INTRODUCTION Some Points To Consider While Reading Before we start reading the theory behind instructional design, consider the three points below. These three points establish a common ground for considering the role of theory in design of training or instruction. 1. Think of yourself as someone who designs learning environments. The puppeteer analogy helps us think of learning environments. We use the term instructional designer to describe the puppeteer, the person who creates the experience, but plays a behind the scene role. For some of you, the instructional designer term might appear unrelated to your goals and needs. For example, if you are a teacher or trainer, you probably do not think of yourself as an instructional designer. I hope you will reconsider this notion. Given that teachers and trainers today take on more of a facilitator role (the guide on the side) versus the traditional “teacher” role (the sage on the stage), consider yourself instructional designers as well. You are often asked to create learning environments, the primary task of an instructional designer. 2. Consider universal design as a way to focus on what all learners have in common, a memory system that is both limited and at the same time infinite. While this probably sounds impossible, it is not. In fact, that sentence tells you that memory is very deep and lasting, but part of is like a very small door into that memory. You have to learn how to get information through that tiny opening in a way that allows it to be embedded in long-term memory. Focusing on memory allows you to look at learners in a universal way. “Universal Design” is a recent term describing accessible design, design that reaches the largest audience possible. This idea might contradict with beliefs you hold about learning styles. In this chapter, you will discover at the onset that the best of designs often do not work, simply because learners are not all the same. You might think that different learning styles should then be our focus, so why is a universal approach taken? Understanding different knowledge representations within a universal cognitive structure is a key construct for this chapter. Rather than design focused on learning styles, design is focused on finding an optimal representation of content for different types of learners. You will soon learn that this optimal representation is equated to optimal chunk size, or the optimal amount of content required for different people. Individual differences in terms of memory and what may or may not be there, becomes our focus instead of learning styles. You will see that the way we chunk (organize) content allows us to address different learners, mostly in terms of different levels of experience. We may use the same content, but use different ways of organizing that content to match the expertise level of the student. 3. Think of the theory behind the rules. The overall purpose of this and future chapters is to explain how research in learning can be applied to the design of instructional materials. As such, general learning theory applies. Over the course of the semester we will cover a number of learning theories, starting with Cognitive Load Theory (CLT), and ending with Mayer’s multimedia theory. In this unit we cover Cognitive Load Theory, our macro theory. In future chapters we explore information processing theory and basic memory structure. From there we move to Pavio’s (2000) dual coding theory, which introduces separate visual and auditory memories. You then learn about specific components of working memory introduced by Baddeley (2000). This takes you a number of design principles upon which this book is based, Mayer’s (2001) theory of multimedia. Think of your progression through these theories this way. Cognitive Load theory explains an overall goal – making learning easier (Unit 1. Theory). The 4-Step approach to creating an instructional environment is shared in Unit 2 (The 4 Steps). The 4 Steps introduce a process that helps designers address cognitive load. Information processing theory explains three types of memory influenced during the 4 Step process. Step 1, Sizing up the Learner (Unit 3) focuses on the learner and factors involved in perception. The theories of Pavio and Baddeley explain in increasing detail how the complexity of memory plays a role in learner perception. Step 2, Stating the Outcome, describes the design of instructional content at micro level. Writing instructional objectives for an optimal interaction between the learner and their environment is covered. Step 3, Making it Happen address instructional strategies that reach out and grab the learners mind. Mayer's theory of multimedia prescribes several design principles that instructional designer may consider employing. Step 4, Knowing assessment. How learner memory? learner and the What the Learner Knows, introduces do we know what worked? What is retained in This final chapter helps us evaluate the learning environment as well. THEORY Cognitive Load Theory: Our Macro Design Theory Cognitive load is a term used to needed to think about or process we’ll learn about cognitive load of instruction. We’ll also cover learning theories that will help human memory in order to provide possible. describe the mental energy information. In this chapter theory and its meaning to design a number of memory-related us work within the structure of the best learning experiences Attention to cognitive load is a critical concern for designers of instruction, particularly when a learning context and its content is complex. If the cognitive load for a student is too high, learning is not effective. Too much information, irrelevant information, complex information, and the like can all result in a high cognitive load. If the cognitive load is too low, learning is not efficient. Too little is covered to make a difference, or, the mind does not engage in information in a way that allows them to remember and use the information later when they need it. As the term load would connote, information can be thought of as having a weight that places demands on memory. Table 1 shows examples of what might be considered low information loads, optimal information loads, and high information loads. Table 1 Possible* Low, Optimal, and High Load Examples Low load examples Small quantities of information Optimal load examples A quantity of information that fits with your High load examples High quantity of information target learners’ schema Recently learned (familiar) information Recently learned information along with new, but similar, information New (unfamiliar) information that does not have a familiar context New information presented using an analogy that almost all learners understand New information presented using an analogy you’re your target learner understands New information presented using a poor analogy the learner does not fully understand Images that clearly depict a process, idea, concept. Most learners will see the big picture. Images that clearly depict a process, idea, concept, but do so without losing the critical details Images that are difficult to interpret because so many information units are presented that the learner doesn’t know where to begin. The learner is unable to see the big picture. Germane information, information that has meaning to most learners Germane information, information that has meaning to your target learner Extraneous information, information that is not directly related to a concept or idea being presented Easily understood information Easily understood Complex information information along requiring an with new, but understanding of contextually prerequisite relevant, information information *load size depends upon each individual learner, what might be low for one learner might be high or optimal for another At any point in time, human memory holds only seconds of information before it is either passed on to a long-term storage area of the brain, or simply lost. We will cover this later in the Information Processing Theory section of the chapter. For now, it suffices to consider memory as a bottleneck in the flow of information within the brain. If we present information in a way that is compatible with the individual learner, those seconds may be used optimally. You can think of chunking content (organizing into units) as a type of presentation strategy useful when considering optimal load. Categories of cognitive load The research on cognitive load describes three categories of load: intrinsic load, extraneous load, and germane load (Paas, Renkle & Sweller, 2003). Understanding each category assists in the identification of potential instructional strategies. Intrinsic load Intrinsic load refers to the nature of the content and its level of complexity. Complexity can be defined in terms of element interactivity, or the extent that a learner must understand instructional content that overlaps and interacts with other instructional content. High content interactivity describes content that can only be understood or studied when an understanding of many different factors is taken into account. Low content interactivity describes content that is more easily understood in isolation, because it requires an understanding of fewer elements. For example, learning concepts would be more likely to involve high element interactivity than learning facts, which would involve low element interactivity. Extraneous load Extraneous load can be thought of as the noise, or superfluous elements of communication, that act as barriers to learning due to the increased load they place on memory. For example, using a large number of fonts in a section of text does not add to the content, but rather adds to the extraneous load as the reader attempts to assign meaning to the various typographic changes. Germane load Germane load can be thought of as those things that a designer can do to facilitate optimal learner load. For example, textual techniques that reinforce the content, such as chunking content, sequencing it, and providing analogies can help people understand new information more quickly.