Jason McdonaldBrigham Young University - Provo Main Campus | BYU · Department of Instructional Psychology and Technology
Jason Mcdonald
Doctor of Philosophy
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70
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Publications (70)
Online and blended learning (OBL) overemphasize the process of creating artifacts, producing strategies, or otherwise utilizing a “making” orientation in education. As an alternative to this making-orientation, we offer a model for relational course design founded in the philosophies of Emmanuel Levinas and Martin Buber. We examine an OBL course de...
In 2018, the BYU ARTS Partnership Native American Curriculum Initiative (NACI) was developed in response to teacher questions regarding the teaching of Native topics. Despite increased movements towards reconciliation, Native groups continue to be marginalized in Westernized educational settings. Additionally, teachers lack clear guidelines regardi...
This article reports research into calculative and optionalized forms of online/blended course design in higher education. This was investigated through a critical case study, centered on two faculty members and one instructional designer at a university in the United States, and using an interpretive framework that highlighted the effects of calcu...
Practitioners in the field of learning and instructional design are commonly told that “theories are the foundation for designing instructional solutions to achieve desired learning outcomes” (Oyarzun & Conklin, 2021). But if this is true, why do designers often report that theory is “too abstract and inapplicable” to address common problems of pra...
Cassie Standage is a recent graduate starting her first remote job as an instructional designer. She is asked to assist with a high-stakes, time-sensitive project developing a workplace violence prevention training program for 9,000 firefighters. The case begins with her receiving the workplace violence prevention assignment and concludes after she...
This article addresses a serious issue that besets learning design: its over-reliance on frameworks that promise particular outcomes for individual learners that accord with pre-defined metrics. This is partly a function of the nature of learning design and development itself which is commonly seen as outcome-oriented activity that should benefit i...
This study reports research on instructional designers’ experiences of trust in the context of online course design in a university setting. Through semi-structured interviews with designers, we explored how trust showed up as a meaningful phenomenon in their experience and how they went about increasing trust in their relationships with faculty me...
This chapter has two purposes. First, we contrast two approaches to instructional design—the traditional Instructional Systems Design (ISD) process and an alternative view known as Functional Design Layering (FDL). In our review, we describe the background of each approach, the problem(s) each approach attempts to solve, and the types of decisions...
In this paper we consider how learning experience design (LXD) improves designers’ capacities to influence learning. We do this by exploring what LXD offers the design of learning environments that help develop learners’ expertise. We discuss how LXD (a) attunes designers to different learning affordances than are emphasized in traditional ID; (b)...
In this qualitative study we investigated the experiences of instructional designers as they sought to build quality into online courses. Through semi-structured interviews, we explored what enabled and hindered their pursuit of quality, how they experienced their efforts in this regard, what mattered to them, and complexities that accompanied this...
Participatory narratives are compelling, at least partly because of their ability to help players suspend disbelief in the fictional world in which they engage. Game makers have used the phrase “This is Not a Game” (TINAG) to capture the willingness of players to buy into such narratives in ways that promote productive roleplaying and authentic eng...
This article reports research into the everydayness of instructional design (meaning designers’ daily routines, run-of-the-mill interactions with colleagues, and other, prosaic forms of social contact), and how everydayness relates to their pursuit of quality in online course design. These issues were investigated through an ethnographic case study...
Research on the use of open educational resources (OER) has often noted the potential benefits for users to revise, reuse, and remix OER to localize it for specific learners. However, a gap in the literature exists in terms of research that explores how this localization occurs in practice. This is a significant gap, given the current flow of OER f...
Research on the use of Open Educational Resources (OER) often notes the potential benefits for users to revise, reuse, and remix OER to localize it for specific learners. However, a gap in the literature exists in terms of research that explores how this localization occurs in practice. This is a significant gap given the current flow of OER from h...
We currently face a problem in the field of learning and instructional design and technology (LIDT). We have an important contribution to offer towards what Beckwith (1988) called “the transformation of learners and . . . learning” (p. 18). However, in pursuit of this mission, we have become too fixated on being designers and applying the methods o...
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the simulati...
The purpose of this research was to study what university faculty valued when working with instructional designers and instructional design teams to develop educational simulations. We did this through a case study of three faculty, where we analyzed what they discussed among themselves or communicated to other team members about what mattered to t...
This case study describes a combined graduate and undergraduate instructional design studio that introduced undergraduate students to instructional design in a multifaceted, holistic, and applied way. Reviewing the experience of the undergraduates in the course, this design case describes four learning interventions used to create this applied expe...
This case study explores a type of educational simulation, an alternative reality game we call a playable case study (PCS), and how its use influenced student engagement in an online writing classroom. The goal of the simulation was to help students create professional communication artifacts and experience real-world professional communication sit...
My purpose in this chapter is to offer a reimagined view of theory in the field of learning design and technology (LDT). Instead of viewing theory as an external storehouse of knowledge, or a rule-like system for professionals to apply, in this framework theory is viewed as an orienting aid that supports practitioners as they refine their personal...
Playable Case Studies (PCSs) are online simulations that allow learners to adopt (play) a professional role within an authentic scenario (case) as they solve realistic problems alongside fictionalized experts in an unfolding narrative. The PCS architecture offers scalable options for creating learning activities for individual learners and student...
In this study we explored how design studio instructors depicted the design critique, themselves as people offering critiques, and what can be learned from their depictions about improving instructors' abilities to offer critiques. To investigate these issues, we conducted a case study of studio instructors from design programs at a university in t...
Typically, the formal processes, frameworks, and theories that characterize the field of instructional design and technology provide only a starting point in the work of expert practitioners. Professional designers tend to base decisions on reservoirs of prior experience and practical judgment that are flexible and adaptable, and that allow them to...
Most of the prior research concerning instructional design (ID) education has taken place in the context of introductory courses. However, teaching advanced ID students differs from teaching novices because advanced students are capable of independent action, but also still need some targeted instruction to develop their own design skills and ident...
In this article we report our study of objectivation in the conversation of a design team. Objectivation is the practical work in which groups engage to produce social objects that facilitate orderly collaboration. We observed how design team members came to agree on specific details about an educational simulation they were designing, as they trea...
Effective Design Critique Strategies Across Disciplines is the first of its kind: a collection of immersive critiquing strategies and related scholarship developed by a diverse and international group of authors. The shared methods include those that utilize online learning environments, facilitate active learning, and engage design critique experi...
In this article we report our research into the concerns and other matters of significance for members of instructional design teams. Specifically we studied how members of a design team depicted the quality of their own motives while participating in team pursuits. This is a type of self-evaluation known as drawing distinctions of worth. Our resea...
This paper examines how authentic project experiences matter to instructional design students. We explored this through a single case study of an instructional design student (referred to as Abby) who participated as a member of an educational simulation design team at a university in the western United States. Our data consisted of interviews with...
In this paper we introduce an approach to cybersecurity education and helping students develop professional understanding in the form of a Playable Case Study (PCS), a form of educational simulation that draws on affordances of the broader educational simulation genre, case study instruction, and educational Alternate Reality Games (or ARGs). A PCS...
Designing authentic simulations to replicate professional work environments is a difficult task for instructional designers. In this chapter, we describe our process and experience adding an ethical dilemma to a cybersecurity simulation designed to introduce undergraduate students to cybersecurity careers. We present an analysis of student response...
In this chapter, I present a view of instructional design that responds to the tendency some designers have shown to take ultimate responsibility for the learning that people experience. First, I describe different ways that designers have historically assumed they were primarily responsible for students’ learning. Second, I discuss how similar iss...
In this article we consider critiques within the design studio as how students press forward into possible forms of the self that are opened up through studio participation. We contrast this with a view of critiques as primarily being a pedagogical or socialising technique under the control of instructors and other critics. We carried out our inqui...
Research indicates there is a gap between employers' expectations of instructional designers' roles and responsibilities, and what designers actually do. The purpose of this paper is to explore the unique nuances inherent in instructional design practices from a variety of work settings. Our paper is grounded in a practitioner's perspective utilizi...
This design case describes B. F. Skinner’s teaching machine, an educational tech- nology developed in the mid-twentieth century, commonly viewed as a precur- sor to later innovations such as computer-based instruction (Niemiec & Walberg, 1989) and eLearning (McDonald et al., 2005).The value of this case is not only as historical precedent, however....
An essential component of the design studio is instructors giving, and students receiving, feedback through the process of critique. While critiques vary by studio, their importance and influence on the student experience is worthy of inquiry, particularly regarding how they can influence student development of attributes other than learning the co...
This chapter presents a new platform for technology-mediated learning that holds the promise of helping to teach students to both think and act like professionals in a particular discipline. It provides an educational experience that goes beyond presenting information- and skill-based content knowledge and leading students to develop greater intere...
In this paper we offer a call for the development and utilization of originary theory in instructional design. Originary theory, which is generated by scholars within the field of its intended application, can be contrasted with imported theory, which is formulated in one field and later moved or “imported” into another for new purposes. In making...
This case describes the redesign of a mobile eReader application. The purpose of the redesign was to convert an existing eReader from a means of only reading books into a tool for informal learning. The case reports how the design team’s definition of informal learning evolved throughout the product development process, and how design decisions wer...
Traditionally, university students’ education is siloed into disconnected courses and programs. Increasingly, however, there is a trend toward providing interdisciplinary learning experiences to help students develop meaningful skills for becoming more successful in their chosen careers. In this paper, we describe an instructional design project in...
In this paper we inquire into the moral goods that are significant for design studio instructors, by examining how they talk about the way critiques fit into the studio as a social practice. We studied this issue using in-depth interviews with six studio instructors. Through these interviews, we found that critiques are how they structure the studi...
The purpose of this study is to investigate how instructional design students perceive the informal, peer critique as an influence in their studio education. Our participants were students enrolled in beginning and advanced studio courses in the department of Instructional Psychology and Technology at Brigham Young University. Groups of 2–3 beginni...
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include incr...
This study describes how instructional design (ID) educators can better understand and implement design studio pedagogy, by comparing the approach to the principles of model-centered instruction (MCI). I studied this issue through a focused literature review of recent cases of ID studio implementations, comparing features and activities in each cas...
The ability of novice instructional designers to become skilled problem-solvers, who select and apply appropriate instructional design (ID) models in their work environments, are key competencies generally sought after in introductory ID courses. Yet, the proliferation of ID models, coupled with varied philosophies and practices about how ID is tau...
The notion of designer empathy has become a cornerstone of design philosophy in fields such as product design, human-computer interaction, and service design. But the literature on instructional designer empathy and learner analysis suggests that distance learning designers are generally quite removed from the learners with whom they could be empat...
Instructional designers are increasingly looking beyond the field’s mainstream approaches to achieve desired outcomes. They seek more creative forms of design to help them invent more imaginative experiences that better reflect their vision and ideals. This essay is addressed to designers who are attracted to these expanded visions of their profess...
Article link - https://scholarsarchive.byu.edu/facpub/1766/ -
While instructional design’s technological roots have given it many approaches for process and product improvement, in most cases designers still rely on instructional forms that do not allow them to develop instruction of a quality consistent with that expressed by the field’s visionary...
In this paper, we present a poetics, or guide manual, for making narrative films that resemble biblical narratives. It is similar to Aristotle's Poetics, only his was for creating drama (though it is of course often used for film now) and was based on Greek dramas and epics. Our poetics is specifically for making films and is based on an even more...
Article link - https://scholarsarchive.byu.edu/facpub/1766/ - While instructional design’s technological roots have given it many approaches for process and product improvement, in most cases designers still rely on instructional forms that do not allow them to develop instruction of a quality consistent with that expressed by the field’s visionary...
If instructional designers hold limited views about their practice they sometimes adopt formulaic routines that do not help
them accomplish the goals they believe are important, or develop instruction of a quality envisioned by the field’s innovative
theorists. Fortunately, designers can avoid these unfavorable results in part by understanding and...
Instructional designers face tremendous pressure to abandon the essential characteristics of educational approaches, and settle instead for routine practices that do not preserve the level of quality those approaches originally expressed. Because this pressure can be strong enough to affect designers almost as gravity affects objects in the physica...
In this paper we describe the criteria of Technology I, II, and III, which some instructional theorists have proposed to describe the differences between a formulaic and a reflective approach
to solving educational problems. In a recent study, we applied these criteria to find evidence of a technological gravity that pulls practitioners away from r...
Good instructional storytelling engages students’ attention and cognitive abilities to the end of more effective learning, and instructional researchers have discussed whether the principles of storytelling could lead to the same or similar results if applied to educational situations beyond only telling traditional stories. But despite this potent...
In this chapter I discuss how principles of natural language translation can help instructional designers communicate instructional design languages in ways more understandable to their clients. I argue that instructional designers should focus more on the fundamental meanings they are attempting to communicate through their design languages than o...
In this chapter I discuss how principles of natural language translation can help instructional designers communicate instructional design languages in ways more natural to their clients. I argue that instructional designers should focus more on the fundamental meanings they are attempting to communicate through their design languages than on the m...
In an earlier era of instructional technology, researchers proposed a set of criteria to help practitioners understand what assumptions about their work could help them develop well-designed instruction, as well as what assumptions could lead them to develop rigid instruction that did not characterize the goals they had for their practice. They nam...
This article reports a theoretical examination of several parallels between contemporary instructional technology (as manifest
in one of its most current manifestations, online learning) and one of its direct predecessors, programmed instruction. We
place particular focus on the unterlying assumptions of the two movements. Our analysis suggests tha...
Instructional technologists have recently been called upon to examine the assumptions they hold about teaching and learning, and to consider how those assumptions can affect their practice of the discipline. This thesis is an examination of how the assumptions instructional technologists hold can result in instructional materials that do not accomp...
This paper reports the results of a trial to help university faculty members better participate in the devel- opment of technology-mediated instruction, as well as to develop methods for faculty to create their own media that maintains an acceptable level of instructional quality. Using low-cost technology development tools and software templates,...