Instructional Transaction Theory:
Instructional Design Based on Knowledge Objects

Note: The theory overview presented here is all but directly quoted from Dr. Reigeluth's summary. Only minor edits have been made by me for my own clarity. (see bottom of page for full citation)

Author

M. David Merrill (Utah State University)

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Goals & Preconditions

  • ITT is intended to foster almost any kind of learning in the cognitive domain, This section focuses on just a few kinds of learning transactions (upwards of 20 have been developed). No preconditions are identified by the author.

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Values

  • Efficient learning process (via carefully defined learning strategies)
  • Efficient instructional design process thmugh automation
  • Efficient simulation design through automation
  • Combining simulations with tutorial instruction
  • The power of exploration with guidance.
  • Adapting instruction to individual students in real time as their needs change during learning.

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Methods

Present the goal of the instruction.

  • Provide an open-ended learning environment
  • Simulation
    - Diagram
    - Learner can perform any action possible in the real-world environment
    - Learner can reverse any action

"Identify" transaction: for learning the name, location, and function of parts of a device:

  • Presentation
    - Explore the names, Explore the functions,
    - Tell me about the parts (name, location, function)
  • Practice
    - Let me locate the parts, Let me name the parts,
    - Let me identify the functions of the parts
  • Immediate feedback
  • Score
  • Sampling with replacement

"Execute" transaction: for learning to perform a procedure:

  • Hands-off demonstration (action - consequence)
  • Practice
    - Simon says (direction - consequence), Do the next step (consequence),
    - You do it (consequence)
  • Feedback
  • Guidance
    - Progression of practice from highly guided to unguided
    - Provide explanations (what happened, why)

"Interpret" transaction: for learning to explain, predict, trouble-shoot:

  • Presentation
    - Exploration: explain (what happened, why it happened)
  • Practice
    - Predict (what happens next, why), Trouble-shoot (fault, what happened, why)
  • Control panel (set conditions to attain a consequence)
  • Guidance
  • Explanation (what caused the consequence)

Adapt the instruction to the learner and allow learner choices during instruction.

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Major Contributions

  • ITT greatly reduces the time it takes to design and develop instruction. Is based on proven principles of instruction. ITT deals with many kinds of learning transactions of which only 3 are presented here

Additional Resources

 

Note: The theory overview presented here is all but directly quoted from Dr. Reigeluth's summary. Only minor edits have been made by me for my own clarity. (see bottom of page for full citation)

Source: Merrill, M. D. (1999). Instructional Transaction Theory (ITT): Instructional Design Based on Knowledge Objects. Ch. 17 in Instructional-Design Theories and Models: A New Paradigm of Instructional Theory, vol. II. (pp. 397-424). C.M. Reigeluth (ed.) Mahwah, NJ: Lawrence Erlbaum Associates.

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