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INSTRUCTIONAL DESIGNER/DEVELOPER PRACTICE ANALYSIS AND SURVEY RESULTS (ID BADGES PREMISE)
Whitepaper: Instructional Designer/Developer
Practice Analysis and Survey Results
Sharon L. Gander, CPT, Practice Leader
September 2014
INSTRUCTIONAL DESIGNER/DEVELOPER PRACTICE ANALYSIS AND SURVEY RESULTS (ID BADGES PREMISE)
Table of Content Whitepaper: Instructional Designer/Developer Practice Analysis and Survey Results ................................. 1
Table of Content ......................................................................................................................................... 2
Background and Overview .......................................................................................................................... 4
Step 1: The Current State of Instructional Design ................................................................................. 4
Market ................................................................................................................................................ 4
Standards ............................................................................................................................................ 5
Theories and Models .......................................................................................................................... 5
Job Descriptions .................................................................................................................................. 5
Changing market dynamics ................................................................................................................ 6
The Need................................................................................................................................................. 7
Step 2: Strategic Decision – Certification vs Microcredentials ............................................................... 7
Step 3: Model-free/Theory-free Standards ............................................................................................ 7
Step 4: Practice Analysis -- Identifying Common Themes ...................................................................... 8
Step 5: Practice Analysis - Validating Domains ....................................................................................... 9
Practice Analysis Survey Results ................................................................................................................ 9
Demographics ......................................................................................................................................... 9
Current Role ...................................................................................................................................... 10
Supporting Experience ...................................................................................................................... 11
Years of Experience .......................................................................................................................... 12
Learning Solutions Developed .......................................................................................................... 13
Standards Domains and Performances .................................................................................................... 16
Importance ....................................................................................................................................... 17
Frequency ............................................................................................................................................. 18
Difficulty............................................................................................................................................ 19
Who does this work? ............................................................................................................................ 21
What Did We Miss? .............................................................................................................................. 22
Summary ................................................................................................................................................... 23
Appendix A: Theories ............................................................................................................................... 24
INSTRUCTIONAL DESIGNER/DEVELOPER PRACTICE ANALYSIS AND SURVEY RESULTS (ID BADGES PREMISE)
Appendix B: Standardization of Terms .................................................................................................... 28
Appendix C: Instructional Design Badge Definitions for Solutions Domain Badges ................................. 29
Target Audience:................................................................................................................................... 29
Secondary target audience: .................................................................................................................. 29
Domains with performance measures (i.e., standards) to meet ............................................................. 29
Align Solution ........................................................................................................................................ 29
Assess performance .............................................................................................................................. 30
Ensure context sensitivity ..................................................................................................................... 30
Elicit performance "practice" ............................................................................................................... 30
Engage learner ...................................................................................................................................... 31
Enhance retention and transfer ........................................................................................................... 31
Ensures Relevance ................................................................................................................................ 31
Addresses Sustainability ....................................................................................................................... 32
Collaborates and Partners .................................................................................................................... 32
Appendix D: Learning Solutions ............................................................................................................... 33
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Background and Overview The Institute for Performance Improvement, L3C (TIfPI) sponsors a variety of workforce capability
development credentials and is seeking to develop a credential for instructional designers and
developers. TIfPI commissioned a practice analysis to define an international, theory-free/model-free set
of standards for instructional designers and developers (IDs). One element of that process included a
survey to validate the proposed standards (domains of knowledge, skill, and performance).
This paper discusses the practice analysis process, including survey results that generated nine primary
skill set domains for IDs.
The instructional design and development field is large, international, fragmented, and generally unable
to demonstrate consistent value for work performed. Job and role titles vary. Job preparation varies and
career paths are extremely flexible. Often, individuals in this field struggle to be seen as credible experts
with highly refined skills. Providing opportunities for individuals to earn credentials would be the first
step to building field validity, creating standards that transcend borders, and increasing the value of
instructional design practitioners regardless of position title. A team of TIfPI practice leaders who are
instructional design and development experts tackled the problem. This paper provides an overview of
the current state of ID, followed by an explanation of the method these experts proposed to tackle the
issue of credentialing individuals in this field.
Step 1: The Current State of Instructional Design The US Bureau of Labor and Statistics (BLS) lists only one role within the Professional and Services sector
related to the field of instructional design, the Training and Development Specialist. BLS does not include
a national labor role for Instructional Designer or Instructional Developer or Instructional Technologist,
even though degree programs for these roles exist in colleges and universities across the United States
and around the world. However, BLS indicates that the demand for Training and Development Specialists
is expected to increase by 15% between 2012 and 2020, adding more than 35,000 new jobs (see Table 1).
Table 1: US Bureau of Labor and Statistics (BLS) Quick Facts – Training and Development Specialist.*
(http://www.bls.gov/ooh/business-and-financial/print/training-and-development-specialists.htm#tab-2)
Quick Facts: Training and Development Specialists
2012 Median Pay $55,930 per year $26.89 per hour
Entry-Level Education Bachelor’s degree
Work Experience in a Related Occupation Less than 5 years
On-the-job Training None
Number of Jobs, 2012 228,800
Job Outlook, 2012-22 15% (Faster than average)
Employment Change, 2012-22 35,400
*Note: US BLS does not have a listing for Instructional Designer or Instructional Developer.
Market
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The employment market is fragmented and diverse. Every sector of business requires instructional
designers and developers. Many employers prefer IDs with experience in their business sector. This
means that subject/content experts with a talent for teaching often move into instructional design using
their field-specific knowledge as the key to open the door to course design and development, but with
little or no formal preparation for quality instructional design and development.
Statistics are not available on the exact percentage of IDs with degrees in instructional design and
development, adult education, or training and development. However, practitioners usually estimate
that around 20% of the field has formal education in the field. The rest move into the field laterally, as
subject/content experts with talent supplemented by workshops, conferences, reading, and trial-and-
error on-the-job experience.
For many lateral movers, their move into instructional design and development constitutes a significant
promotion. Meanwhile, experienced IDs of all types struggle to find effective career paths.
The field is fragmented, diverse, and undifferentiated.
Standards
Few standards exist within the field; those that do exist are implemented across a vast array of solution
sets, complicating adherence to the standards. An additional challenge is that some of the industry
standards refer to models or theories that are open to interpretation. The standards are not consistent.
Theories and Models
A variety of theories and theorists infuse the field with expectations that frequently conflict with one
another. Many theories and models are very effective; few are mutually exclusive. Often, practitioners
build expertise by applying one model or theory. They may even build a professional self-identity related
to it. As a result, differences between models and theories become points of friction that create “camps”
from which experts operate. They also become buzzwords for leaders seeking to hire or promote
learning experts, while not having sufficient personal expertise to decode the differences in skillsets.
The truly expert ID chooses the right set of theories, models, and tools to apply in any given situation.
Often, the expert ID’s choice must be justified to clients and leaders who have minimal understanding of
the impact that various choice may produce. In the real world of ID work, any two designers
approaching the same situation might choose different theories, models, and tools to accomplish the
same goal. Both could be successful. There is no “one right answer” to design.
However, theories and models do not provide sufficient guidance to create field standards that work
across organizational, institutional, geographic, or philosophical boundaries.
Job Descriptions
In 2012-2013, Sharon Gander, CPT and TIfPI Practice Leader/Instructional Designer, tracked job postings
for more than 120 job listings on major job search engines. This was not a formal study with defined
results; just a job-search experience summarized as follows. Many of the instructional design positions
listed in 2012-2013:
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Required knowledge of the ADDIE model, without indicating that the position incumbent would
use this model.
Required expert proficiency in a large number of tools and technologies, but the employer did not
indicate what the incumbent of the position was supposed to do with the mix of tools.
Requested inexplicable and often non-standard degrees (e.g., high school diploma required in
some job descriptions, while very similar ones required Ph.Ds. in organizational or industrial
psychology).
Required 3-5 years of experience (not more and not less).
Offered low pay scales – some barely more than minimum wage, though more frequently started
in the low $30K range.
Provided no career path information, though a few implied a career path by using job titles such
as ID Level 1, ID3, etc.
In effect, the majority of posted positions assumed experience (3-5 years) supplemented by significant
expertise with complex toolsets. However, these posted positions paid the equivalent of a post-college
new-hire position. This makes it difficult to enter the market. (How does one get that first three years of
experience, anyway?) The lack of a career path makes it difficult to attract qualified candidates. The
overall effect is to devalue the role of instructional designer, which impacts not only the ID but the
employer, as well, since the job search does not generate a list of viable candidates.
Changing market dynamics
ID job listings and freelance websites show a distinct devaluation of instructional design and
development professionals. Indicators of changing market dynamics include:
Shifting work off-shore to reduce the costs of instructional development services. This practice
shifts the focus to bid-rates rather than design, quality, or even learner outcomes. This practice
also creates a ‘buyer beware’ market, since the buyer of low-bid ID services has no way to
compare the quality of the ID’s work on any scale other than rate.
Devaluing professional work as highly experienced practitioners compete against entry-level
practitioners and off-shore bidders for work that is based solely on price. The impact is an inability
to compare work results on any basis except dollars. This also occurred during the recession
between 2007 and 2011.
Increasing market demand for specific tools or tool platforms creates a tools emphasis without
addressing learner need. In addition, there is no indication that the market recognizes or
differentiates the technology skill set required for the development of any solution set other than
the elearning ones. Nor does it appear that employers know that other solution sets exist. In
addition, this tool focus tends to idealize today's tools and ignore the fact that other emerging tool
sets will continue to change the way learning is designed and developed.
Increasing emphasis on content, rather than learner needs, devalues the effort required during
the design process to identify and/or create content. This creates a shift toward expert knowledge
embedded in slide decks, blogs, and expert presentations, even as it devalues the work effort
required to develop (write, review, approve) new content. It creates a mindset that instructional
design it "merely" copy-pasting content from a source to a elearning tool.
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Increasing use of technology to deliver training and provide infrastructure also:
o Increases the quantity of content that field experts can produce.
o Decreases the effort required to deliver content in learning formats.
o Focuses attention on tools rather than processes.
o Ignores the need to evaluate learner progress.
o Ignores the need to define exactly what learners need and the structured organization of
content and experience required to meet those need.
The Need Recent changes in the ID roles and the lack of BLS role standards have created:
Role confusion,
Difficulty matching the right skills to the work,
Selection of worker based on wage (hourly cost) rather than on the ability to do the work,
A focus on tools rather than skills or quality, and
Inconsistent results from learning solution products.
The need, then, is to provide a framework that will validate professional instructional design and
development skills as they are practiced by both the formally trained (i.e., by those with college
degrees) and informally trained practitioner.
Step 2: Strategic Decision – Certification vs Microcredentials TIfPI’s first strategic decision was whether to drive out certification for instructional designers that
required field-wide experience (including needs assessment) or to consider approaching the field with
microcredentials (a.k.a. badges). A microcredential validates competency in one or more subsets of a
field, whereas a full certification validates competency across the breadth of the field. Due to the
market fragmentation, role confusion, and the lack of differentiation among skillsets, TIfPI chose to
explore the microcredential path as the opportunity with the most promise for building and validating
capability among instructional designers and developers.
Step 3: Model-free/Theory-free Standards Credentials, even microcredentials, require a set of common standards against which an applicant’s work
can be judged. Assessment of work against standards may occur through knowledge testing, evidence of
performance, or a combination of the two. However, the instructional design and development field is
very unclear about its standards. Often, employers judge work based on an individual’s ability to apply
common models (ADDIE, ISD, SAM, Agile, Lean, etc.) or theories (adult learning theory, behaviorism vs
constructivism, Bloom, Mager, Gagne, Merrill, Rossett, etc.). Different employers accept different
models and theories. A standard is not available based on either a preferred model or a preferred
theory.
Because other organizations, such as American Society for Training and Development (now the
Association for Talent Development), developed credentials based on testing knowledge of learning
theory and because TIfPI promotes evidence-based credentialing, TIfPI chose to take the alternative
route of using an evidence-based, model-free approach to credentialing.
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In addition, TIfPI’s basic philosophy is to develop credentials that allow all workers to demonstrate
capability – in this case, for instructional designers’ and developers’ to be able to show their ability to get
results. Because the field has no common standards, only models and theories, the proposed credential
needs to define standards that are both model-free and theory-free and are used by expert instructional
designers and developers around the world.
Therefore, the second strategic decision was to look for an international, model-free/theory-free
approach to credentialing instructional designers and developers. This resulted in a practice analysis to
identify these standards. An explanation of the practice analysis and its results follows.
Step 4: Practice Analysis -- Identifying Common Themes TIfPI practice leader, Sharon Gander, CPT, researched nine major learning theories to uncover
commonalities among them (see Appendix A). This resulted in a list of 20 key terms used by multiple
theorists. Ten TIfPI Practice Leaders specializing in instructional design and development ranked these
terms for their value to instructional design, which created a short list of eleven common practices (see
Appendix B) that cross multiple design theories and models. These themes became the basis for
performance practices and potential skill set domains.
The team four of TIfPI’s instructional design and development experts, Andrea Moore, Annette
Wisniewski, Sharon Gander, and Dr. SiatMoy Chong convened to drive out standards; they became the ID
Badges Teams. This team identified nearly three dozen potential badges that would be useful across the
field. Then, they narrowed their focus to the development of learning solutions as the subset of the field
that should be approached first. They also recognized the need for badges front-end analysis, design,
measurement and evaluation, delivery logistics, content development, and project management. These
areas will be addressed in the future. The first practice analysis focused on development of learning
solutions and the standards that IDs use when developing out a given type of learning solution.
TIfPI defines “learning solution development” as the work that is required to build out, test, and
implement a design. It does not include front-end analysis, design documentation, on-going learning
delivery, or post-learning evaluation. Work here focuses on production of new learning events and tools.
The team identified nine practice domains needed by learning solution developers (by whatever role
name their organization defines them):
1. Align solution internally and externally
2. Assess performance
3. Address sustainability
4. Elicit performance practice
5. Ensure context sensitivity
6. Engage the learner
7. Enhance retention and transfer
8. Ensure relevance
9. Collaborate and partner (*) Performance assessment focused on learning only.
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These domains allow an expert reviewing a learning solution to answer two essential questions:
1. Does the ID provide evidence that the developed learning solution adequately adhered to
common standards?
2. Does the ID provide evidence that the developed solution adequately met the identified need of
the learner and the learner’s organization?
Step 5: Practice Analysis - Validating Domains These nine domains create a new language that is international, theory-free, and model-free. Since it is
new to both instructional designers/developers and to the ID field, TIfPI validated the new terminology.
First, the ID Badge Team shared the new domains with TIfPI’s Practice Leaders/instructional design
experts to identify gaps. Although the language of these domains was non-traditional and somewhat
uncomfortable, these experts ratified the new terminology and the domains. They did not add any
additional domains, but did request additional details in the form of definitions and examples of
expected performances for each domain.
The ID Badge Team defined terms and described performance expectations (see Appendix C). TIfPI then
tested the idea publicly by publishing a survey and promoting that survey to:
TIfPI Practice Leaders
International Society for Performance Improvement (ISPI) conference attendees at the
2014 THE Performance Conference (Indianapolis, IN)
TIfPI Practice Leaders’ personal constituents via email from the Practice Leader
TIfPI webinar and workshop attendees via mass email from TIfPI
Discussion groups in LinkedIn via links provided in discussion groups by Practice Leaders
participating in discussions
The survey was open for 12 weeks, April 10 – June 10, 2014.
Practice Analysis Survey Results Sixty-seven individuals responded to the survey. Twenty-nine responded to the demographics section only and skipped the practice domain standards questions. However, 43 individuals responded to both the demographics and the practice domain questions. These 43 respondents validated the domains and performance.
A strong alignment existed among these respondents; and the respondents appeared to represent the
field well. The following section describes these findings.
Demographics The survey started with four questions designed to focus respondents on instructional design in its varied
facets – design, development, delivery, artistry, project management, and leadership. Respondents were
asked to declare their current role (see Table 1 and Figure A), identify other roles that they had held (see
Table 2), define their length of service, and list the types of learning solutions that they had developed.
The demographics statistics alone were fascinating.
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Current Role
Although TIfPI intended this survey for instructional designers, instructional developers, and instructional
technologist, the survey included related roles to better understand the breadth of experience that
instructional designers and developers bring to the field. To that end, survey participants from multiple
backgrounds were included.
Individuals identifying themselves as currently being instructional designers, developers, or technologists
represented 59% of the respondents. The other 41% represented a range of possible roles in the learning
industry (see Table 2 and Figure A).
Five individuals indicated that they currently held roles other than those provided in the survey. Similar
roles did exist in the list of choices; however, five individuals felt the need to express their specific role.
They were:
Adjunct Faculty at a state university, teaching graduate instructional design classes
Elearning Voiceover talent
Human Capital Executive
Teaching Artist
Curriculum Designer
Table 2: (Q1) How would you classify your current role? (Pick the one that is most appropriate.)
Answer Options Response Percent
Response Count
Instructional Designer 49% 33 Academic – college level research and/or teaching adult education, instructional design or instructional technology 9% 6
Learning Project Manager 9% 6
Instructional Developer 8% 5
Instructor (trainer) 6% 4
Learning Function Executive 6% 4
Learning Function Manager 5% 3
Student in adult education, instructional design, or instructional technology 3% 2
Graphic artist 2% 1
Instructional Technologist 2% 1
Programmer of learning solutions 2% 1
Subject content expert 2% 1
Social Media Expert 0% 0
Videographer 0% 0
Other (please specify)
5
Total
67
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Figure A: Current roles diagram (Q1).
Supporting Experience
Instructional designers often transition between roles. In fact, the industry includes a large percentage of
practitioners that have made lateral movements from subject/content roles, artistic roles, and
technology roles. The role that any given instructional practitioner holds today may or may not be the
same as any previous roles. Therefore, the survey asked respondents to provide additional insight on
other roles that each respondent may have held in the past (see Table 3.)
Table 3: (Q2) What other roles have you held? (Choose all that apply.)
Answer Options Response Percent
Response Count
Instructor or Trainer 63% 42
Instructional Designer 54% 36
Instructional Developer 43% 29
Learning Project Manager 39% 26 Academic – college level research and/or teaching adult education, instructional design or instructional technology 34% 23
Subject content expert 28% 19
Instructional Technologist 25% 17
Learning Function Manager 19% 13
Graphic artist 13% 9
Learning Function Executive 10% 7
Programmer of learning solutions 9% 6
Social Media Expert 9% 6
Videographer 5% 3
Other (please specify)
6
Total
242
Average Roles/Respondent
3.6
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This question allowed respondents to select multiple options and provided TIfPI with snapshot of
respondents’ work history as compared to their current role (see Table 2). Together, Tables 2 and 3
provided several key insights:
The average respondent held 3.6 training and development roles, in addition to the respondent’s
current role.
Over 60% of respondents had been instructors/trainers in the past.
Over 50% of respondents indicated that they were instructional designers in the past.
30% of the respondents indicated that they currently or previously held the roles of Instructional
developer, learning project manager, or academic, in addition to their current role.
Other roles, such as leadership, technology, and artistic roles showed an increase over the same
roles listed in Question #1 (current role). This shows that these roles are essential to the career
path in this field, but may be flexible with IDs moving into them and out them with high
frequency.
TIfPI concluded from these results that instructional design and development practitioners might hold
multiple roles and functions, ranging from the artistic side to core design and development to leadership,
at various times in their careers. The results also show that individuals move among those roles
throughout their careers – that upward movement (from development to design to leadership) is not the
norm. Individuals in this field move multiple directions during their career in non-traditional moves.
For example, when looking at respondents who listed learning leadership as one of their previous roles,
their current roles where instructional design, developer, technologist, or academic, today. One was a
graphics artist, today.
Individuals with graphics artist as previous roles, were instructional designer, developer, content experts,
academic, and leader, today.
Those who listed instructional design/development at previous roles held leadership, graphic arts,
videography, content expert, and academic roles, as well as instructional design and project management
roles, today.
This mottled career path is to be expected in a fragmented and undifferentiated market.
In addition, responses to this question showed the dramatic breadth and depth of experience that
practitioners bring to their current work roles. Even the novices, with under five years’ experience, had
held several other roles. The average number of roles held for all respondents was 3.6 plus their role at
the time of reporting, or 4.6 overall.
Years of Experience
The large number of roles held by survey respondents might be viewed as a skewed perspective on the
field, if all respondents also identified themselves as having significant experience, as well – if the survey
had captured only the fields’ masters.
Table 4 and Figure B show respondents’ years of experience spread across the range of experience sets.
More than half of the respondents (55.2%) described themselves as having more than 10 years of
experience; these are the masters of the field. Responses for individuals with less than five years’
experience (the novices) and for individuals with five to ten years’ experience (intermediates) were
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distributed at 22.4% each. While experience groups were not equal, the survey population was random
enough for TIfPI to conclude that this experience-base reflects the current ID field’s experience.
Table 4: (Q3) How many years of experience do you have in the field of learning and instructional design and development? (Choose one.)
Answer Options Response
Percent Response
Count
Less than 5 22.4% 15
5 to 10 22.4% 15
More than 10 55.2% 37
answered question 67
Figure B: Years of Experience in Instructional Design and Development.
Learning Solutions Developed In the fourth question respondents were asked to select the different types of learning solution that they had created. Seventeen distinct learning solutions were available from which respondents could choose (see Table 5). Each learning solution was described so that respondents could distinguish between similar types of solutions). Multiple responses were allowed in order to provide an indication of the breadth and depth of instructional design expertise required.
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Table 5: (Q4) What types of learning solutions have you developed?
Response Percent
Response Count
Asynchronous Elearning: Self-instructional learning solutions presented entirely online without any peer or instructor involvement; learning that is directed by a computer based on learners responses to questions and activities.
76.6% 49
Synchronous Elearning: Presented entirely online in real-time, these learning solutions include peer and instructor involvement through multiple mediums such as discussions, webinars, wikis, project spaces, etc.; learning can be modified by instructor to meet needs of learner.
60.9% 39
mLearning: Asynchronous elearning provided for mobile device such as cellphones and tablets.
25.0% 16
Instructor Led Training: Classroom-based learning led by an instructor or trainer where learning events may include other solution elements, such as media, job aids, electronic performance support, games, etc.
84.4% 54
Simulations: Online or classroom-based learning that recreates essential elements of real world conditions within the learning environment in order to provide safe learning environment supported by feedback while learners engage in mock events similar to those in their real world work or life.
57.8% 37
Learning Games: Uniquely designed game experiences that facilitate authentic learning through interaction with peers, content, processes, and manipulative game pieces or interface; does not repurpose other games especially branded. (Note: branded games, such as Jeopardy, Clue, etc. are considered to be edutainment games, gamification, or practice activities only and will not be evaluated as Serous Learning Games.)
42.2% 27
Electronic Performance Support: Electronic job aids that support work processes where such tools may or may not also be used in training programs or may include learning elements within the learners native workflow directly in the work environment.
42.2% 27
Job Aids: Tools that support learning and recall directly within the work environment where such tools may include charts, diagrams, memory aids, videos, and more.)
75.0% 48
Social Media: Online community for facilitating learning and/or practice, typically among trainees and workers.
29.7% 19
Reusable learning objects (RLOs, a.k.a. micro learning objects): Learning tightly focused to develop mastery of one specific skill or process step.
32.8% 21
Goal-based/problem-based scenarios: Learning environments that mimic common problems or scenarios within the work environment and provide resource rich learning support in order to solve the problem or reach the goal.
54.7% 35
Self-study: Self-directed learning where the direction and timing of learning is guided by the learner themselves through the use of text, media, and online accesses, etc.
46.9% 30
Blended learning: Combinations of learning solutions, particularly learning solution integrated to create a single learning outcome.
71.9% 46
Community of Practice: A peer-to-peer community that addresses key issues or problems within their field of practice.
39.1% 25
Coaching/Mentoring: A formalized program where participants can access coaches or mentors and where coach, mentor and participant have structured roles in order to accomplish organization or role-specific learning.
43.8% 28
Learning Videos: Videos designed to teach skills or processes. 45.3% 29
Informal Learning: Formalized programs that encourage and track work-based learning from peers, superiors, customers, social media, and the environment.
32.8% 21
Other (Please specify.) 1
answered question 64
Average Response per Questions 8.6
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Figure C: Percentage of total respondents who indicated that they had developed each type of learning solution.
The results displayed in Table 5 and Figure C indicate the following:
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The majority of respondents developed some combination of asynchronous elearning, synchronous elearning, instructor-led training, simulations, goal-based or problem-based scenarios, job aids, and blended learning solutions.
Mobile learning (m-learning) and social media lag with 25% and 30%, respectively, indicating that significantly fewer IDs had the opportunity to worked on these types of learning solutions.
With 552 learning solutions selected, the average number of solutions per respondent was 8.6. This speaks to the breadth of experience expected.
Respondents with fewer than five years of experience listed essentially the same experience set as the overall group. They reported 100 responses, for an average of 6.25 learning solution types in less than five years of experience. This is significant number of learning solution types developed in a very short time period.
We can now answer key questions related to any survey:
Did this survey represent a cross-section of the intended learning and development audience?
Yes. The sampled respondents represent the years of experience, the range of roles, and the
variety of learning solution types typical of the ID field.
Is the survey skewed towards one portion of the population or another?
No, the balance of years of experience and types of roles appear to reflect the current state of the
field. On face validity alone, this ratio is very close to the field’s current experience
representation.
Will the survey results adequately represent the opinions of the field? Yes.
Standards Domains and Performances The majority of the survey was dedicated to questions about the nine domains of standard with
performances. Each standards domain had two questions. The first question had three parts asking
respondents to rate the importance, difficulty, and frequency of the domain on a scale of 1-4 (very low,
low, medium, and high). The second question asked respondents to identify which roles they would
expect to see involved in doing this work.
Domains surveyed were:
Address sustainability (Q23)
Align the learning solution (Q5)
Assess performance (Q8)
Collaborate and partner (Q26)
Elicit performance "practice" (Q14)
Engage the learner (Q20)
Enhance retention and transfer (Q17)
Ensure context sensitivity (Q11) Question numbers in parenthesis indicate the survey question about important, difficulty, and frequency.
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Importance
In the area of domain importance, there was strong agreement among respondents to the survey, across
respondents’ years of experience and between domains (see Table 6). Align the learning solution ranked
as the most important domain. All three experience groups and the all-respondents group ranked this as
most important. Assess performance (during learning) ranked nearly as highly with an all-respondent
ranking of #2. Enhance retention and transfer, and Assess performance ranked either second or third in
all groups. Interestingly, the group with more than 10 years of experience, the masters, considered the
domains of Collaborate and partner and Engage the learner to be more important than did their juniors.
Elicit performance practice and Address sustainability ranked as highly as Enhance retention and transfer
did for those with less than 5 years of experience, and ranked at the bottom of the list for practitioners
with more than 10 years of experience.
More importantly, all nine domains were valued as moderately to highly important, which means that all
domains received mean ratings ranging of at least 3.0 and many received mean ratings of more than 3.5
out of 4.0. Although the three experience groups valued some skill sets more than others, the
differences were statically minor as indicated by a standard deviation (SD) between domains of less than
.2 points for all respondents.
The survey validates that all nine domains are important with Align the solution and Assess performance
ranking as most important.
Table 6: Importance of skill set domains, as rated by years of experience and all respondents.
Novice (<5 Yrs) Intermediate
(5-10 Yrs) Master (10> Yrs) All Respondents
Importance Mean # Rank Mean # Rank Mean # Rank Mean # Rank
Address sustainability (Q23) 3.71 7 3 3.63 8 5 3.67 15 7 3.67 30 7 Align the learning solution (Q5) 3.90 10 1 3.90
10 1 3.96 23 1 3.93 43 1
Assess performance (Q8) 3.78 9 2 3.80
10 3 3.94 18 2 3.86 37 2
Collaborate & partner (Q26) 3.67 6 6 3.63 8 5 3.94 16 2 3.81 32 4 Elicit performance "practice" (Q14) 3.71 7 3 3.78 9 4 3.61 18 8 3.68 34 6 Engage the learner (Q20) 3.57 7 7 3.50 8 7 3.88 16 4 3.71 31 5 Enhance retention & transfer (Q17) 3.71 7 3 3.89 9 2 3.82 17 5 3.82 33 3 Ensure context sensitivity (Q11) 3.00 7 8 3.50 8 7 3.78 18 6 3.55 33 8
Mean Across Domains 3.63 7.5 3.70 8.7 3.82 17.6 3.75 34.1
Standard Deviation
between Domains
0.27 1.31 0.16 0.89 0.13 2.45 0.13 4.16
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Frequency The frequency with which practitioners do tasks and use skill sets (see Table 7) provides a counterbalance
to that skill set’s importance. A skill set domain that is deemed to be “important” may be used
“frequently”, thereby, increasing the demand for that skill. Frequency is an important factor in defining
domains for credentials.
As shown on Table 7, the masters with more than 10 years of experience drove the frequency rankings
for the following four domains:
Enhance retention and transfer
Collaborate and partner
Align the learning solution
Assess performance
In addition, there are clear arcs of increasing frequency across experience groups for:
Enhance retention and transfer (frequency ranked 3-2-1 as experience increases and an all-
respondents average of 1).
Collaborate and partner (frequency ranked 5-3-2 as experience increases and an all-respondents
average of 2).
However, Elicit performance practice, seems to arc frequency in reverse (2-4-7; all-respondents =5). This
reverse arch may be an important indicator of changing scope of work over time. That is, elicting
performance practice is an emphasis earlier in an ID's career. As ID succeed with this, they spend less
time on it but still consider it important. Over time, it may be easier to practice, and is, therefore, less
emphasized.
These mixed ranking and skill arcs by experience group may be indicative of age-and-stage skill set
expectations. The novices appears to be focused on Assess performance and Elicit performance practice;
they may be heavily focused on building solutions that create practice and evaluate actions (e.g.,
elearning modules showing step-by-step actions, skills workshops, etc.). The intermediate group appears
to work on Align solutions, Enhance retention and transfer, and Collaborate and partner. Here, the
intermediate level practitioner may be connecting learning solution to business need and participating in
teams building complex learning solutions. The masters are bringing it all together into a ‘complete
package’ and mentoring others and are doing most task with moderate to high frequency.
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Table 7: Frequency with which a skill set domain is used, as rated by years of experience and all respondents.
Novice (<5 Yrs) Intermediate
(5-10 Yrs) Master (10> Yrs) All Respondents
Frequency Mean # Rank Mean # Rank Mean # Rank Mean # Rank
Address sustainability (Q23) 3.71 7 3 3.00 8 7 3.20 15 8 3.27 30 8
Align the learning solution (Q5) 3.60 10 6 3.70 10 1 3.70 23 3 3.67 43 3
Assess performance (Q8) 3.78 9 1 3.30 10 5 3.67 18 4 3.59 37 4
Collaborate and partner (Q26) 3.67 6 5 3.50 8 3 3.80 15 2 3.69 29 2
Elicit performance "practice"
(Q14) 3.71 7 2 3.44 9 4 3.41 17 7 3.48 33 5
Engage the learner (Q20) 3.57 7 7 2.88 8 8 3.67 15 4 3.43 30 6
Enhance retention and transfer
(Q17) 3.71 7 3 3.67 9 2 3.88 16 1 3.78 32 1
Ensure context sensitivity (Q11) 3.00 7 8 3.25 8 6 3.44 18 6 3.30 33 7
Mean Across Domains 3.59 7.5 3.34 8.8 3.60 17.1 3.53 33.4
Standard Deviation (SD) between
Domains 0.25 1.3 0.30 8.6 0.22 2.7 0.19 4.6
Once again, the alignment across domains and across experience groups is very tight. There is less than
one third of a point in standard deviation between skill set domains for each of the experience groups
and less than one quarter of point deviation between skill set domains for all-respondents.
Overall, with a mean rating of 3.53 by all-respondents, all skills set domains are used with moderately
high frequency and with little variance between domains. This leads to the conclusion that all domains
are used by all instructional designers and developers regularly.
Difficulty
The difficulty of tasks in a domain is a key factor in defining credential domains. For example, some
domains may have a low difficulty rating and be highly important or frequent, while others may
important and infrequent, as well as very difficult.
All nine standards domains rated as moderately difficult with little variance (SD) between them in any of the experience groups or in the all-respondents group (see Table 8). However, Ensures context sensitivity received the highest rating and ranking for the intermediate experience group (5-10 years) and lowest for the novice group (< 5 years). It ranked last among all the domains in the all-respondent group but retained a moderate difficulty rating of 3.27. This may be a factor of inconsistent content availability where some individuals have better quality content than others. Alternatively, it may mean that this is a very subtle skill developed over time as novices discover how difficult it is to generate good content, then (as intermediates) struggle with it, and eventually master it. Regardless, content and context remain important and frequently used skills.
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Table 8: Skill set domain difficulty as rated by years of experience and all respondents.
Novice (<5 Yrs) Intermediate
(5-10 Yrs) Master (10> Yrs) All Respondents
Difficulty Mean # Rank Mean # Rank Mean # Rank Mean # Rank Align the learning solution
(Q5) 3.40 10 4 3.10 10 6 3.30 23 8 3.28 43 7
Assess performance (Q8) 3.44 9 2 3.10 10 8 3.44 18 4 3.35 37 4
Enhance retention and
transfer (Q17) 3.43 7 3 3.33 9 4 3.50 18 3 3.44 34 3
Collaborate and partner
(Q26) 3.33 6 5 3.38 8 2 3.31 16 7 3.33 30 5
Engage the learner (Q20) 3.29 7 6 3.38 8 2 3.63 16 1 3.48 31 1
Elicit performance "practice"
(Q14) 3.14 7 7 3.22 9 5 3.44 18 4 3.32 34 6
Address sustainability (Q23) 3.57 7 1 3.25 8 7 3.53 15 2 3.47 30 2
Ensure context sensitivity
(Q11) 2.86 7 8 3.50 8 1 3.33 18 6 3.27 33 8
Mean Across Domains 3.31 7.5 3.28 8.8 3.44 17.8 3.37 34.0
Standard Deviation between
Domains 0.22 1.3 0.14 0.9 0.11 2.4 0.08 4.3
Align the learning solution received the top ranking for importance (#1) by all-respondents (see Table 6).
It received a moderate ranking (#3) in frequency (see Table 7), but received a lower difficulty ranking (#7)
(see Table 8). However, it retains an all-respondent mean of 3.28 or moderately high difficult. Novices
saw this skill set as slightly more difficult than the intermediate and masters experience groups.
In the all-respondent group, Engage the learner received the top ranking (#1) for difficulty, even though it
has lower importance ranking (#5) and moderate frequency ranking (#3). It also appears to have an arc
of increasing difficulty as practitioners gain experience (6-2-1, all-respondents =1). This may be a
predictive skill set where the quality of learner engagements developed by a novice is predictive of their
success in the field. That is, novices that do not see the difficulty in engaging learners may not be doing
these tasks, while the intermediate and masters level practitioner do these and consider them worth the
extra efforts.
Once again, the alignment across domains and across experience groups is very tight. There is less than
one-tenth of point deviation between domains for all-respondents.
Overall, with a mean rating of 3.37 by all-respondents, all nine standards domains are moderately
difficult. When combined with frequency and importance, all nine standards domains are valid and
valued.
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Who does this work? For each domain, a second question was asked, “Who does this work?” The role options presented were
the same as those presented in the demographics section (Q1 & Q2). Respondents could choose all the
appropriate responses. As Table 9 indicates, the vast majority of respondents expected instructional
designers to apply the entire range of domains. Instructional developers and instructional technologists
were less frequently tapped, but were still expected to do work.
Table 9: Responses by domain regarding who performs the work.
Skill Set Domain
Instructional Designer
Subject Content Expert
Instructional Developer
Instructional Technologist
Social Media Expert
Visual Artist(*)
Instructor/ Trainer
Align solution 88% 49% 24% 27% 7% 0% 32%
Assess performance 83% 47% 42% 25% 8% 0% 53%
Ensure context sensitivity 94% 79% 25% 22% 15% 0% 63%
Elicit performance practice 79% 49% 49% 39% 18% 0% 73%
Enhance retention and transfer 91% 49% 52% 49% 18% 0% 73%
Engage the learner 83% 53% 43% 33% 13% 0% 63%
Address sustainability 73% 47% 40% 27% 10% 0% 40%
Collaborate and partner 77% 57% 60% 43% 17% 0% 50%
Average for Role 83% 54% 42% 33% 13% 0% 56%
Although the survey was focused on domains skills for instructional designers and developers, results also
show that subject/content experts and instructor/trainers were expected to use the domains, as well.
However, social media specialists, visual artists (graphic artists, videographers, etc.) and other
development specialists were not. Academics were also not identified as doing work in any of the
domains.
The purpose of the survey was to understand the work of the instructional designer and developer. Table
9 clearly indicates that instructional designers, instructional developers, instructional technologists,
instructors/trainers, and subject/content experts must use all domains. Because most of the roles are
feeder roles providing career paths into the role of instructional designer, all domains must be
considered important for all of these roles.
However, the subject/content expert as a “doer” of these standards is unexpected. This needs further
exploration to understand whether this statistic is:
a) A manifestation of the recognized, but not documented, career path from subject/content expert
to instructor to instructional designer (a lateral movement into instructional design).
b) A unique subset of skills required of subject/content experts to participate in learning solution
development projects (e.g., engaging learner means demonstrating to IDs how subject experts
represented audience learns best).
Role>>
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c) An emerging skill set in content development and management that was not identified by this
practice analysis, and may need to be added to the badge set at a later date.
More study is needed on the role and function of subject/content experts in the instructional design and
development process. In the mean time, subject/content experts moving into instructional design and
development have much to gain from building capabilities in the nine standards against which IDs
measure themselves.
In addition, learning leadership appears to participate in the instructional design and development, as
well. The reasoning behind the ratings on Table 10 may need to be explored. There are potential
opportunities to identify how these domains are used in leadership roles. Apparently they are expected
to at least collaborate and partner and to address sustainability, since these two domains received the
highest ratings for each role.
Table 10: Leadership roles in relationship to domains percentage of respondents who associate domain’s work with this role.
Role Skill Set
Learning Project Manager
Manager of Learning Function
Executive of Learning Function
Align solution 34% 24% 10%
Assess performance 14% 36% 11%
Ensure context sensitivity 31% 22% 9%
Elicit performance practice 24% 24% 15%
Enhance retention and transfer
18% 12% 6%
Engage the learner 13% 17% 13%
Address sustainability 60% 43% 30%
Collaborate and partner 73% 53% 33%
Average for Role 34% 29% 16%
What Did We Miss? A final open-ended question asked survey respondents to tell us what skill sets we had missed. This
question allowed respondents to voice their opinions of whether the survey had covered the essential
skills of the field.
One individual listed a specific theory (failure-based learning). Others indicated that they could not think
of missed elements.
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Summary Question: Do the nine proposed domains address the complete learning solution development skill set?
Answer: Yes.
The survey has validated that the proposed nine domains provide a model-free/theory-free set of
standards for the field of instructional design and development. It can be concluded that individuals in a
variety of roles across the industry and across experience levels understand the domains and
performances. Respondents validated the work done in each domain as moderately-to-highly important,
frequently required, and moderately difficult for instructional designers and developers in a variety of
roles.
Survey respondents indicated that they saw instructional designer/developers, instructor/trainers, and
subject/content experts working in all nine domains.
They saw instructional developers and instructional technologists doing more work in some domains
(Elicit performance practice, Enhance retention and transfer, and Collaborate and partner) than in others,
but participating to some degree in the work of all domains.
Additional research will be needed to understand the differences between instructional
designer/developers and subject/content experts involved in course design and development. The
overlapping roles here may be indicative of the career movement from subject expert to instructional
designer or it may indicate unique tasks and skill sets for subject experts.
Additional research will also be needed to understand the work of leadership within these domains.
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Appendix A: Theories
Gagne Shank Shank Merrill Pike Snyder & Wilson
Kopfler Bruner Skinner Rossett
Philosophic Approach
Behaviorist Constructivist Constructivist Eclectic/ Centrist
Behaviorist Constructivist Social Learning
Behaviorist
Behaviorist Eclectic/ Centrist
Theory 9-Events of Instruction
Case-based Reasoning reasoning through analogy
Goal-based Learning
First Principles of instruction Pebble-in-the-Pond Scenario-based
7 Laws of Learning Theory
Augmented Learning
Gaming & Social Media
Cognitive Scaffolding
Mastery Learning
Blended
Reference http://citt.ufl.edu/tools/gagnes-9-events-of-instruction/
http://hlwiki.slais.ubc.ca/index.php/Case-Based_Reasoning
https://sites.google.com/a/nau.edu/learning-theories-etc547-spring-2011/theory/goal-based-scenarios
http://mdavidmerrill.com/Papers/firstprinciplesbymerrill.pdf
http://en.wikipedia.org/wiki/Principles_of_learning
http://en.wikipedia.org/wiki/Augmented_learning
http://henryjenkins.org/2008/07/an_interview_with_eric_klopfer.html
http://en.wikipedia.org/wiki/Instructional_scaffolding
http://en.wikipedia.org/wiki/Mastery_learning
https://sites.google.com/a/nau.edu/learning-theories-etc547-spring-2011/theorist/rossett
Gain attention (need to know why)
Attention Goal Goal
Describe/retrieve the goal/problem
Present goal
Relevant Relevant Relevant Task/Problem
Law of the Learner (WIIFM)
Relevant Relevant
Stimulate recall of prior knowledge
Recall Retrieve/adapt/store
Relevant Activation Law of the Lesson (from known to unknown)
Present the material to be learned
Present Relevant to retrieval of analogy (story)
Resource rich Demonstration
Law of the Teacher (bring personal experience)
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Gagne Shank Shank Merrill Pike Snyder & Wilson
Kopfler Bruner Skinner Rossett
Provide guidance for learning
Provide guidance
See Zone of Proximal Development
See Zone of Proximal Development
Law of the Language (Speak to be understood)
Elicit performance "practice"
Practice Retrieve/adapt/store
Integration Application Law of the Teaching Process (Involvement)
Expert-peer relationships
Expert-peer relationships
Mastery (fluency)
reasoning by analogy
Authentic environment
Law of the Learning Process (learning does not take place until behavior changes)
Individuality – can provide unique scaffolding that is customized to the individual’s path of investigation.
Provide informative feedback
Feedback Feedback Feedback Remediation Expert-peer relationships
Mastery (fluency)
Assess performance (test/provide progress information)
Assess progress
Immediate & related to real work
Immediate & related to real work
Expert-peer relationships
Mastery (fluency)
Enhance retention and transfer (retain)
Retain Retain/store (case/story)
Retain Integration Law of Review and Application (show real life application)
Immediate & related to real work
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Gagne Shank Shank Merrill Pike Snyder & Wilson
Kopfler Bruner Skinner Rossett
Just-in-time/real-time
just-in-time (near the time of need)
just-in-time (near the time of need)
On demand real-time learning
Expert-peer relationships
Personalized mastery
Expert-peer relationships
Expert-peer relationships
Expert-peer relationships
Mastery (fluency)
Social dynamics
Learning is social
Learning is social
Zone of proximal development (learning from those around you)
Expert-peer relationships
Expert-peer relationships
Expert-peer relationships
Expert-peer relationships
portability – can take the computer to different sites and move around within a location
Learning is social
social interactivity – can exchange data and collaborate with other people face to face
Learning is social
context sensitivity – can gather data unique to the current location, environment, and time,
Relevance
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Gagne Shank Shank Merrill Pike Snyder & Wilson
Kopfler Bruner Skinner Rossett
including both real and simulated data
connectivity
– can connect handhelds to data collection devices, other handhelds, and to a common network that creates a true shared environment
Learning is social
individuality
– can provide unique scaffolding that is customized to the individual’s path of investigation.
Expert-peer relationship
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Appendix B: Standardization of Terms
The following list of 25B key terms in instructional designed were evaluated by ten TIfPI Practice
Leaders/Instructional Designers. The resulting evaluation paired the list down to the 11 domains listed
in italics.
Alignment – Both the external alignment with sponsoring organization needs and the internal alignment of instructional elements
Assess performance
Business acumen – Designer shows knowledge of the business drivers behind their learning solution
Context sensitivity
Creativity and Ingenuity in problem solving
Elicit performance "practice"
Engagement – learner is actively engaged in learning process
Enhance retention and transfer
Expert-peer relationships
Feasibility (can it be done)
Feedback
Focus learner’s attention
Individuality
Just-in-time/real-time
Managing risk
Measure learning and impact of learning on the organization
Personalized mastery
Portability (ability to move between platforms)
Recall
Relevant to learner
Social dynamics (interpersonal relationships during learning)
Social interactivity
Sustainability (solution can will be around awhile)
Zone of proximal development (learning from those around you)
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Appendix C: Instructional Design Badge Definitions for Solutions Domain Badges
Target Audience: Entry- to mid-level professional (1-5 years) developing solutions
The typical target audience member might one or more of the following:
Content experts moving into instructional design by developing content and structures for their own
courses.
Recent college graduates with an instructional design or adult learning degree and who are working with
subject experts to develop content and solutions.
Individuals who have recently taken a workshop in instructional design or other training in adult learning
and who are now responsible for developing solutions.
Members of large learning project team who bring a unique talent (e.g., technology, programming,
technical writing, graphics, etc.) and who are now responsible for developing content and instructional
elements.
Secondary target audience: Highly experienced professionals working with a new solution type
Seasoned professionals wanting o highlight their expertise in a given solution
Professionals who want an extra “edge” in the market place
Domains with performance measures (i.e., standards) to meet The nine domains or standards for instructional designers and developers are as follows. These
standards are all approximately equal in value and no process order is implied. That is, these standards
do not constitute a process model, but rather are the various lens through which IDs view their own and
other professionals work.
Each standard includes a brief definition and a list of performance expected in the execution of that
standard.
Align Solution Definition: Creates or changes relationships among parts of the solution (internal to the solution) or between
the solution and its parent organization or sponsors (external to the solution).
Performances that demonstrate this domain for a Solution Development Badge:
Maps the instructional elements to defined project and audience requirements.
Sequences learning elements and content appropriately for defined learners.
Modifies planned instructional elements in order to make those elements more effective.
Selects appropriate content for the solution.
Maps content to appropriate instructional elements.
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Assess performance Definition: Evaluates what the learner does within the learning environment using a specific set of criteria as
the measure or standard for the learner’s progress.
Performances that demonstrate this standard for a Solution Domain Badge:
Creates metrics or rubrics that guide the assessment of performance within the learning
environment.
Creates effective assessment tools(1) to support the assessment process.
Creates instructions for using the performance tools.
Pilots test tools to assure that the tool measured the appropriate performance.
Modifies tools based on feedback from pilot testing.
Ensures that resulting data drives feedback to the learner, to the instructor, to the sponsoring
organization, or to the instructional design process for future modification. (1) Assessment tools may include any technique to observe, track, measure, or record assessment (e.g., polls, surveys, self-
assessments, tests, interactive activities in Elearning modules, checklists, observation worksheet, etc.)
Ensure context sensitivity Definition: Considers the conditions and circumstances that are relevant to the learning content, event,
process and outcomes.
Performances that demonstrate this standard for a Solution Domain Badge:
Creates solutions that acknowledge:
o Culture – workplace, learner, language, society, work group, individual’s demographic
benchmarks (education, gender, age, disabilities, etc.)
o Prior experience
o Relationships to work -- the degree to which the learning content and activities reflect “real”
work and work tools (e.g., are we using genericized content designed only for learning
purposes or accessing working content that is maintained for work process purposes)
o Variability in content – that some content is more critical, more frequent, or more difficult.
Verifies that materials reflect the capabilities of audience (e.g., readability – localization, plain
language, global English, physical capabilities).
Maps to other learning opportunities
Aligns content with learning objectives and desired outcomes
Elicit performance "practice" Definition: Ensures that the learning environment and practice opportunities reflect the actual environment in
which the performance will occur.
Performances that demonstrate this standard for a Solution Domain Badge:
Creates practice opportunities that mimic work tasks and work processes.
Chooses elements of the “real” work environment, tools, and technology to include in the practice
learning environment.
Scripts steps and interactions.
Creates the full spectrum of support materials to ensure that learning occurs.
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Engage learner Definition: Captures and keeps the participant’s attention and interest through active participation, practice
opportunities, feedback, and reflection.
Performances that demonstrate this standard for a Solution Domain Badge:
Uses techniques that gain learner’s attention.
Provides opportunities for the learner to gain confidence through active involvement such as
discussion, practice, self-assessment, group activities, individual activities, etc.
Provides activities at the appropriate level for the audience.
Adjusts activity levels as learner gains skill and confidence.
Provides opportunities for constructive feedback appropriate to audience level.
Provides feedback techniques that give learners performance-specific information.
Provides opportunities for learners to give input on their learning experience, when appropriate.
Enhance retention and transfer Definition: Ensures that the learning environment creates and measures recall, recognition, and replication of
desired outcomes.
Performances that demonstrate this standard for a Solution Domain Badge:
Chooses elements of the “real” work environment, tools, and technology to include in the practice
learning environment.
Measures readiness for learning.
Triggers relevant previous experience.
Provides interim self-assessment or skill measurement opportunities.
Incorporates tools for on-the-job performance.
Provides opportunities for learner to integrate changed skills based on feedback.
Provides feedback techniques that give learners information relevant to enhancing performance,
retention, and transfer.
Ensures Relevance Definition: Creates content and activities that address the learner’s background and work experiences.
Performances that demonstrate this standard for a Solution Domain Badge:
Explain the needs of the learning audience and how the proposed solution addresses those needs.
Describes for the learner what the learning process and outcomes will be.
o Objectives
o Schedules
o Course outline
o Module structures such as overview, questions, content, review
Creates activities that connect learner’s previous experience and background to the learning process
and outcomes.
Ensures that feedback opportunities address the learner’s performance.
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Addresses Sustainability Definition: Considers the best usage of resources (time, money, materials, staffing, technologies, etc.) now
and in the future.
Performances that demonstrate this standard for a Solution Domain Badge (one or more of the following):
Selects tools and methods that can be replicated at minimal costs and time.
Builds in techniques that allow subject experts and instructors to modify the learning solution
without requiring the solution to go through a complete revision cycle for each modification.
Recommends tools and techniques that improve the learner’s learning environment and better
match the learner’s needs.
Recommends tools and techniques that improve the learning solution’s cost effectiveness.
Leverages content, solution development processes, and solutions for reuse and lowest cost of
reproduction.
Develops solutions that can be turned over to a different team who will support or teach it over time.
Develops solutions that include planned future review cycles.
Remediates expensive one-time solutions with follow-up that allows learners to access elements of
that learning solution.
Explain improvements to original learning design where such improvement created savings, improved
learning, improved functionality, generated better data to the sponsors.
Collaborates and Partners Definition: Works jointly with sponsors and other members of the solution development team to develop the
solution.
Performances that demonstrate this standard for a Solution Domain Badge:
Addresses sponsor’s issues and needs by listening to requests for modifications, offering solutions to
modification requests, and reporting progress.
Participates in the project team though:
o Identification of project issues
o Meeting attendance
o Regular reporting
o Generates ideas to resolve issues, improve sustainability, and enhance learning solution.
Negotiates changes to solution during development and solution testing.
Plans solution product tests that validate with the sponsor and intended audience that the right
solution elements have been developed.
Executes product tests including reporting results of tests.
Works with content experts to identify content, relevant work processes and procedures, and
appropriate feedback and assessment technique.
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ID BADGES SURVEY BACKGROUND AND RESULTS
Appendix D: Learning Solutions Consider the following list of solutions.
Asynchronous Elearning: Elearning solutions presented entirely online without any peer or instructor
involvement; learning is directed by a computer and may or may not be modified to meet needs of the
learner.
Synchronous Elearning: Elearning solutions presented entirely only that include peer and instructor
involvement through multiple mediums such as discussions, webinars, wikis, project spaces, etc.; learning can
be modified by instructor to meet needs of learner)
mLearning: Asynchronous Elearning provided for mobile device such as cellphones and tablets.
Instructor Led Training: Classroom-based learning lead by an instructor or trainer where learning events may
include other solution elements such as media, job aids, electronic performance support, games, etc.
Simulations: Online or classroom-based learning based on a scenario that accurately recreate real world
conditions within the learning environment while also providing real world experiences within the safety of
the learning environment supported by feedback.
Serious Learning Games (aka Serious Games): Workplace and classroom game experiences that facilitate
learning through interaction with peers, content, processes, and manipulative game pieces or interface.
Serious games are designed specifically for learning serious workplace topics, process, and skills in contrast to
edutainment games that provide rote recall for either children or adults. (Note: branded games such as
Jeopardy, Clue, etc. are considered to be edutainment games, gamification, or practice activities only and will
not be evaluated as Serous Learning Games.)
Electronic Performance Support Systems (EPSS): Electronic job aids that support work processes where such
tools may or may not also be used in training programs or may include learning elements within the learners
native workflow.
Job Aids: Tools that support learning and recall directly within the work environment where such tools may
include charts, diagrams, memory aids, videos, and more.)
Social Media: Online learning facilitated by or delivered through social media sites.)
Reusable learning objects (RLOs) (also called micro learning objects) Learning tightly focused to develop
mastery of one specific skill or process step.
Goal-based/problem-based scenarios: Learning environments that mimic common problems or scenarios
within the work environment and provide resource rich learning support in order to solve the problem or
reach the goal.
Self-study: Learning structured to not use an instructor or facilitator where the direction and timing of
learning is guided by the learner working through the use of text, media, and online accesses, etc.
Blended learning: Combinations of learning solutions particularly learning solutions that incorporate both
formal and informal learning or online and offline learning.
Community of Practice: A peer-to-peer community that addresses key issues or problems within their field of
practice.
Coaching/Mentoring: A formalized program where participants can access coaches or mentors and where
coach, mentor and participant have structured roles in order to accomplish organization or role-specific
learning.
Learning Videos: Videos designed to teach skills or processes.
Informal Learning: Formalized programs that encourage and track work-based learning from peers, superiors,
customers and the environment (on-the-job learning).