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Index: Instructional Design

Instructional Blueprint

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Steps to Developing the Blueprint


Steps to Developing the Blueprint

Here's an EXAMPLE of an instructional design blueprint that may be useful for instructional design projects. No two blueprints are ever exactly the same, and this example is based on one project that uses a problem-based learning approach.

But first, a brief summary on what a blueprint is from a project management book by Michael Greer (p. 7-8): "Purpose: The Blueprint (design specifications)

allows all relevant reviewers to look at course

content and strategy at a point before a lot of

energy is expended in writing text and transitions,

formatting job aids, creating graphics or case

studies, or writing scripts. This early review

permits the design team to make substantive

revisions while the course is still easily

revisable.

Activities: Synthesis (analysis) information..

and create a detailed description, or Blueprint,

of the courseware to be developed. Share the

Blueprint with reviewers and revise based upon

their comments.

Results: A blueprint document that includes these

parts: -- A "big picture" description of the instructional materials and course flow

-- Specific performance objectives

-- Specific instructional strategies to be employed to attain each objective

-- A detailed outline of content to be included in support of each objective

-- A summary of media and materials to be created to support each objective.

-- Formal approaval of the Blueprint by the course sponsor.

Greer, M. (1992). ID Project Management: Tools and Techniques for Instructional Designers and Developers. Englewood Cliffs, NJ: Educational Technology

Publications.

------------------------

Those are some good principles for a blueprint, and below is an example of the table of contents for a blueprint I've used before. You can use this outline but should probably develop one that is very specific to your needs.

CONTENTS

Instructional Components

Goals Statement

Audience Characteristics

Learning and Performance Objectives

Instructional Context and Structure

e.g. Problem-Based Learning and Game Approach

Content Outline

[first discuss generally]

1. Instructional message (similar to a learning objective)

2. Performance/practice (similar to performance objectives)

3. Contextual factors, such as environmental conditions, themes and metaphors

4. Pose message as a problem

5. Functionality

6. Graphics

7. Audio

8. Dialog and feedback

9. Assessment

[include actual content outlines here]

Performance Measures

Incentives

Feedback

Acknowledgment/Certification

Environmental Considerations

Physical Environment

Social Environment

Psychological Environment

Project Management

Quality Assurance Criteria

Final Thoughts
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