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What Are Strategies?

Strategies for instructional design generally involve a choice of techniques, media and organization grounded in a theory of instruction. Many strategies familiar to you might be those grounded in a theory called Behaviorism, but current instructional design practice generally looks to the theories such as Constructivism as a basis for design. It places the emphasis on active learning by the student and calls for authentic and performance-based assessment.  

Constructivism starts with a very basic idea. We construct our own knowledge in an active and engaged manner throughout our lives and each person has a personal role in the process of their own learning in a social context. With this emphasis on the individual learner in society Constructivism recognizes that everyone has a different approach to the world. It encourages us as designers to use a number of different perspectives and techniques to present knowledge and to embrace problems and complexity. It is also concerned with questions such as the transferability of knowledge and the need to put learning in a context where students take an active role in their own education. For you as a designer it means re-evaluating current strategies for instruction, such as how you present information, place it in context and take into account what the learners see from their multiple perspectives. For more information on the theories that make up Constructivism and that will support your strategies you can look at our theories page. 

Strategies themselves can be fairly diverse. In many discussions on instructional design strategies are centered on questions of technology or media use, but keep in mind that the definition you use for this can be very broad.  

Some strategies can be relatively conventional and self-limiting. For example, you might have determined that for a course in the sciences, such as physics, a specific lesson on the principles of Newton’s Laws require a digital video or an interactive graphical display to make them more understandable. You might not want to do much more than that and maintain a lecture format for most of your instruction. Conversely, you might want to do a more dramatic change, taking Newton’s Laws and situating them in an actual setting where students have to work on a group project that puts the scientific principles into a realistic setting, such as simulating how the laws are applied by scientists and engineers in the real world and situating the learning in an authentic context. You could, for example, create a situation where students have to explore how the use of seatbelts for automobile safety is of itself an application of Newton’s conception of inertia using a simulation of automobile design. In the humanities you could explore history as an actual historian would use primary sources and the like by introducing digital representations in various media that simulate what an actual historian using primary sources would do. Your strategy can be as broad or as precise as you want it to be, but you should start with a theory of instruction. The criteria are how it improves your meeting your goals. To do this you need a method to evaluate your design. 

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