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Sophists were among some of the very first teachers to give lecture to a mass audience using expository lecture, Sophistic dialogue, and group discussion. Students learned by copying, analyzing, discussing, and practicing model speeches (Saettler, 1990).
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Comenius advocated for open education to all individuals from kindergarten to university (Saettler, 1990). Comenius stressed scaffolding instruction by developmental abilities of the learner, and advocated for the use of illustrations and hands-on learning (Saettler, 1990).
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Herbart believed the aim of education was moral development (Saettler, 1990). Developed five steps of instruction that were closely modeled in schools. Herbart emphasized that learning is a process of forming associations with previously learned ideas, not just memorization (Saettler, 1990).
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Pestalozzi emphasized sensory based learning with concrete objects before moving onto abstract concepts. (Saettler, 1990). Object teaching would lay the groundwork for the kindergarten movement and the learning by doing movement (Saettler, 1990).
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School museums in the early 1900s provided supplemental curriculum materials offering for visual instruction. This use of visual media sparked a debate over whether media should remain supplemental or central to instruction (Reiser, 2001a).
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Increasing interest in using visual media as a means of supporting instruction. First instructional films were produced in 1910 (Reiser, 2001a). Although the movement did not take off as predicted by Edison, it did spark visual instruction courses for teachers across the US.
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Audiovisual devices were used heavily in WWII for military training and industry training. Using projectors cut down on training time without having negative effect on learning (Reiser, 2001a). This use of audiovisual effects for instruction proved it can be an effective instructional tool.
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Inspired by B.F. Skinner. Programmed instruction introduced the systems approach to education, used widely today for instructional methods and designs.
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Bloom Taxonomy outlined types of learning outcomes, classified objective hierarchically, and emphasized aligning assessment (Reiser, 2001b). Bloom's Taxonomy has been a foundational tool in instructional design.
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Sputnik spurred investment on improving math and science education. Michael Scriven and Susan Markle introduced evaluation for effectiveness of curriculum. This would be known as formative evaluation. These programs helped ensure that the US was producing programs that were evidence-based and effective (Reiser, 2001b).
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Glaser introduced criterion-referenced testing which sought to examine how well a student can perform a behavior, or set of behaviors, regardless of how others performed. Applied in instructional design to also assess prior knowledge (Reiser, 2001b).
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Book described five types of learning outcomes: verbal information, intellectual skills, psychomotor skills, attitudes, and cognitive strategies (Reiser, 2001b). Outlined nine events of instructions that methods teachers could follow for students to reach these outcomes. This has greatly influenced instructional design.
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By 1983, computers were being utilized for instructional purposes across schools throughout the US. The impact of heavy use of computers took a while to take off, but the introduction only grew from the 1980s.
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Literacy effort founded by the UF in 1998 through tutoring beginning readers. UFLI offers professional development to improve teachers' knowledge of instructional methods. Provides structured professional development and research-based phonics instruction that has influenced reading instruction.
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In the mid-to-late 1990s, distance education saw a boom that our society had not seen before. In the 1994-1995 school year, less than 50% of higher education institutions offered asynchronous courses. By the 1997-1998 school this percentage jumped to 60% (Reiser, 2001a).
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PBS Kids channel and online platform launched in September 1999. These platforms allowed for free educational media to be streamed at home, on the internet for those who had it, and at school. The online platform allows young learners to play games to enhance their math, literacy, and social emotional skills.
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Merrill claimed that learning is promoted when learners are engaged in solving problems (1), prior existing knowledge is activated for new knowledge (2), new knowledge is demonstrated to learner (3), new knowledge is applied by learner (4), new knowledge is integrated into learner’s world (5). These principles continue to inform instructional design.
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Instructional model where direct instruction is delivered via video or online. Class time is reserved for discussion, collaboration, and applying new topics. This approach is student centered, and has the ability to improve engagement and learning skills (Bredow Roehling, 2021).
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With the increased use of technology in classrooms, the 21st century saw a rise in engaging students in learning through the use of games. GBL has the potential to be an interactive medium that allows for higher-order thinking, and real world problem-solving skills (Jan Gaydos, 2016).
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Initiated in 2010 as a way to redefine how technology can support education. The plan outlined goals to use technology to help increase college graduation rates, develop open source educational materials, improve assessment, teaching, learning, and educational infrastructure. This plan wanted to set students up for success through the use of digital technologies (Quillan, 2010).
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Created in 2011 under the company Curriculum Associates. I-ready is known for its adaptive diagnostic testing and lessons for students.
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With the use of AI tools, learning can be more personalized, help teachers with planning, help with grading and feedback, etc. Rapid development and use of AI in schools come benefits but also challenges that must be addressed (Anderson, 2024).