
Overview of the ADDIE Model in Technology-Enhanced Environments
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This overview presents my perspective on the ADDIE model, specifically its adaptation for the design of technology-enhanced hybrid learning environments. While the core functions of the ADDIE phases (Analysis, Design, Development, Implementation, Evaluation) remain essential, their execution and sequencing can be non-linear and iterative when leveraged with technologies that facilitate real-time data analysis.
1. Analysis Phase:
This initial stage involves a thorough investigation to understand the root causes of the learning problem. The primary objective is to identify strategic solutions, which are then translated into clearly defined learning objectives for the course.
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The Analysis phase encompasses:
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Identifying the learning need or problem.
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Defining the target learners and their characteristics (e.g., prior knowledge, skills, motivation).
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Analyzing the learning environment and its constraints.
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Determining the desired learning outcomes.
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2. Design Phase:
I conceptualize this stage as an "Imagineering Phase" or "Freeflow Phase," where instructional designers explore optimal and innovative solutions to the learning problem. This phase prioritizes creative exploration, with constraints primarily limited to broader parameters such as budgetary considerations and the learners' Zone of Proximal Development (ZPD).
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The Design phase encompasses:
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Formulating specific and measurable learning objectives.
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Developing diverse instructional strategies and engaging activities.
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Selecting appropriate media and integrating relevant technologies.
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Creating design documents such as storyboards and prototypes.
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Planning formative and summative assessment strategies.
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3. Development Phase:
The Development Phase, often closely integrated with the Design Phase, involves translating the course's conceptual blueprint into tangible learning materials. This "construction phase" necessitates navigating real-world constraints, including budget and resource limitations, quality assurance requirements, and regulatory compliance. Consequently, an iterative approach, revisiting and refining design elements, becomes essential. Technology plays a crucial role in enabling this agile development workflow, facilitating rapid prototyping and adjustments.
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The Development phase encompasses:
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Creating and assembling multimedia learning materials (e.g., text, graphics, videos, interactive simulations).
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Testing and revising learning materials based on feedback and usability testing.
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Developing the learning platform or delivery system and its functionalities.
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4. Implementation Phase:
The availability of real-time data and iterative design processes enabled by technology fundamentally transforms the Implementation phase. With extensive simulation and data analysis conducted during Design and Development, Implementation becomes more of a coordinated activation of pre-validated learning functions and systems. Furthermore, AI tools can streamline this phase by assisting in the generation of implementation plans, schedules, and supporting documentation, thereby enhancing efficiency and accuracy.
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The Implementation phase encompasses:
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Delivering instruction to learners through the chosen modalities.
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Providing effective learner support and guidance throughout the learning process.
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Managing the learning environment to ensure optimal learning conditions.
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5. Evaluation Phase:
I advocate for a more integrated and continuous approach to the Evaluation phase, conducted in parallel with Analysis and Design. This iterative cycle facilitates ongoing refinement and adaptation of the learning experience.
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This iterative cycle involves:
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A. Defining initial course objectives and learning outcomes.
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B. Analyzing the desired application and impact of learning in real-world contexts.
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C. Designing engaging and motivating learning activities, tailored to learner characteristics and preferences.
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D. Collaborating with Subject Matter Experts (SMEs) to ensure accurate and effective integration of subject matter.
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E. Continuously evaluating and refining all phases based on learner feedback, performance data, and other relevant metrics, repeating the cycle as needed.
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This approach acknowledges the dynamic nature of learning and the need for ongoing adaptation to optimize learning outcomes.
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The Evaluation phase encompasses:
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Gathering data to assess the effectiveness of the instruction and learning materials.
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Analyzing learner performance, engagement, and feedback.
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Identifying areas for improvement in the learning design and delivery.
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Revising the instruction and materials based on the evaluation results.
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Implications of the ADDIE Model in Technology-Enhanced Environments:
While the ADDIE model provides a valuable framework for instructional design, its traditional linear structure becomes less applicable in technology-driven learning environments. Instead of a strictly sequential process, the phases often function as a cyclical and interconnected system, resembling a "round table" discussion. Technology acts as a catalyst, enabling rapid prototyping, data-driven iteration, and continuous evaluation, which blurs the boundaries between the Design, Development, Implementation, and Evaluation phases. This shift necessitates a more agile and flexible approach to instructional design, where the core functions of ADDIE are adapted and applied iteratively rather than in a rigid linear sequence.
Rationale for the "Round Table" Analogy:
The "round table" analogy effectively captures the following key implications of technology integration:
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Interdependence: In technology-rich environments, the phases are often deeply intertwined and influence each other. For example:
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Design choices are heavily influenced by the capabilities and limitations of the chosen technology platform.
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Development is frequently iterative, with prototypes being tested and refined, directly leading to design changes.
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Evaluation can occur continuously through learning analytics and user feedback, existing data, informing ongoing design and development adjustments.
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Agility: Modern instructional design demands agility and responsiveness. The ability to quickly adapt to learner feedback, changing requirements, and technological advancements is crucial. The linear "waterfall" approach of the traditional ADDIE model can hinder this necessary flexibility.
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Learner-Centeredness: Technology facilitates more personalized and adaptive learning experiences, necessitating continuous feedback and iterative adjustments. This dynamic interaction blurs the traditional distinctions between design, development, implementation, and evaluation, making a cyclical model more appropriate.
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Analysis and Evaluation Phases of ADDIE through its considered Strengths and Weaknesses in application for Minicourse Design: "Dhivehi Language STEM & Arts Introductory Micro Course"
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This section outlines the application of the ADDIE model, with a particular focus on the the strengths and weaknesses of Analysis and Evaluation phases, to the design of the "Dhivehi Language STEM & Arts Introductory Micro Course."
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1. Analysis Phase Considerations:
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Learner Profile: A crucial aspect of the Analysis phase is identifying the audience's learner profile. This involves understanding the driving factors that motivate K-5 children, especially given their observed drift away from Dhivehi language and cultural learning scenarios.
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Learning Objectives: To clearly define the course's aims, learning objectives are categorized as follows:
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1.1 Skills: Development of skills such as fine motor skills, spatial reasoning, problem-solving, wood turning, cardboard prototyping, basic electronics, and coding.
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1.2 Knowledge: Acquisition of knowledge related to Maldivian cultural elements, basic mechanics, mathematics, science, and the Dhivehi language.
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Demographic Grouping: For the initial pilot run and to facilitate accurate evaluation, the target demographic will be divided into two age groups, aligning with Piaget's cognitive development stages:
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5-7 years (Preoperational stage)
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7-11 years (Concrete operational stage)
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The mixed-age grouping within each stage allows for observation of how children with similar cognitive development function collaboratively.
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2. Evaluation Phase Design: Donald Kirkpatrick's Model
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Although considered as the last phase in a linear approach, I am approaching this as the 'round table' approach, The Evaluation Phase designing starts secondary to the Analysis Phase for me
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The summative assessment strategy will be heavily influenced by Donald Kirkpatrick's four levels of evaluation, providing a cohesive and rounded view of the program's effectiveness.
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The evaluation process will be structured as follows:
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Level 4 (Results): Assess the long-term impact by determining if learners can apply the foundational skills and knowledge acquired during the preoperational and concrete operational stages to their formal operational stage (12 years and up). In the Maldivian context, this will be gauged by:
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Decreased spending on foundational skill development in formal operational level education.
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Improved efficiency in learners' grasp of formal operational level concepts and theories.
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The degree to which acquired knowledge assists trainers in enhancing their efficiency at the formal operational stage.
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Level 3 (Behavior): Evaluate the application of acquired knowledge and skills in learners from grades 6-10.
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Level 2 (Learning): Employ tests, surveys, and group discussions to assess knowledge and skills gained during the preoperational and concrete operational stages.
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Level 1 (Reaction): Gather feedback from learners and parents through questionnaires.
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3. Dual Audience Consideration:
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The Level 1 (Reaction) evaluation highlights the presence of a secondary audience: parents.
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While the learning objectives remain consistent, their communication must be tailored differently for learners and parents.
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As this is an extracurricular course, parental approval is crucial for enrollment, making it essential to address their concerns and motivations in the course design and communication strategy.
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4. Design Phase Approach:
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Given the focus on children, the Design phase will prioritize "imagineering" to maximize engagement and creativity.
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Activities will be designed as modular content accessible at the learner's pace, ensuring self-directed learning (Not self directed learning as for adults but, a motivation for kids to want to watch entertaining informative content).
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Content will be designed to be intrinsically motivating, incorporating elements children naturally enjoy (puppets, animations, engaging stories).
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Example Modular Content (Top Level Topic: Sustainability):
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Module 1: A 2-3 minute video about manta ray migration in the Maldives, featuring an adult narrator and a puppet character providing "Did You Know?" facts about microplastic dangers.
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Module 2: A 2-3 minute song with accompanying actions, focusing on the "reduce, reuse, recycle" concept.
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Module 3: A 3-5 minute story about a mythical creature inhabiting Maldivian mangrove lakes, exploring habitat loss and conservation efforts.
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Module 4: 2-minute crafting videos demonstrating related science experiments, crafting exercises, or coding projects.
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Learners can create personalized playlists, choosing content within a topic, like curating their own "Sesame Street" or "Wiggles" episode.
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Crafting videos will be adaptable for classroom settings, facilitating collaborative projects.
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5. Development and Implementation:
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The Development phase will involve Subject Matter Experts (SMEs) such as musicians, animators, and language teachers, who will refine the modular content to ensure technical accuracy and age-appropriate presentation. Creative direction will maintain the "fun/motivational" aspect.
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The app will incorporate achievement badges and points to track progress and knowledge acquisition, with reports available to parents via a portal or email.
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The Implementation phase will begin with pilot groups of 8-12 children per batch (2 batches per age group) in an after-school club or as supplementary curriculum activities. This minimizes resource allocation and allows for initial feedback from trainers.
Sources
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GoSkills. (n.d.). What is the ADDIE Model? A Complete Guide. Retrieved from https://www.goskills.com/Resources/ADDIE-model
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Peck, D. (n.d.). The ADDIE Model of Instructional Design. Retrieved from https://www.devlinpeck.com/content/addie-instructional-design
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Techstructional. (n.d.). ADDIE: Not Bad After All. Retrieved from https://www.techstructional.com/addie-not-bad-afterall/
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Gemini 2.0. (2025). [Text revision for format, grammar check, and flow]. Prompt: "Could you please rewrite the following while correcting grammar and suggesting a good flow, stick to original text and context .... "