What is Instructional Technology?
The Domain of Design
The Domain of Development
The Domain of Utilization
The Domain of Management
The Domain of Evaluation
Conclusion
Domain of Development
"Development is the process of translating the design specifications
into physical form” (Seels & Richey, 1994, p. 35). The Instructional
Designer does not stop with the design of instruction. It is also his
responsibility to develop the products and methods he has recommended into
tangible form so that it is a viable real-world, usable learning program.
To do this, the Instructional Designer employs four areas of technology: print,
audiovisual, computer-based, and integrated. Print technology, including graphic
and photographic representations of instructional material, produces materials
that can be placed in the hands of the learners and instructors. Print materials
are often companions to other technologies, and are often required to meet the
needs of learners based on the previous learner analysis, even when other
technologies carry the bulk of instruction.
Audiovisual technologies, as the name implies, employ sound and visual images to convey learning messages. The most familiar of these technologies include videotape, film, and sound recordings. The Instructional Designer, even though he may not personally produce the audiovisual products, must have a knowledge of production requirements, script preparation, and learning theory as applied to this area in order to design and guide the production of effective media. Audiovisual technologies are primarily linear in nature (AECT, 2001), thus lacking interactivity, but have the advantage of being familiar to learners, increasing the facility with which learners can access information.
Computer-based technologies are those that use electronically stored data in digital form and are accessed by individuals through computer work stations or by groups through projected electronic media. Such media can include instruction on CD-ROMs, teleconferencing, and distance education.
Integrated technologies are those that combine several forms of media under the control of a computer. Examples include learning over the Internet, and hypermedia CD-ROMs. Integrated technologies provide the advantages of allowing more flexible levels of user control, greater interactivity, and integration of development technologies. Using integrated technologies, it is possible to present a learner with information that is traditionally provided in print, along with the associated graphic material, which can be in animated form. Digitized audiovisual content can be included along with this to create a package of technologies that can greatly extend and enhance the traditional educational environment.