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CourseworkLDTC 605 · 8-unit course · Summer 2026

Instructional Design Models

Course
LDTC 605 · 8-unit course · Summer 2026

Unit 01

Unit 1 · Minicourse Idea & Knowledge Gap

Assignment · Minicourse Idea and Knowledge Gap (+ UDL reflection) · 60 pts

Working draft · Minicourse idea + knowledge gap

Working title: Digital Foundations. Module 1 (and on-ramp) of the Getting Ready to Work with AI pathway.

Overview. AI is taking the world by storm, but without an appropriate technical foundation practitioners will fail to fully grasp the risk, whether that risk shows up as a negative experience or as a missed opportunity. The LDTC 615 capstone is scoped to Digital Foundations, the first module of a broader six-module pathway, Getting Ready to Work with AI. The pathway runs across roughly fifteen hours of content and is self-attestable for 10 to 12 CPE credits across ISC2, CompTIA, ISACA, PMI, and SHRM. Digital Foundations specifically teaches working adults the device, account, network, and data-hygiene layer that has to be in place before any AI tool is opened. Anchored to DigComp 2.2 (the EU adult-citizen framework that added AI-system literacy in 2022), NCSC Cyber Aware (UK national cyber-security guidance), and ICDL Digital Citizen.

Knowledge gap. Working professionals use ChatGPT, Claude, and Copilot daily but have never been taught what their input actually does after they hit send.

95%

of enterprise generative-AI pilots deliver zero measurable P&L impact. The dominant cause is the learning gap, not the model gap.

MIT Project NANDA · State of AI in Business · 2025

Existing training falls into two unhelpful buckets: vendor marketing oversimplifies and overpromises, and corporate compliance training reduces to do-not-do checklists that never explain why. Neither builds the operational mental model a working adult needs to make tool-level judgments: which prompts are safe to send, which require redaction, which should not be sent at all, and how vendor policy decides what happens to the data once it arrives. This minicourse closes that gap by teaching learners to reason about data flows, vendor policies, and prompt structure before they hit send. The prompt-as-egress frame the parent pathway is built on.

Module 2 structure. Approximately 8 lessons, roughly 2 hours of content, with a one-page AI tool hygiene packet as the portable artifact each learner walks away with. Lesson topics include what data is and where it lives in the AI stack; what each vendor sees on send; reading a vendor privacy policy in 90 seconds; redact-or-rephrase workflows for sensitive content; prompt construction without exposing private data; and capstone packet assembly. The parent pathway lives at /learn/minicourses/getting-ready-for-ai; the Module 2 build lives at /learn/minicourses/security-privacy.

UDL reflection. The CAST framework organizes inclusive design around three principles, and each informs a different layer of this minicourse (CAST, 2018).

Engagement

Anchor every lesson in the learner's own real work. The opening exercise has them retrieve one actual thing they sent an AI tool this week (an email draft, a slide deck, a customer note), and the module reasons about safety using that, not a canned example.

Representation

Translate jargon. Every technical term gets an everyday analogy first, then the name (plain-English voice rule, Flesch-Kincaid Grade 8 to 10). Each concept lesson is paired with a sibling worked-example exercise that lands the same idea a different way.

Action & Expression

The assessment is the artifact: the one-page AI tool hygiene packet. Learners show competence by producing a real document they can hand a manager, not by recalling a definition on a quiz.

Together these keep the minicourse flexible for adults who differ widely in tech background, reading comfort, prior AI exposure, and confidence: the population it is built for.

Instructional Design Topic

Artificial Intelligence

Overview. Generative AI is shifting instructional design from a process where one designer authors one path for a course to one where the designer authors a systemthat adapts a path for each learner. The most useful frame here is not “AI replaces designers” but “AI takes over the parts of design that already wanted to be variable” (examples, scaffolds, feedback wording, difficulty, modality). The designer's job moves toward setting the constraints and guardrails inside which AI can vary the experience: learning objectives that survive variation, assessment criteria that survive variation, accuracy thresholds, source authority, and tone.

Key learnings from this unit.

  1. AI literacy in adult learners is not a single skill. It is the layered combination of (a) safety habits that predate AI, (b) a mental model of what AI actually is, and (c) a workflow that includes verification. A course that teaches AI without the first and third layer just trains people to ship hallucinations with confidence.
  2. The bottleneck for using AI in instructional design is not generation. It is evaluation. Knowing whether the AI's output is good. This is the same skill the learner needs and the same skill the designer needs, which is why this minicourse devotes a full module (Module 2) to predictability and benchmark literacy before anyone is asked to use AI for real work.
  3. Industry benchmarks (MMLU, HumanEval, GPQA, Chatbot Arena) are an underused literacy resource in adult education. Plain-language benchmark fluency gives a non-technical adult a defensible answer to “is this AI any good at the thing I am about to ask it to do.”

Additional resources.

  • Artificial Intelligence and the Future of Teaching and Learning: Insights and Recommendations . U.S. Department of Education, Office of Educational Technology (May 2023). The federal framing of AI in education, including a seven-recommendation policy stance. The most-cited starting point for an instructional-design conversation about AI today. Read the report (PDF).
  • Guidance for Generative AI in Education and Research . UNESCO (September 2023). International framing, including a human-centered approach, age thresholds, and the institutional capacities required to adopt AI well. Pairs with the U.S. ED report because it foregrounds equity rather than productivity. Read the guidance.

Implications for instructional design. A designer working with AI in 2026 carries three responsibilities that did not exist five years ago. First, the designer must specify the evaluation criteria for AI-generated content because the cost of generation has collapsed and the cost of checking has not. Second, the designer must teach the learner to evaluate AI output; skipping this produces graduates who cannot tell when their tools are wrong. Third, the designer must design for both the AI-assisted and the AI-unassisted learner in the same course, because access is uneven and assuming everyone has the same tools recreates the digital divide. Getting Ready for AI takes the second responsibility as its primary mission and the third as a constraint. Every exercise has a no-AI version so the protective and conceptual habits land regardless of whether the learner uses AI at all.

Unit 02

Unit 2 · Target Audience & Learner Profile

Assignment · Target Audience, Learner Profile, and Reflection · 80 pts

Activity · ADDIE overview + Target Audience draft

ADDIE.

The ADDIE model is the oldest and most widely taught instructional-design process in the field. It originated in the mid-1970s at Florida State University's Center for Educational Technology under a contract with the U.S. Army to systematize how training materials were built and evaluated (Branson et al., 1975). The five phases (Analyze, Design, Develop, Implement, Evaluate) were intended to be linear but are treated today as iterative, with feedback flowing backward at every step (Allen, 2006; Branch, 2009).

The five phases, in my own words:

A

Analyze

Who learns this, what they already know, the gap between where they are and need to be, and the real constraints (time, devices, budget, accessibility, language).

Output

Learner profile, gap statement, constraints.

D

Design

Write measurable objectives at the right Bloom level (Anderson & Krathwohl, 2001). Choose the assessments before any content (backward design; Wiggins & McTighe, 2005), then sequence, modality, pacing.

Output

An Instructional Design Document.

D

Develop

Build the artifacts against the IDD: lessons, videos, exercises, assessments, accessibility variants. Most of the time and money sits here.

Output

The course in content form.

I

Implement

Deliver to real learners: open LMS enrollment, run an instructor-led pilot, or release a self-paced web course. The design hits practice.

Output

Running, in-use learning.

E

Evaluate

Measure whether learners can do what the objectives promised. Kirkpatrick's four levels (1959/1996): reaction, learning, behavior, results. Behavior and results are the ones most courses skip.

Output

Evidence the design worked.

Linear on paper; iterative in practice. Feedback flows backward at every step (Allen, 2006; Branch, 2009).

Implications for instructional design.ADDIE establishes the most important habit in the field: separating the question “what should learners be able to do” from the question “what content should I produce.” When a designer skips Analyze and Design and jumps to Develop, which is what happens when stakeholders say “we need a course on X by next quarter,” the resulting materials almost always fail to change behavior, because the design never grounded itself in a real learner gap. ADDIE forces that grounding to happen first. It also establishes evaluation as a phase, not an afterthought, which is the difference between a designer who knows whether the work worked and one who doesn't (Allen, 2006).

Strengths and limitations for my minicourse. ADDIE's clarity is its strength for this project: the minicourse has a non-technical adult audience whose performance gap is concrete (cannot use AI tools safely), and ADDIE's analyze-first discipline is exactly what keeps me from drifting toward developer content that they cannot use. The backward-design step in Design. Writing the capstone exercise before any module body. Is what locked Module 1 onto data-protection habits before any AI content starts. ADDIE's primary limitation is that its linear shape mismatches the iterative, ship-and-revise cadence of authoring a public course in 2026. I am developing while still analyzing later modules and evaluating Module 1 in front of real learners while Module 4 has not been built yet. Allen's Successive Approximation Model (SAM; Allen, 2012) is a better shape for that workflow, with iterative design / prototype / review cycles. My working practice is to use ADDIE's phases as named outputs and SAM's loop as the actual rhythm. Analyze-design-prototype-evaluate every module, revisit the IDD between modules.

Example from my minicourse.The Module 1 lesson “Data at rest, in motion, in use” (Lesson 1.1) was a clean ADDIE walk. Analyze: the learner is a working professional with low security literacy who is about to paste sensitive information into an AI tool; the gap is not knowing which control protects which kind of data flow. Design: three measurable objectives at the Apply Bloom level, plus a reveal-style exercise that requires the learner to walk a real message of their own through the three states. Develop: 600-word prose body, three key-concept cards, three misconceptions tackled head-on, a rubric, and a model answer. Implement: shipped at /learn/minicourses/computer-basics/data-states on the public web. Evaluate: the rubric scoring + a Module 1 mastery checkpoint give me data on whether the objective transferred. The lesson is iterating. The earlier draft was too technical for the audience, and the plain-English voice rule was added to the design-decisions spec after the first reviewers said they could not parse it.

Target Audience. IDD draft section.

Working title: Getting Ready to Work with AI, a five-module pathway for working professionals on the non-technical side of the workforce who are being asked, by their employers or by their own ambition, to use AI tools well in a job they already hold.

Primary persona

Est. 30 to 55

Mid-career professional in a non-engineering role: operations, marketing, sales, HR, finance, project management, healthcare or education administration, or a small-business owner-operator. Uses a laptop and phone every day, holds a certification or degree in their own field, and has heard of ChatGPT, Claude, or Copilot but is not confident using them for real work. Not a developer, not in IT, not in security. The audience AI vendors market to and AI courses ignore.

Secondary persona

Est. 40 to 60

Mid-to-late-career employee whose organization just made AI adoption a strategic priority, now expected to build AI competence on top of their existing job within one to three quarters. Often maintaining a professional certification with continuing-education requirements (CISSP, PMP, CompTIA, SHRM-CP, ISACA), which makes the pathway's CPE-credit path directly useful.

Assignment · Target Audience, Learner Profile, and Reflection

Target audience.Working professionals on the non-technical side of the workforce who have been asked, by their employer or by their own ambition, to use AI tools well in their existing job, but who do not have an engineering, IT, or security background to draw from. The pathway is built to take them from “curious but cautious” to “competent and confident” across roughly fifteen hours of focused content, with a self-attestable certificate of completion that maps to 10 to 12 CPE credits across ISC2, CompTIA, ISACA, PMI, and SHRM. The LDTC 615 capstone build within this pathway is Module 2, Sensitive Data and AI-Safe Behaviors, which is what the IDD is scoped to from Unit 1 forward.

Learner profile.

Demographics.Adults aged 30–60, employed full-time or running a small business, in the United States, Canada, the United Kingdom, Australia, or other primarily English-speaking workforces. Gender, race, and geography are broadly representative of the white-collar / knowledge-worker labor force; the audience is not concentrated in one industry but skews toward operations, HR, marketing, finance, project management, healthcare administration, and education administration. Many are holders of a four-year degree; some are holders of graduate degrees; a significant minority hold one or more active professional certifications.

Background and prior knowledge. The learner has used a laptop and a smartphone professionally for at least a decade. They are comfortable with email, document editing, video calls, basic file sharing, and the common tools of their own profession (Excel, Salesforce, Jira, EHRs, the LMS at their school, etc.). They have heard of ChatGPT and Claude, may have tried one of them once or twice, and have read at least one article or seen one news segment about AI. They do not know how a large-language model works under the hood, and the pathway does not require them to. They do not know what full-disk encryption is, which is the gap that opens Module 1.

Skills and dispositions. Skill-wise, they can read for forty-five minutes without losing focus, follow multi-step instructions, write a one-page memo, and make a defensible decision with incomplete information , because they do all four every workday. Disposition-wise, they are cautious about AI for one of two reasons: either they are worried about getting it wrong in front of stakeholders (the operations / HR / finance pattern), or they are worried about getting it wrong in front of a regulator (the healthcare / education / compliance pattern). The pathway is built to convert that caution into informed practice, not to argue it away.

Reflection.

Range of technological proficiency, and how I'll keep the content engaging and accessible across digital literacy levels.Within the target audience, technical proficiency varies by roughly two standard deviations. One end of the curve is the HR generalist whose entire tool stack is browser-based and who has never opened a terminal in her life. The other end is the operations manager who has built complex spreadsheet models with macros and uses Zapier without help. The pathway needs to land for both. My core mechanism for that is the design decisions spec's plain-English voice rule (Sweller, 1988, on intrinsic cognitive load): every technical term is introduced with an everyday analogy first, then named. The lock icon, then TLS (design-decisions spec, 2026). Concept density is capped at three new ideas per concept lesson and one per exercise lesson. UDL multiple means (CAST, 2018) is preserved by pairing every prose lesson with a sibling exercise lesson and an upcoming module overview video so the same idea lands in three modalities. The capstone is verifiable by demonstration, not by recall, which lets a learner of any digital literacy show competence by completing one real artifact in their own work life. Built-in differentiation: every lesson opens with a one-screen placement check; learners who already know the content can skip ahead to the exercise.

Strategies and modifications for cultural relevance and accessibility.Cultural relevance starts in the scenario design. Module 1's data-states lesson uses a generic email scenario instead of an industry-specific one, because the audience spans many industries and workplace cultures; later modules let the learner choose a context (workplace, small business, or personal). The language is plain English, Flesch–Kincaid Grade 8–10, avoiding U.S.-only idioms. Accessibility is built to WCAG 2.2 AA per the design decisions doc: 16.8:1 ink-on-background contrast, 17/18px base font, keyboard-navigable focus rings, captions plus open transcripts on every video, and decorative-versus- functional alt text per the WAI-ARIA Authoring Practices (W3C, 2024). The single optional gamification visible on the pathway hub is a charcoal progress bar and a capstone badge state. No streaks, no leaderboards, no time pressure. Following Hamari and Koivisto (2014) on gamification effects across populations and the Self-Determination Theory frame (Deci & Ryan, 1985), which is especially load- bearing for adult learners who do not respond well to extrinsic-reward designs.

Mechanisms to collect and analyze feedback, and how I will use it for iterative improvement.The course ships with an xAPI minimum-viable statement set per the design decisions doc, recording lesson opens, objective views, exercise attempts and completions, mastery-check outcomes, and total time on lesson. The xAPI data lets me see where learners drop, retake, or score low , three signals that point to a content problem before any survey does. On top of xAPI, every mastery checkpoint includes an optional two-question post-survey (confidence in applying the objective, one thing the lesson could have done better), with responses stored against the lesson slug. Quarterly, I review the aggregate (drop rate, mastery-score distribution, time-on-lesson distribution, post-survey text) and promote one improvement per module per quarter to the next ship. This loop is documented in the design decisions doc and is the same iterative-design rhythm (Allen's SAM) that I commit to in the ADDIE section above. Improvements that the data does not justify do not ship, because gut-feel revisions are how instructional designers add complexity without adding outcomes.

References.

  • Allen, M. W. (2006). Creating successful e-learning. Pfeiffer.
  • Allen, M. W. (2012). Leaving ADDIE for SAM. ATD Press.
  • Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman.
  • Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer.
  • Branson, R. K., Rayner, G. T., Cox, J. L., Furman, J. P., King, F. J., & Hannum, W. H. (1975). Interservice procedures for instructional systems development (TRADOC Pam 350-30, NAVEDTRA 106A). U.S. Army Training and Doctrine Command.
  • CAST. (2018). Universal Design for Learning guidelines (version 2.2). https://udlguidelines.cast.org
  • Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum.
  • Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional flow scale-2. Computers in Human Behavior, 40, 133–143.
  • Kirkpatrick, D. L. (1996). Great ideas revisited: Revisiting Kirkpatrick's four-level model. Training & Development, 50(1), 54–57. (Original work published 1959.)
  • Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285.
  • W3C. (2024). WAI-ARIA Authoring Practices 1.2. https://www.w3.org/WAI/ARIA/apg/
  • Wiggins, G., & McTighe, J. (2005). Understanding by design (2nd ed.). ASCD.

Unit 03

Unit 3 · Course Type & Modality

Assignment · Course Type, Modality, and Reflection · 80 pts

Discussion · Dick and Carey Model

Overview, in my own words.The Dick and Carey model (Dick & Carey, 1978) is a systemic ten-step approach that treats instruction as interdependent parts rather than isolated stages. Its signatures are heavy front-loaded analysis and tight alignment between objectives, assessments, and materials.

1

Identify instructional goals

Name what the learner should be able to do by the end.

2

Conduct instructional analysis

Break the goal into the sub-skills and steps it takes to reach it.

3

Identify entry behaviors

Analyze the learners and what they already bring.

4

Write performance objectives

State each objective in observable, measurable terms.

5

Develop assessments

Build criterion-referenced tests that match the objectives.

6

Develop instructional strategy

Decide how the content gets taught and practiced.

7

Develop and select materials

Build or choose the lessons, media, and activities.

8

Conduct formative evaluation

Test the draft with real users and find what breaks.

9

Revise instruction

Fix the design using the formative results.

10

Conduct summative evaluation

Judge the finished course against its goals.

Sometimes shown as nine steps with revise implied. The steps are interdependent: a change in the goal ripples through the analysis, objectives, assessments, and materials.

The four core components. Under the ten steps, the model holds four interdependent parts together.

Learning context

Where and how the instruction happens, and the constraints around it.

Content / subject area

The actual skills and knowledge being taught.

Learners' behaviors

What the learners already do and what they need to do by the end.

Instructional strategies

How the content is sequenced, practiced, and assessed.

Implications for instructional design. The model forces alignment and evidence-based revision, which makes it powerful for complex, higher-stakes courses where a mismatch between objectives and assessments would be costly. It pushes the designer to prove that every assessment maps to an objective and every material serves the strategy (Chaparro et al., 2023).

Strengths and limitations for my minicourse.The alignment discipline fits my work well. For the password-manager lesson it would lock the objective (the learner sets up and uses a password manager), the criterion-referenced assessment (a vault screenshot plus a live autofill demo), and the materials together, which is exactly the rigor I want. The limitation is that the model's complexity and front-loaded analysis are heavy for a 90-minute asynchronous microcourse on fast-changing consumer tooling. By the time a full ten-step analysis finished, a recommended tool's interface might have changed. So I borrow Dick and Carey's alignment logic without running the full ten steps (Pappas, 2015).

ADDIE vs. Dick and Carey

Both models share the same DNA: analyze, design, develop, implement, evaluate. They differ in detail and weight.

ADDIE

Dick & Carey

Shape

5 phases, linear on paper

10 steps, grouped and systemic

Analysis

Lighter, faster

Heavy, front-loaded

Alignment

Implicit

Explicit objectives, assessments, materials

Agility

Flexible, ship-and-revise

Thorough, resource-intensive

Best for

Short, fast-changing courses

Complex, high-stakes curricula

For a short, asynchronous How-To on fast-changing consumer security tooling, ADDIE run lightly is the better fit. Its flexibility and its iterative evaluate-to-analyze loop let me ship, watch whether learners actually adopt the tools, and revise quickly. Dick and Carey's strength, the alignment it enforces through heavy analysis and criterion-referenced testing, is ideal for complex, high-stakes curricula but too slow for this scope. My plan is to keep Dick and Carey's alignment discipline, objectives, assessments, and materials in lockstep, inside an ADDIE shell.

References
  • Boogaard, K. (n.d.). The ADDIE model: A beginner's guide. GoSkills.
  • Chaparro, B. S., Diaz, C., & Andre, A. (2023). Instructional design using the Dick and Carey systems approach (AEC632). University of Florida IFAS Extension.
  • Dick, W., & Carey, L. (1978). The systematic design of instruction. Scott, Foresman.
  • Pappas, C. (2015, November 24). 9 steps to apply the Dick and Carey model in eLearning. eLearning Industry.

Unit 04

Unit 4 · Course Learning Outcomes

Assignment · Course Learning Outcomes and Reflection · 80 pts

Discussion · Understanding by Design (UbD)

Overview, in my own words. Understanding by Design was developed by Grant Wiggins and Jay McTighe (2005). It is a backward-design framework that asks the designer to begin with the end in mind. The job is not to cover content. The job is to make sure learners reach enduring understandings and can transfer them to new situations. UbD is built on three stages and on a set of essential questions that focus the work.

1

Identify desired results

Name the enduring understandings, essential questions, and transfer goals. What should the learner still be able to do six months later?

2

Determine acceptable evidence

Decide what would count as proof of understanding before any lesson is built. Performance tasks first, then quizzes and checks.

3

Plan learning experiences

Sequence the activities, resources, and supports that lead to the results. Now and only now is content written.

Backward, because most designers reach for content first and only later ask how it will be assessed. UbD flips that order on purpose (Bowen, 2017; McTighe, n.d.).

The intuitive (and common) orderContentActivitiesAssessmentUbD · start with the destination1Desired results2Acceptable evidence3Learning experiencesdesign moves backward
Backward design (Wiggins & McTighe, 2005)

The six facets of understanding.Wiggins and McTighe define understanding by what a learner can do with it. The six facets are the lens for designing assessments and tasks (Wiggins & McTighe, 2005; Poston, 2016b).

01

Explain

Give a clear, accurate account of why and how, in the learner's own words.

02

Interpret

Make sense of data, text, or experience. Translate it into meaning that matters.

03

Apply

Use the understanding in a new, real situation, not just on a worksheet.

04

Shift perspective

See the topic from another point of view. Spot bias and unstated assumptions.

05

Empathize

Get inside the experience of another person or context. Feel what is at stake.

06

Self-assess

Know what you know, what you do not, and where your own thinking still slips.

Implications for instructional design.UbD pushes the designer to define the destination first, then build the route. That means writing the assessment before writing the lesson. It also means leaning on essential questions that the course returns to over time, instead of unconnected topics. The 7 tenets (ASCD, 2015; Wiggins & McTighe, 2011) make the stance explicit: design is purposeful, focused on understanding and transfer, evidenced through authentic performance, backward in sequence, coached not lectured, continually reviewed, and improved over time.

Strengths and limitations for my minicourse. UbD fits Digital Foundations well because the minicourse has one enduring understanding behind it: the learner can keep her device, accounts, and data safe enough to use AI tools responsibly. Stage 1 becomes that statement. Stage 2 becomes the one-page device, accounts, and data map the learner produces as the capstone. Stage 3 becomes the eight lessons that build her toward producing it. Backward design also keeps me honest about coverage. If a topic does not connect to the capstone artifact, it does not belong in the course. The limitation for a short, asynchronous, fast-changing microcourse is that UbD is heavy. Authentic performance tasks take longer to design and to grade than quiz items, and the six facets can over-engineer a short lesson. So I borrow the stage 1 and stage 2 discipline and keep stage 3 light.

ADDIE vs. Dick & Carey vs. UbD

Three frames, three different starting points. ADDIE starts with analysis. Dick and Carey starts with goals and sub-skills. UbD starts with desired understandings.

ADDIE

Dick & Carey

UbD

Shape

5 phases, linear on paper

10 steps, grouped and systemic

3 stages, backward

Starts with

Analysis of the gap

Instructional goals and sub-skills

Desired understandings and transfer

Core stance

Process-driven

Process-driven, systemic

Concept-driven, outcome-first

Assessment

Designed in the Design phase

Criterion-referenced, mapped to objectives

Decided in Stage 2, before any lesson is built

Best for

Short, fast-changing courses

Complex, high-stakes curricula

Concept-heavy courses aiming at transfer

For Digital Foundations the best fit is a hybrid. UbD sets the destination and the assessment up front, because the minicourse has one durable understanding to build. ADDIE's lighter, iterative shape carries the build of the lessons themselves. And Dick and Carey's alignment discipline lives inside both, keeping the objectives, the capstone, and each lesson in lockstep. That gives me an outcome-first frame with a fast build loop, which is exactly what a short, evolving, real-world course needs.

References
  • ASCD. (2015). 7 key tenets of Understanding by Design [Infographic]. Association for Supervision and Curriculum Development.
  • Bowen, R. S. (2017). Understanding by Design. Vanderbilt University Center for Teaching.
  • Course Map Guide. (n.d.). Course learning outcomes.
  • McTighe, J. (n.d.). Resources. McTighe & Associates Consulting.
  • Poston, L. (2016a). Understanding by Design stage 1 [Video]. LTP Creative Design.
  • Poston, L. (2016b). Understanding by Design stage 2 [Video]. LTP Creative Design.
  • Poston, L. (2016c). Understanding by Design stage 3 [Video]. LTP Creative Design.
  • Stanford Teaching Commons. (n.d.). Creating learning outcomes. Stanford University.
  • Wiggins, G., & McTighe, J. (2005). Understanding by design (2nd ed.). ASCD.
  • Wiggins, G., & McTighe, J. (2011). The Understanding by Design guide to creating high-quality units. ASCD.

Unit 05

Unit 5 · Learning Activities

Assignment · Learning Activities and Reflection · 80 pts

Content forthcoming. Added as I complete this unit.

Unit 06

Unit 6 · Instructional Design Model

Assignment · Instructional Design Model and Reflection · 80 pts

Content forthcoming. Added as I complete this unit.

Unit 07

Unit 7 · Outcomes, Objectives & SME Resources

Assignment · Outcomes, Objectives, and SME Resources · 80 pts

Content forthcoming. Added as I complete this unit.

Unit 08

Unit 8 · Portfolio & IDD Check

Assignment · Portfolio and IDD Check · 80 pts

Content forthcoming. Added as I complete this unit.