1. Instructional design and design of learning
    1. Learning theories
      1. Behavioral
        1. Identifying small, incremental tasks or subskills which the learner needed to acquire for successful completion of the instruction
        2. Preparing specific behavioral objectives which would lead to the acquisition of those subskills
        3. Sequencing subskill acquisition in the order which would most efficiently lead to successful learner outcomes
      2. Cognitivism
        1. The view of learning as active, constructive process
        2. The presence of high-level processes in learning
        3. The cumulative nature of learning and the corresponding role played by prior knowledge
        4. Concern for the way knowledge is represented and organized in memory
        5. concern for analyzing learning tasks and performance in terms of the cognitive processes that are involved
      3. Constructivism
        1. Individual constructivism
          1. Knowledge is constructed from experience
          2. Learning results from a personal interpretation of knowledge
          3. Learning is an active process in which meaning is developed on the basis of experience
        2. Social constructivism
          1. Learning is collaborative with meaning negotiated from multiple prespectives
    2. Instructional theories
      1. Elaboration theory
        1. Instruction should proceed form the general to the specific (sequencing)
        2. Each part should be related to the general context and to the other parts (synthesizing)
      2. Linking theory
        1. Educational goals
        2. Learning objectives
        3. Instructional prescriptions
          1. Expository
          2. Practice
          3. Problem-orented
          4. Complex-dynamic
          5. Self-directed experiences
        4. The educational goals is the allocation of academic learning time by defined learning objectives
      3. Conversation theory
        1. Attempts to explain learning in both living organisms and machines
        2. Learning occurs through conversations about a subject matter which serve to make knowledge explicit
        3. Applies to the learning of any subject matter
        4. Activities
      4. Gagne's nine events of instruction
        1. Gain attention
        2. Inform learners of objectives
        3. Stimulate recall of prior learning
        4. Present the content
        5. Guide learning
        6. Elicit performance (practice)
        7. Provide feedback
        8. Asses performance
        9. Enhance retention and transfer
        10. Sequence
      5. Revised Bloom's Taxonomy
        1. Creating
          1. Generating
          2. Planning
          3. Producing
        2. Evaluating
          1. Checking
          2. Critiquing
        3. Analysing
          1. Differentiating
          2. Organizing
          3. Attributing
        4. Applying
          1. Executing
          2. Implementing
        5. Understanding
          1. Interpreting
          2. Exemplifying
          3. Classifying
          4. Summarizing
          5. Inferring
          6. Comparing
          7. Explaining
        6. Remembering
          1. Recognizing
          2. Recalling
        7. Objectives
  2. Design Stage
    1. Instructional theory adopted
    2. Learning objectives (outcomes)
    3. Sequence of learning activities
    4. Format of learning materials
    5. Selection of method and tactics
    6. Competency assessments
    7. Selection of e-learning tools
    8. A tool for project planing
      1. Gantt Chart
      2. Prototype
        1. Proof-of principle prototype
        2. Form study prototype
        3. User experience prototype
        4. Visual prototype
        5. Functional prototype
      3. Storyboard
        1. Passive storyboards
          1. sketches
          2. pictures
          3. screen shots
          4. PPT
          5. Screen shots
          6. Business rules
          7. Output
        2. Active storyboards
          1. an automated description
          2. Slideshow
          3. Animation
          4. Simulation
          5. Video
        3. Interactive storyboards
          1. a realistic and practical way
          2. require participation by the user
          3. Live demo
          4. Interactive presentation
      4. Flowchart
        1. Document flowcharts
        2. Data flowcharts
        3. System flowcharts
        4. Program flowchart
      5. Technology support
  3. Technology
    1. Technology tools
      1. Word Processor
      2. Spreadsheet software
      3. Image editor
      4. Digital capture tool
      5. Authoring tool
      6. etc.
    2. Psychological tools
      1. Learning objects
      2. Web pages
      3. E-books
      4. etc.
    3. Psycho-technical tools
      1. Construction tool
        1. Interactive physics
        2. Scratch
        3. Edmodo
        4. etc.
      2. Cognitive tool
        1. Mind mapping tools
          1. Bubbl.us
          2. X-Mind
          3. Mindmeister
          4. MindManager
          5. Mind map tools
        2. Cognitive tools are knowledge construction tools that extend the mind (Jonassen, 1996)
        3. Cognitive tools should be developed to function as intellectual partners (Jonassen, 1996)
    4. Tool of 3D multi-user Collaborative environment platfroms
      1. Active world
      2. Second life
      3. etc.
    5. Technical tools become psycho-technical when provided in a learning activity and used in transformation of educational material
  4. Instructional design model (IDM)
    1. ADDIE model
      1. Analysis
        1. Assessment
        2. Problem Identification
        3. Contextual Analysis
        4. Teaching targets
        5. Content Analysis
        6. Delivery Analysis
        7. Project plan
      2. Design
        1. Objectives
        2. Sequences
        3. Flowchart
          1. Flowchart for teachers
          2. Flowchart for students
        4. Storyboard
      3. Development
        1. Outline content
        2. Select media
        3. Select technology
        4. Select delivery
        5. Develop materials
      4. Implementation
        1. Deliver
        2. Experiment
        3. Integration
        4. Teaching Plan
      5. Evaluation
        1. Evaluation plan
        2. Testing
        3. Reviews
    2. Dick and Carey system approach
      1. Identify instructional goals
      2. Conduct instructional analysis
      3. Analyze audiences
      4. Write performance objectives
      5. Develop assessment instruments
      6. Develop instructional strategy
      7. Develop and select instruction materials
      8. Design and conduct formative evaluation of instruction
      9. Revise instruction
      10. Design and conduct summative evaluation
    3. Kemp design model
    4. ASSURE model
      1. Analyze learners
      2. State objectives
      3. Select methods, media, and materials
      4. Utilize media and materials
      5. Require learner participation
      6. Evaluate and revise
    5. Waterfall model
      1. Requirements
        1. Product requirements document
      2. Design
        1. software architecture
      3. Implementation
        1. Software
      4. Verification
      5. Maintenance