Instructional Training Strategies
When planning a training, the facilitator must consider several things before the actual instruction can begin:
- Who is your audience?
- What are your learning objectives?
- Why is this important to the learner?
- How long will this training take?
- Where will this training take place?
- How will you deliver the information to the learner?
- What instructional strategies will you use?
- How will you assess if learning has taken place?
There are other important aspects to consider when developing a training session, but we will focus on instructional strategies in this post. As Brown & Green (2024, p. 102) state in our textbook, "Designing the best instruction possible involves organizing instructional activities to create a satisfying and effective learning experience. The activities of any one lesson often have to fit appropriately into a larger educational scheme. Understanding how these larger schemes work and how to develop such a scheme allows one to deliver better instruction." We would also like our lessons to be student-centered and to utilize active learning. According to Shi, Hur, Tang, and Dennen (2023, p. 272), "A class taught by lecture alone would not engage students in active learning or be considered learner-centered. In contrast, by requiring students to participate in ways that help them make meaningful connections with the course content and perhaps also with each other, instructors draw upon learner-centered principles and support active learning."
The first instructional strategy we will review is called Think-Pair-Share. According to Reading Rockets: Launching Young Readers (nd), "Think-pair-share is a collaborative learning strategy where students work together to solve a problem or answer a question about an assigned reading. This strategy requires students to (1) think individually about a topic or answer to a question; and (2) share ideas with classmates. Discussing with a partner maximizes participation, focuses attention, and engages students in comprehending the reading material." I have routinely used this in my classroom to teach Reading and Math, although I think it works best with Math. I have used this method while utilizing the NearPod app, as well as when working in our textbooks. I have used this to pair higher students with lower students to allow each student a chance to explain their thinking and how they came to an answer. This is an effective way to get students to talk and collaborate. Check out the video below by Reading Rockets to watch a Think-pair-share activity in progress.
Another instructional strategy I enjoy using in my classroom is Instructional Games. Instructional games are a fun way to review material and keep the lessons learner-centered, while also encouraging teamwork and physical activity. According to Shi, Hur, Tang, and Dennen (2023, p. 288), "Learner-centered instructors can deftly combine lecture and interaction into an engaging format and do so in ways that not only require learner action but also actively involve learners in shaping their learning processes and developing an understanding of course material." The are hundreds of instructional games that can be effective and used for a training session, no matter the age of the learners. Instructional games can be as simple as using a ball of paper and a trash can (Trashketball) or as complex as using virtual reality with headsets. No matter the amount of tech you decide to use, instructional games can be effective and fun. In the past, I have used traditional games like Sparkle and Hangman to practice spelling words. I've also used my Nintendo Wii to review for state testing. With the Wii, I would split the class into teams and give each team a dry-erase board and marker. I read a question aloud for all teams to hear and solve in their groups. Those who get the answer correct get a point and also get to compete for a bonus point on the Wii by playing a fun, interactive Wii Party game. This encourages teamwork and helps build social skills. This review game could easily be done without the use of tech. You could replace the Wii console with any game where teams can earn points (Trashketball, bowling, etc.). Check out the video below for more exciting instructional games.
Whether you're planning a lesson for second graders or a training for teachers, consider trying one of these instructional strategies to make your class more effective and interactive. Brown & Green (2024, p. 113) echo this sentiment, "Understanding the organization, scope, sequence, events, experiences, and delivery methods helps the instructional designer understand what is necessary to create instruction that is effective for a variety of learners—from the average student to those who require either more support or greater challenges."
References:
Brown, A., & Green, T. (2024). The Essentials of Instructional Design: Connecting Fundamental Principles with Process and Practice. Fifth Edition. New York: Routledge.
Ferré, M. (2019, March 31). Instructional games in the classroom | games and organizational ideas. YouTube. https://www.youtube.com/watch?v=UYzjSjZOwGw
Kerley, B., Rumford, J., & Shulevitz, U. (n.d.). Think-pair-share. Reading Rockets. https://www.readingrockets.org/classroom/classroom-strategies/think-pair-share#:~:text=Think%2Dpair%2Dshare%20is%20a%20collaborative%20learning%20strategy%20where%20students,2)%20share%20ideas%20with%20classmates.
Shi, H., Hur, J., Tang, Y. M., & Dennen, V. P. (2023). Instructional strategies for engaging online learners. Online Learning Journal, 27(4). https://doi.org/10.24059/olj.v27i4.4038
I agree that considering the audience, learning objectives, and possible assessments before planning implementing instructional design strategies is essential. "There is no point in creating any form of instruction without first setting goals for that instruction. The instructional intervention has to be designed to do something-to cause some change in the learner's knowledge, skill, or attitude" ( Brown & Green, 2024, p. 105). I too employ instructional games in my classroom. I do try to give students ample, screen free time, so I keep lots of early finisher, critical thinking games from companies such as MindWare and Think Fun. However, I also see the merit in using digital, game based learning. It can be especially engaging for young learners. "Digital games with interesting storylines, clear objectives and tasks to be solved make teaching and learning more diverse and effective in increasing students’ interest and learning efficiency" (Pan et al, 2021, p.3). There are so many, effective instructional design strategies available. Teachers have to constantly stay up to date on new technologies and resources.
ReplyDeleteReferences
Brown, A. & Green, T. (2024). The essentials of instructional design: Connecting
fundamentals principles with process and practice. Routledge.
Pan, L., Tlili, A., Li, J., Shi, G., Yu, H., Yang, J. (2021). How to implement game-
based learning in a smart classroom? A model based on a systemic literature
review and Delphi method. Frontiers in Psychology, 12, p. 1-12.
doi: 10.3389/fpsyg.2021.749837.
Zach, I enjoyed your post, as always. I love instructional games, and I utilize them with my gifted students. They find these games engaging and challenging, providing an excellent way to apply critical thinking skills in a fun and interactive environment. The ability to learn through play keeps their interest piqued and reinforces the concepts in a memorable way.
ReplyDeleteIncorporating such games into the curriculum has shown remarkable improvements in their problem-solving abilities and creativity. It's always gratifying to see their eyes light up when they figure out a particularly tough puzzle or master a new strategy. According to Gredler (2004), "Games serve four instructional purposes: practicing or refining knowledge or skills, identifying gaps or weaknesses in knowledge or skills, reviewing or summarizing presented content, and illustrating and developing new concepts and principles" (p. 54).
Gredler, M. (2004). Games and simulations and their relationships to learning. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology (2nd ed., pp. 571–581). London and New York: Routledge.