Nine events of instruction: Difference between revisions

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#* e.g. text, graphics, simulations, figures, pictures, sound, etc. Chunk information (avoid memory overload, recall information).
#* e.g. text, graphics, simulations, figures, pictures, sound, etc. Chunk information (avoid memory overload, recall information).
# Provide guidance for learning  
# Provide guidance for learning  
#* e.g. presentation of content is different from instructions on how to learn. Use of different channel (
#* e.g. presentation of content is different from instructions on how to learn. Use of different channel (e.g. side-boxes)
#* e.g. side-boxes)
# Elicit performance "practice"
# Elicit performance "practice"
#* let the learner do something with the newly acquired behavior, practice skills or apply knowledge. At least use MCQ's.
#* let the learner do something with the newly acquired behavior, practice skills or apply knowledge. At least use MCQ's.

Revision as of 13:23, 27 February 2006

Definition

"Nine events of instruction" is an instructional design model put together by Gagne.

The nine events of instruction

Gagn�'s 9 steps of instruction for learning:

  1. Gain attention
    • e.g. present a good problem, a new situation, use a multimedia advertisement.
  2. Describe the goal :
    • e.g. state what students will be able to accomplish and how they will be able to use the knowledge, give a demonstration if appropriate.
  3. Stimulate recall of prior knowledge
    • e.g. remind the student of prior knowledge relevant to the current lesson (facts, rules, procedures or skills). Show how knowledge is connected, provide the student with a framework that helps learning and remembering. Tests can be included.
  4. Present the material to be learned
    • e.g. text, graphics, simulations, figures, pictures, sound, etc. Chunk information (avoid memory overload, recall information).
  5. Provide guidance for learning
    • e.g. presentation of content is different from instructions on how to learn. Use of different channel (e.g. side-boxes)
  6. Elicit performance "practice"
    • let the learner do something with the newly acquired behavior, practice skills or apply knowledge. At least use MCQ's.
  7. Provide informative feedback ,
    • show correctness of the trainee's response, analyze learner's behavior, maybe present a good (step-by-step) solution of the problem
  8. Assess performance test, if the lesson has been learned. Also give sometimes general progress information
  9. Enhance retention and transfer :
    • e.g. inform the learner about similar problem situations, provide additional practice. Put the learner in a transfer situation. Maybe let the learner review the lesson.