
Delphine Galba-Bright
E-Portfolio Design
Welcome to my ePortfolio! My name is Delphine Galba-Bright.
What a privilege it is to be working at California State University San Bernardino in the Watson College of Education and be enrolled in one of it's programs 'Instructional Design and Technology'.
​
How I discovered this program. I was working in Student Services working with the marketing director to ensure all our program information sessions were structured the same. I was sitting in the IDT information session and the information presented by the program coordinator peaked my interest. I was particularly interested in video editing but did not know anything about it or the technology used. I was not up to date on the various technologies used other than the Microsoft Office that I used in my day-to-day operations at work. I found out that you did not need to have a computer background to get in this program.
​
Here I am. Welcome to my Instructional Design and Technology journey.
​
My goal is to utilize the knowledge gained from the instructional design and technology and courses and apply them to my future career of designing user-friendly online training courses for seniors citizens.
Foundation
Definition of Instructional Design and Technology
​
AECT Definition for Educational Technology
Educational technology is the ethical study and application of theory, research, and practices to advance knowledge, improve learning and performance, and empower learners through strategic design, management, implementation, and evaluation of learning experiences and environments using appropriate processes and resources" (AECT, 2023).
Association for Educational Communications and Technology (AECT). (2023). Definition of educational technology. Retrieved from https://www.aect.org/aect/about/aect-definition
My Definition of Instructional Design
Instructional design is the process of creating effective educational/learning materials, such as lessons and modules, to help both educators and learners achieve specific learning objectives using technology to enhance the learning experience. As technology continues to evolve, instructional designers and educators must stay current with new tools and methods to ensure effective and engaging learning experiences.
​​​
Learning Theories
​
Behaviorism focuses on observable behaviors and how they can be shaped through stimuli and reinforcement. Learning occurs through a stimulus-response process, where a specific behavior is elicited by a specific stimulus. Reinforcement, both positive and negative, is used to strengthen or weaken behaviors.
Cognitivism emphasizes the mental processes involved in learning, such as attention, perception, memory, and thinking. Learners are seen as active processors of information, constructing mental representations of knowledge. Effective learning involves organizing and storing information in meaningful ways.
Constructivism views learning as an active process of constructing knowledge through experience and interaction with the environment. Learners actively build their own understanding by connecting new information to their prior knowledge. Social interaction and collaboration play a crucial role in the learning process, as learners construct meaning together.
​
​
​
​
​
​
​
​
​
​
​
​
​
​
​
The History of Instructional Design & Technology
The 1920s: The Dawn of Visual Learning The 1920s marked the beginning of a new era in education, with the emergence of visual aids like filmstrips and slides. These tools were used to enhance lectures and textbooks, making learning more engaging and accessible.
​
The 1940s: The Wartime Impact World War II accelerated the development of instructional technology. Training films and simulations were used to train soldiers efficiently and effectively. This military application laid the groundwork for the widespread use of technology in education.
​
The 1960s: The Rise of Programmed Instruction The 1960s witnessed the rise of programmed instruction, a method that broke down complex topics into smaller, manageable steps. This approach, combined with the use of teaching machines, allowed for self-paced learning.
​
The 1980s: The Personal Computer Revolution Personal computers transformed education in the 1980s. Word processors, spreadsheets, and educational software became commonplace in classrooms. This era also saw the birth of computer-assisted instruction (CAI), which offered interactive learning experiences.
​
The 2000s: The Digital Age The 21st century brought about a digital revolution, with the internet becoming an integral part of education. E-learning platforms, online courses, and virtual classrooms emerged, allowing for flexible and distance learning.
​
The 2020s to current: AI Artificial intelligence is reshaping the future of education. AI-powered tools like chatbots, virtual tutors, and personalized learning platforms are enhancing the learning experience. As technology continues to evolve, we can expect even more innovative solutions to emerge, transforming the way we teach and learn.
I'm a paragraph. Click here to add your own text and edit me. It's easy.



DESIGN




Instructional design is a system of procedures for developing educational and training materials in a consistent and reliable manner (Branch 2018, p. 23). Many ID models have been developed. Below are just a few of the ID models.
​
No matter which design model one uses, there are seven characteristics that are present in every model.
-
is a student-centered process.
-
is a goal-oriented process.
-
is a creative process.
-
focuses on meaningful experiences.
-
assumes outcomes are measurable, reliable, and valid.
-
is an empirical, iterative, and self-correcting process.
-
typically is a team effort.
ADDIE – stands for Analyze, Design, Develop, Implement and Evaluate
​
​
​
Dick and Carey Model – is a nine-step process for planning and designing effective learning initiatives. It includes all five stages of the ADDIE model, but adds further depth and structure. This process focuses on the interrelationships of the other components in the design process
​
​
​
​
​
Successive Approximation Model (SAM) – is a simplified version of ADDIE and only has three phases Preparation, Iterative Design, and Iterative Development.
​
​
​
Bloom’s Taxonomy – a design process used to measure the cognitive development of the learners. Each category represents a different level of understanding in the process of learning. These categories serve as the building blocks for crafting effective learning objectives and designing appropriate learning activities.
​
ETEC 5440 – Design and Development of Instructional Material. This course helped me to learn the process for designing effective training materials and all the steps that are involved in creating instruction to meet the desired outcome and measurable goals. In this course, a team of four individuals created an introduction video of our project, created an analysis report, designed a storyboard, developed the training materials in a LMS, evaluated the training materials and presented our class project. Here is the link to the project.
​
https://docs.google.com/document/d/1n6KOs5Y20GRb734CKuZdVjh66k0Ky19QVJsjXHjC-Gs/edit?usp=sharing
RESEARCH




Research is the scientific field of study that examines education and learning processes for the purpose of gathering information about how students learn. The primary goal of educational research is to explain or try to understand educational issues, questions and processes (Mertler 2020, p.9). Educational research is broken down in two categories, traditional education research and action research.
Research is in conducted in three categories:
-
Quantitative – this research involves the use of collection and analysis of numerical data and uses a deductive approach to reasoning while trying to find answers to specific research questions. It is useful for identifying patterns and averages, make predictions, test causal relationships, and generalize results to wider populations
-
Qualitative – this is research used for the collection and analysis of narrative data such as observation notes, interview question and journal transcripts. This type of research focuses on data that is non-numerical to help understand an individual’s perception. This research explains causes and changes in measured outcomes and to understand concepts, opinions, or experiences.
-
Mixed Methods Research – research that combines the use of both quantitative and qualitative approaches to solve a problem and conducted in four basic steps
-
Identify the area of focus/research problem
-
Design the study
-
Timing the collection of data
-
Analyze and interpret the data separately
-
Combine the results together
-
Develop a plan of action
ETEC 5430/6430 course taught the relationships between the learning processes through research design, data collection and analysis.
Assignments in the course was a team project and included conducting research, doing a literature review, and preparing a final research paper. Links to the project are below.
​
https://drive.google.com/file/d/1smJj0fKORTYqP2ivoOFfCt5iIvYo_D30/view?usp=sharing
Technology Skills



Technology is constantly changing at a rapid pace and instructional designers must keep up with the current technology trends in order to design effective instruction for learners.
With the current trends in virtual reality (VR), augmented reality (AR) mixed reality (MR), artificial intelligence (AI) instructional designers have many tools, and programs like Adobe Captivate, Adobe Illustrate, Canva, Camtasia, and Vyond to develop creative and efficient trainings in meet the needs of future learners. Artificial Intelligence (AI) is revolutionizing education, offering innovative tools that enhance the learning experience. AI-powered language models like Gemini, ChatGPT, and Claude are transforming the way educators interact with students and deliver content. These tools can generate personalized learning plans, provide real-time feedback on assignments, and even tutor students on complex subjects. Additionally, AI-driven video generation tools like HeyGen enable educators to create engaging and accessible educational videos. By leveraging these technologies, educators can tailor instruction to individual student needs, foster creativity, and prepare the next generation for a future driven by AI.
In this program, several team projects were developed using a variety of software. I learned and prepared projects using the following. In my ETEC 6550 class, I developed a learning video for seniors on online banking. You can watch the video here: https://youtu.be/5wZvbKus88s
Canva | Adobe Illustrate | Virtual Reality | Synthesia | Google Forms | Augmented Reality | PowerPoint | ChatGPT | Gemini | Claude | ​​​Learning Management System (LMS)
​
As emerging technologies continue to evolve, I am excited to explore the innovative ways they can be integrated into instructional design to create more engaging, personalized, and effective learning experiences for individuals.