The paradigm shift can be
simplified down to the idea that rapid prototyping is not an alternate
instructional design but a view on the development of learning environments.
The article lays out four assumptions that go against traditional ID models. The first is that there is a fundamental difference between science and design. This
difference is the way in which they attack the problems that they encounter. Science looks to find general principles, or rules,
to the problems. This view can be seen in traditional ID with principles that
follow a linear model. Design looks to develop solutions to the problem in ways
that achieve the results desired. This takes a non-linear focus in that they are looking for results not a set of guidelines to follow. The second being that using the design view
learners can still achieve the learning outcomes. That it is possible through the method put forth to learn, or to achieve the intended results. The third is the issue of
validity and what this rapid prototyping article puts forth is to use the term
optimality. Validity is defined as how correct, or valid, the model is and this
definition for rapid prototyping cannot be used based on the view of “truth”
being subjective. The term optimality is used instead because it is based on
this belief of truth being subjective. Optimality is defined as “research that
determines if the model achieves the desired results in a specific instructional
situation”. This is on track with the shift away from this view of science
undergirding ID and focuses on the epistemological view of truth being
subjective. This goes into the fourth and final assumption put forth by this
article and that is the view of post positivist idea of objectivity. That is
that humans can not be objective in social sciences. These four assumptions
focus break away from traditional ID models and as stated before how the
scientific approach was applied to the design process. The authors are putting
forth this as not just another model that designers can use, rather they are
putting forth a belief of how instructional design takes place.
Chaos
theory, the R2D2 model, and Rapid prototyping have similarities that are fundamental
assumptions of these theories, and models. They all look at learning being
complex, that there are many variables that go into and can affect learning.
This idea is differentiated from that of traditional id, the traditional model
uses reductionist views or breaking down the problem. Traditional ID models
also define the problem at the outset. The alternative models do not break down
the problem or define the problem at the outset. Instead, they let them develop
throughout the development of the learning environment. This helps lead to the
belief that the ID person becoming the content expert. They are not relying on
a SME for the information that needs to be learned, but rather engrossing
themselves into the environment in order to develop the learning environment to
achieve the intended results. The next fundamental assumption that they have is
the model being non-linear. In traditional id the principles were developed with the
models being linear or following a step by step guide. This is not the case with these alternative models, they
have differentiated levels in the model but they do not go step by step. You do
not have to finish one section before moving on and you have the freedom to go
back to the level at any point to enhance the learning environment. They all focus on open systems instead of
closed systems like traditional ID models. An open system is one in which it
receives input from environmental factors meaning that the context as an impact
on the ID. The closed system is based on efficiency and control of parts. They
do not have the belief that context or environmental factors play a role, or
that they can control these aspects. These are the fundamental assumptions that
each of these model share and the differences they have with traditional ID
models.
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