INSTRUCTIONAL DESIGN
por ζεχρα A

1. BLOOM TAXONOMY
1.1. COGNITIVE DOMAIN
1.2. AFFECTIVE DOMAIN
1.3. PSYCHOMOTOR DOMAIN
2. GAGNE'S DOMAINS OF LEARNING
2.1. INTELLECTUAL SKILLS
2.2. COGNITIVE STRATEGY
2.3. VERBAL INFORMATION
2.4. ATTITUDE
2.5. MOTOR SKILLS
3. TECHNOLOGY INTEGRATION INTO TEACHING
3.1. TPACK
3.2. RAT
3.3. SAMR
3.4. TAM
4. DESIGN MODELS
4.1. DICK & CARREY
4.2. SEELS & GLASGOW
4.3. KEMP, MORRISON & ROSS
4.4. ADDIE
4.4.1. ANALYSIS
4.4.2. DESIGN
4.4.3. DEVELOPMENT
4.4.4. IMPLEMENTATION
4.4.5. EVALUATION
5. PINK'S MOTIVATION TYPES
5.1. WILLINGNESS TO SURVIVE
5.2. EXTRINSIC MOTIVATION (2.0)
5.3. INTRINSIC MOTIVATION (3.0)
6. MULTIMEDIA LEARNING PRINCIPLES
6.1. COHERENCE
6.2. SIGNALING
6.3. REDUNDANCY
6.4. TEMPORAL CONTIGUITY
6.5. SPATIAL CONTIGUITY
6.6. SEGMENTING
6.7. PRE-TRAINING
6.8. MODALITY
6.9. PERSONALIZATION
6.10. VOICE
6.11. IMAGE
6.12. MULTIMEDIA
7. GESTALT PRINCIPLES OF VISUAL DESIGN
7.1. PROXIMITY
7.2. SIMILARITY
7.3. CLOSURE
7.4. CONTINUITY
7.5. PERCEPTION
7.6. ORGANIZATION
7.7. SYMMETRY
8. GAMIFICATION TECHNIQUES
8.1. BADGES
8.2. PROGRESS BARS
8.3. ACTIVITY FEEDS
8.4. GIFTING
8.5. CHALLENGES
8.6. QUESTS
8.7. AVATARS
8.8. LEVELS
9. THE SYSTEM OF DIFFUSION
9.1. NOVELTY/INNOVATION
9.1.1. INNOVATION DECISION STAGES
9.1.1.1. KNOWLEDGE
9.1.1.2. PERSUASION
9.1.1.3. DECISION
9.1.1.4. IMPLEMENTATION
9.1.1.5. CONFIRMATION