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Instructional design
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===Timeline=== {| class="wikitable" |+ Instructional Media History<ref name="TrendsIssues"/> |- ! Era!! Media !!Characteristics !! Outcome |- | 1900s ||Visual media || School museum as supplementary material (First school museum opened in St. Louis in 1905)|| Materials are viewed as supplementary curriculum materials. District-wide media center is the modern equivalent. |- | 1914-1923||Visual media films, Slides, Photographer ||Visual Instruction Movement|| The effect of visual instruction was limited because of teacher resistance to change, quality of the file and cost etc. |- | Mid 1920s to 1930s || Radio broadcasting, Sound recordings, Sound motion pictures || Radio Audiovisual Instruction movement|| Education in large was not affected. |- | World War II ||Training films, Overhead projector, Slide projector, Audio equipment, Simulators and training devices || Military and industry at this time had strong demand for training. || Growth of audio-visual instruction movement in school was slow, but audiovisual device were used extensively in military services and industry. |- | Post World War II || Communication medium ||Suggested to consider all aspects of a communication process (influenced by communication theories). || This view point was first ignored, but eventually helped to expand the focus of the audiovisual movement. |- | 1950s to mid-1960s || Television || Growth of Instructional television || Instructional television was not adopted to a greater extent. |- | 1950s-1990s || Computer ||Computer-assisted instruction (CAI) research started in the 1950s, became popular in the 1980s a few years after computers became available to general public. || The effect of CAI was rather small and the use of computer was far from innovative. |- | 1990s-2000s || Internet, Simulation ||The internet offered opportunities to train many people long distances. Desktop simulation gave advent to levels of Interactive Multimedia Instruction (IMI). || Online training increased rapidly to the point where entire curriculums were given through web-based training. Simulations are valuable but expensive, with the highest level being used primarily by the military and medical community. |- | 2000s-2020s || Mobile Devices, Social Media||On-demand training moved to people's personal devices; social media allowed for collaborative learning. Smartphones allowed for real-time interactive feedback. || Personalized learning paths enhanced by artificial intelligence. Microlearning and gamification are widely adopted to deliver learning in the flow of work. Real-time data capture enables ongoing design and remediation. |}
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