objectives
      5. - Inform about how to use the courseware
      6. - Provide main navigation structure
      7. - It is possible to begin from the point where a user left the courseware on the last visit.
    2. ii. Content Presentation
      1. - Content navigation through paging structure
      2. - Keep information about pages visited and time spent at each page/section
      3. - Keep information about sections completed
      4. - Inform user about current page/pages visited/sections completed, pages left before completion of a section
      5. - Pages might contain multimedia elements and interactive components
      6. - Provide a map of a section with indication of visited areas
    3. iii. Programmed Instructions
      1. - Keep track of competed sections
      2. - Prevent users from entering one section without completing the other section
      3. - Allow access to quiz when all sections are complete
      4. - Sections might follow with some questions and remediation
      5. - Questions might preside a sections, used to identify "advanced standing" or readiness for access to a section (pre-testing)
    4. iv. Quiz/Test
      1. - Variety of questions: MCQ, true/false, fill-in-the-blank, match&marking, short answers
      2. - Variety of interactions for questions: Key-press, hot-spot, clickable-object, text-entry, target-area, pull-down, drag-slider
      3. - Randomized values to prevent copying or allow multiple practices
      4. - Multimedia within questions
      5. Enhanced interactivity in presentation of questions
      6. - Allow access to external tools, sites, information
      7. - Provide feedback: hints to the wrong, and additional information to the correct
      8. - Presenting all questions at random or only certain number question from the bank of questions
      9. - Allow each question to appear once, or allow multiple access to same questions until "mastery" is achieved
      10. - Keep information about questions attended, results, time spend in a question, number of tries before getting the correct
      11. - Inform learner about question attended, time spend, time left, attempts and tries left
    5. v. Record of Results
      1. - Present a user with quantitative feedback: score, grade, questions attempted and number of questions answered correctly or incorrectly, date of access, time spent within a lesson or a quiz
      2. - Present a user with a certificate, coucher, and credit points
      3. - Present a user with qualitative feedback: comment about performance, what to do next to improve performance or remediation
      4. - Record results in an external document or in a data-base (local or over the network/internet)