Magis Instructional Design Model for Ignatian Pedagogy

Saint Ignatius of Loyola. Engraving by C. Klauber. Wellcome M0005653

The Magis Instructional Design (ID) Model for online courses was developed by Sandra Rogers (2015) with input from the Jesuits at Spring Hill College, as subject matter experts, and her professor in instructional design, Dr. Davidson-Shivers. It’s unique in that it addresses religion, spirituality, and social justice in addition to intellectual growth.

Jesuit school educators include techniques for reflection within their units of study in order to challenge students to serve others (Korth, 1993). According to one theology professor, Jesuit educators focus instructional activities on experiential learning to engender the cycle of experience leading to reflection and further action. This is based on the dynamics of Saint Ignatius’ Spiritual Exercises from which Ignatian pedagogy is derived.

The principles of Ignatian pedagogy include context, experience, reflection, action, and evaluation (Korth, 1993). Further action and service to others is for the “greater glory of God”. Magis means doing more for God’s Kingdom (Ad majorem Dei gloriam).  The Magis ID Model is an alternative to existing ones in that it embeds the following Ignatian pedagogical layers into the systematic design of instruction to develop learners into caring leaders by addressing the whole person:

  1. Analyze Human Learning Experience Online/Offline
  2. Establish Relationships of Mutual Respect Online/Offline
  3. Tap into Learner’s Prior Knowledge & Experience
  4. Design Optimal Learning Experience for Whole Person
  5. Assimilate New Information
  6. Transfer Learning into Lifeworld
  7. Encourage Lifelong Learning & Reflections Beyond Self-Interest
  8. Learners Become Contemplatives in Action

Online Community of Inquiry

Designing for a community of inquiry (COI) loop will address the Ignatian principles of teaching to the whole person. A  COI exists when you have social presence, cognitive presence, and teacher presence. These are essential elements to the communication loop for an online COI (Garrison, Anderson, & Archer, 2000). This means that learners in an online environment are involved in activities that are cognitively challenging, are able to interact with their classmates, and that the teacher is present in some way through words (e.g., text-based discussion), voice (e.g., podcasts), or person (e.g., webcast).

Bernard et al. (2009) conducted a meta-analysis of 74 online course interactions and found substantive research outcomes indicating the positive effect on learning when online educators build these types of interactions into their courses: student-student, student-teacher, and student-content. These interaction treatments (ITs) were defined as the environments and not the actual behaviors that occur within them. Through ID processes, one can design and develop these types of environments for distance education. Table 1 displays the main components of a Jesuit education, COI, and ITs, and their interrelationships.

Table 1

Comparison of Jesuit Education and Research-Based Best Practices

Jesuit Education of the Whole Person Mind Body Spirit
Necessary Elements for an Online Community of Inquiry Intellectual Presence Social Presence Teacher Presence
Research-based Best Practices for Interaction Treatments Student-content interactions Student-student interactions Student-teacher interactions

Designing Optimal Learning Experiences for the Whole Person

The Magis ID Model analyzes the type of instructional strategies used in distance education to ensure they address the whole person through cura personalis (mind, body, & spirt). Strategy selection should vary to meet the needs of diverse learners and engender higher-order thinking for cognitive presence. Selection depends on various affordances and constraints such as time and resources. For example, an activity-centered lesson is based on an interactive task and requires collaborative tools and student groupings. Content-centered lessons are passive tasks where the student generally only interacts with the content; the exception being discussions of content. Experience-centered activities require a hands-on approach to developing something or serving/working with others. The learner-centered activity provides the learner with more autonomy over their pursuit of knowledge and includes metacognitive actions for self-regulation of learning; the affordances and constraints for this type of activity are highly dependent on the task. Ideally, online educators should provide active learning activities to enhance cognitive transfer of new information and skills learned to long-term memory.

Contact Dr. Rogers (srogers@shc.edu) at Spring Hill College to learn more about this ID model and how it is being used to develop distance education courses.

Application of Gagne’s 9 Events of Instruction to WDE Gaming

Application of Gagné’s Nine Events of Instruction to Well Designed Educational (WDE) Gaming 

(This chart was published in my dissertation. See references below.)

Gagné’s Nine Events of Instruction (1985) Comparison to WDE Gaming (Adapted from Becker, 2008 and Van Eck, 2006) Mental Processes (Gagné & Driscoll, 1988)
Gain attention Capture attention with movement, scenes, sounds, speech, and health status updates Reception
State the learning objectives Inform learner of quest and related game documentation to include limitations and cutscenes (e.g., set mood) Expectancy
Stimulate recall of prior learning Present stimulus through environmental structures that provide familiarity with obstacles or behaviors of characters Retrieval to working memory
Present content Present content according to the objectives of the game such as storyline embedded within the virtual environment Selective perception
Provide guidance Guide users with storylines, profiles, help section, map, sale of higher-level gear as you level up, hint books, friendly gamers’ verbal and nonverbal input, NPCs’ model language, and partial clues for quests found in gameplay Semantic encoding
Elicit performance Require adequate knowledge to advance to next level Responding
Provide feedback Provide feedback via speech, sounds, visuals, text, or motion directives including no motion Reinforcement
Assess performance Assess users’ performance as they progress to end goal and achieve reward for knowledge and skill Retrieval and reinforcement
Enhance retention Interweave past learning experience with new challenges; otherwise, repeat prior mistakes Retrieval and Generalization

References

Becker, K. (2008). Video game pedagogy: Good games = Good pedagogy. In C. T. Miller (Ed.), Games: Purpose and potential in education (pp. 73-122). New York, NY: Springer.

Gagné, R. M. (1985). The conditions of learning. New York, NY: Holt, Rinehart, & Winston.

Gagné, R. M., & Driscoll, M. P. (1988). Essentials of learning for instruction (2nd ed.). Englewood Cliffs, NJ: Prentice Hall.

Rogers, S. A. (2017). A MMORPG with language learning strategic activities to improve English grammar, listening, reading, and vocabulary (Doctoral dissertation). Available from ProQuest Dissertations and Theses database. (UMI No. 10265484)

Van Eck, R. (2006). Building artificially intelligent learning games. In D. Gibson, C. Aldrich, & M. Prensky (Eds.), Games and simulations in online learning research & development frameworks (pp. 271–307). Hershey, PA: Idea Group.

Cognitive Perspective of Flow Theory and Video Games

Icon of game consul

Csikszentmihalyi’s flow theory (1990) is based on several interrelated psychological constructs: ability, attitude, cognition, emotion, motivation, and personality. When perfectly combined in a task, they catapult a person into a state of flow commonly known as being in the zone. Csikszentmilhalyi refers to this as an optimal experience. He found that people around the world had shared descriptions for flow such as the joy it yields, episodes of unfettered concentration, suspension of time, and the spontaneous automaticity during an experience. Flow occurs differently for different people. For example, individuals who aren’t good at playing games, or find the game uninteresting, wouldn’t experience flow during gameplay.

As an instructional designer, I want to create optimal learning experiences. Flow theory has components similar to those used for effective instruction based on cognitivism. For instance, Sweller’s cognitive load theory (1998) recommends reducing distractions (extraneous elements) and delivering germane and intrinsic elements of instruction in manageable chunks. This correlates to the component of enjoyment in flow theory in that a person can only fully enjoy a task if they’re capable of completing it. Flow theory has eight main components that engender enjoyment: manageable tasks, deep concentration, clear goals, immediate feedback, effortless involvement, learner autonomy, metamorphosis of self, and suspension of time. These components parallel best practices for instruction.

To make learning more enjoyable, I’d apply Miller’s seven-plus-or-minus-two principle (1956) regarding the limitations surrounding the amount of input that can be remembered at any given time. Adherence to Miller’s principle will make a task more manageable. Additionally, I’d use Gagne’s (1985) nine events of learning to establish the optimal cognitive conditions for effective learning to occur. Three of Gagne’s events (state objective, provide feedback, and provide practice) closely correlate with the enjoyment phenomena of flow theory (task has clear goals, task provides immediate feedback, and sense of control). Furthermore, the aspects of clear goals and feedback also correlate to self-regulation of learning. Self-regulation processes include rehearsal, selection of important information, and metacognitive strategies. The selection of important information aids deep concentration for possible enjoyment of an optimal experience.

A vehicle for cognitive learning experiences with flow potential would be well-designed educational games. Elements of good game design include goal-oriented, stimulating, active learning that is anchored in instruction (Shute, Reiber, & Van Eck, 2012). While playful (fun) learning has similar elements, the key difference is active learning, as many playful activities passively follow the teacher’s directives. Another difference is the challenge aspect of gaming that adapts to the learners’ abilities, whereas playful learning is freeform. A challenge provides learners with intrinsic motivation and the pathway to achieve learner autonomy to make their own way through the world. This is different from traditional learning activities that are teacher directed. Chatti, Jarke, and Specht (2010) described this as a knowledge push, whereas knowledge-pull is akin to gaming where the learner gravitates toward knowledge.

Videogames, in particular, have similar characteristics for creating a context for flow. According to Csikszentmihalyi, clarity, centering, choice, commitment, and challenge are the characteristics necessary for a unified flow experience. In my opinion, these are the flow characteristics that can be found in gameplay: 1) clarity with explicit gaming context, rules, feedback, and goals, 2) centering with narrative providing storyline, 3) choice with multilevels of play, numerous episodes, variety of characters and actions, and guilds, 4) commitment via resets (do-overs) and new virtual identity, and 5) challenge via incremental task difficulty and reward system. The challenge for instructional designers is to determine how to use the potentiality of videogames to engender flow for educational purposes. Based on the aforementioned research on cognitive learning best practices and flow theory, we have the theoretical basis to move forward.

Sandra Rogers

References

Chatti, M. A., Jarke, M., & Specht, M. (2010). The 3P learning model. Educational Technology and Society, 13(4), 74-85.

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.

Gagné, R. M. (1985). The Conditions of Learning. New York, NY: Holt, Rinehart, & Winston.

Miller, G. A. (1956). The magical number seven, plus-or-minus two: Some limits on our capacity
for processing information. Psychological Review, 63, 81-97.

Shute, V. J., Rieber, L. P., & Van Eck, R. (2012).   Games…and…Learning. In R. A. Reiser & J. V. Dempsey   (Eds.), Trends and issues in instructional design and   technology (pp. 321-332). Upper Saddle River, NJ: Merrill   Prentice Hall.

Sweller, J., Van Merriënboer, J., & Paas, F. (1998). Cognitive architecture and instructional design. Educational Psychology Review 10(3), 251–296. doi:10.1023/A:1022193728205

Are you interested in selling educational products on TPT?

Cover page of story titled, A Chance To Grow
I sell children’s stories, activities, and other K-12 educational products online.

 

TeachersPayTeachers.com is a great way for educators to sell their own material.  They’re an open marketplace for educators to buy, sell, and share their self-made educational products.   Here’s my store on TPThttp://www.teacherspayteachers.com/Store/Teacherrogers. I currently have 50 educational products for sale.  Examples include a podcast project, learning center signs, language prompts with photos from American life, and literature studies.  The majority of my products are available in English and Spanish editions.

You have to become a member to make a purchase.  Membership is free. Additionally, you will have access to thousands of free downloads from each teacher—that’s the sharing component of TPT.  If you’re interested in selling products on TPT, then please use my referral link.

https://www.teacherspayteachers.com/Signup/referral:Teacherrogers

Read my WordPress page about being a materials writer for TeachersPayTeachers. I’m selling products on TPT to help pay for graduate school and to get hands-on experience as an instructional designer of educational products. This activity is also helping me learn about the Common Core State Standards, as I try to align my products.  For example, check out the fictional story I wrote about the life cycle of various animals and plants a young chick encounters on a walk around the farm.

Also, some teachers (not me) make a substantial income on TPT. Read about TPT’s number one seller, Deanna Jump. Thank you for visiting my store! If you purchase something, please leave feedback.

Synopsis: Instructional Design in Business and Industry

Acronym: Analysis, Design, Development, Implementation, Evaluation

Note: This is part V in a series of summaries on instructional design articles. 

Tracey, M., & Morrison, G. R. (2012). Instructional design in business and industry. In R. A. Reiser & J. V. Dempsey (Eds.) Trends & issues in instructional design & technology (3rd ed.). (pp. 178-186). Columbus, OH: Merrill-Prentice Hall

Tracey and Morrison described the role of instructional design (ID) in business and industry.  They explained the multiple roles instructional designers embrace on the job: instructional design, human performance technology, training, and solving organizational problems.  In the private sector, instructional designers work as the sole designer, team member/leader, or as an external designer/consultant. Since the 1980’s, there has been a steady growth in the area of ID in the business world. The increase reflects the emphasis placed on improving human performance at the workplace.

The authors discussed three different types of constraints that affect the design process: contextual, designer-related, and project management versus instructional design. Potential contextual constraints include lack of time and resources, the locus of control for decision-making, and ineffective tools and techniques. Designer-related constraints include perceived necessity, philosophical beliefs/theoretical perspectives, and expertise.  For example, expertise sometimes is a hindrance if the expert only relies on their mindset for the instructional design process instead of collaborating with others.  Lastly, large projects cause difficulty with the time involved in the systematic instructional design methods; therefore, those facing this type of constraint should consider delegating a specialist or delegate to oversee the process instead of burdening the general project manager.

They mentioned four methods to achieve ID goals more quickly and efficiently:  designer-as-researcher, rapid prototyping, technology-based training delivery, and advanced evaluation techniques.  In my opinion, each method could be used with most ID projects in the analysis, design, development, implementation, and evaluation (ADDIE) phases.  For example, the designer-as-researcher utilizes foundational theory and research-based practices to design the instructional framework, instructional strategies, and learning process. Rapid prototyping is used in the developmental phase to help inform the ID team of any glitches. Technology-based training delivery is used in the implementation phase to cut travel costs, etc. Lastly, the advanced evaluation techniques is used in the  evaluation phase to inform the redesign, as needed.

Synopsis: Knowledge Management and Learning

Organizational development books on a shelf
My Bookshelf

 

Note: This is part IV in a series on instructional design articles.

Rosenberg, M. J. (2012). Knowledge management and learning: Perfect together. In R.A. Reiser & J.V. Dempsey (Eds.) Trends & issues in instructional design & technology (3rd ed.). (pp. 158-168). Boston: Allyn & Bacon Pearson Education.

According to Rosenberg, knowledge management (KM) is an examination of the boundaries of our practice. It affects everything everywhere. He claimed that KM was revolutionary, but in my humble opinion, I think it deals with being organized, proactive, and thinking outside the box. There are four types of knowledge: explicit (you can explain), tacit (you can access it), common or organizational, and undiscovered. Undiscovered knowledge refers to the hiccups or missteps in information that is not disseminated to the person in need. Also, it refers to knowledge that is not yet known but could greatly benefit an organization. Rosenberg gives the example of the product innovation that goes unnoticed. He stated that undiscovered knowledge is the most critical to an organization, and I strongly agree.

Knowledge can take many forms such as documents, presentations, collaboration, expertise, as well as technology. According to Rosenberg, instructional designers need to know how to identify, organize, and distribute knowledge content.  KM systems need to have these three components to be successful systems: codification (metadata), collaboration (buy-in and sharing of information), and access (user-friendly). These components need a comprehensive organizationwide database.  For example, at the center where I work, we have a shared drive to place our work into various folders of information to provide access to all staff and to store it.

Interestingly, I already held the idea of the critical importance of organizing data for an organization.  This is due in part to having held numerous jobs in different settings.  Each setting represented a new KM system of document storage and retrieval.  Oftentimes, it can be extremely confusing to a new member to find needed information at the right time.  Moreover, I agree that KM should be viewed as a performance support for blended learning.  By bringing in online tools, techniques, and content to the face-to-face (F2F) class, we provide information to supplement the content.  Conversely, we may also offer the option of F2F activities to supplement online courses.  All of this knowledge should be codified accordingly for easy access and management.

Synopsis: Managing Scarce Resources in Training Projects

Presenter at white screen giving a presentation
Professional Development

Note: Part III in a series on instructional design articles. This photo was taken of Sandra at the Juvenile Justice Education Institute during her presentation.

According to Goldsmith and Busby, effective management decisions are based on an understanding of resource scarcity and supply and demand. There are three types of resources: people, time, and money. Scarcity occurs when the demand exceeds the supply. Supply and demand refer to an economic condition. Understanding the economic cycle between supply and demand is important for an instructional designer. For example, they should be aware of the stages of an economic cycle: growth, peak, decline, and trough. They also need to know what solutions organizations will take to address economic changes and how these will affect the overall performance of an organization and each individual.

The authors described the various characteristics of an economic cycle. For example, we are currently in an unstable environment because of the fluctuations in the stock market, the volatile housing market, and high unemployment.  This is the dynamic cycle of our economy that affects every organization.  The cycles are difficult to predict and are unclear until after much time has passed, and the stages have been plotted. Hence, the economic cycle is unsmooth and can cause lag (good lag and bad lag) for a training program, a new products invention, or with the new technology purchases.  An example of a bad lag in the economic cycle would be the economic dissonance of creating a new product when the demand has already waned.

Goldsmith, J. J., & Busby, R. D. (2012). Managing scarce resources in training projects. In R. A. Reiser & J. V. Dempsey (Eds.) Trends & issues in instructional design & technology (3rd ed.). (pp. 126-134). Columbus, OH: Merrill-Prentice Hall.