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History of Instructional Design

By Annie I
  • World War II

    World War II
    The development of instructional design began during World War II when several psychologists and educators, including Robert Gagné, Leslie Briggs, and John Flanagan, had to create training materials for the military and tests for assessing the learners' skills (Reiser, 2001).
    Various audiovisual materials and equipment, such as training films and projectors, were included in training for U.S. military personnel (An, 2021).
    This Photo by Unknown Author is licensed under CC BY-SA-NC
  • Period: to

    1940-1949

    "During the late 1940s and throughout the 1950s, psychologists ... started viewing training as a system, and developed a number of innovative analysis, design, and evaluation procedures" (Dick, 1987, as cited in Reiser & Dempsey, 2017, p. 13).
    • American Institute for Research was established.
    • Detailed task analysis methodology was developed by Robert B. Miller.
  • 50s

    50s
    During the 1950s, there was a noticeable growth in instructional television, funded by the Ford Foundation (Reiser & Dempsey, 2017). However, due to teacher resistance to change, the expense of installing and maintaining television systems in schools, and the lack of guidance for teachers it did not last long.
  • Period: to

    1950-1959

    • 1954B.F. Skinner introduced "Programmed Instruction": Instructional materials should be presented in small chunks, encouraging questions and providing immediate feedback.
    • 1956Benjamin Bloom published “Taxonomy of Educational Objectives,” identifying principal domains of learning.
    • 1957The Soviet Union launched Sputnik. That encouraged the US to concentrate on improving math and science education.
  • 60s

    60s
    During the 1960s computer-assisted instruction (CAI) systems such as PLATO and TICCIT were developed (An, 2021).
    This Photo by Unknown Author is licensed under CC BY-NC-ND
  • Period: to

    1960-1969

    • 1962 Robert F. Mager popularized Learning Objectives.
    • 1963 Robert Glazer developed criterion-referenced measures "to assess student entry-level behavior" (Reiser & Dempsey, 2017).
    • 1965 Robert Gagne formulated "Nine Events of Instruction."
    • 1967 Michael Scriven underlined the importance of formative and summative evaluation.
  • 70s

    70s
    Raise of informational technology.
    Instructional design becomes a recognized field of study.
  • Period: to

    1970-1979

    • ADDIE model was created for the US Military by Florida State University.
    • The Systematic Design of Instruction was published in 1978 by Walter Dick and Lou Carey. Journal of Instructional Development was first published during the 1970s.
  • 80s

    80s
    Personal computers became available for instructional purposes and were used in many elementary and secondary schools in the United States (Reiser & Dempsey, 2017).
  • Period: to

    1980-1989

    • 1983 David Merrill developed Component Display Theory
    • Discussions about the effects of cognitive psychology on instructional design.
    • "Based on cognitive theories, hypermedia was designed to resemble the way people organize information with concepts and their relationships" (An, 2021).
  • 90s

    90s
    The World Wide Web became publicly available in 1991 (An, 2021).
  • Period: to

    1990-1999

    • Universities and colleges begin experimenting with online courses
    • Constructivist views of teaching and learning
    • Designing “authentic” learning tasks
    • Prototyping
  • 21st Century

    21st Century
    The contemporary focus of Instructional Design is not only on learning outcomes but on the learners' experience as well.
    This Photo by Unknown Author is licensed under CC BY-SA
  • Period: to

    2000-2020

    • eLearning becomes popular
    • Standards-based instructional design
    • SCORM Standard was released
    • Massive open online courses (MOOCs) and Learning management systems (LMSs) become popular
    • 2002 Robert Gagne passes away
    • The growth of Open Educational Resources (OER) Movement *Mobile learning *Social Media *Gamification and virtual reality in Instructional Design