2.1. Instructional Design Competency Development
The term Instructional Design (ID) refers to the systematic and professional planning and implementation of education or training (Merrill, 2002). According to Reiser (2001), the field of instructional design encompasses the analysis of learning and performance problems and the design, development, implementation, evaluation, and management of instructional and non-instructional processes and resources intended to improve learning and performance in a variety of settings, particularly educational institutions and the workplace (Smith & Ragan, 2005). The primary goal of instructional design is to ensure that educational interventions are engaging, effective, and aligned with learners’ needs as well as institutional goals.
IDs use learning theory and a systematic approach to create material, learning activities, training, and other solutions to improve the teaching and learning process (Abuhassna & Alnawajha, 2023). The key competencies required for an Instructional Designer are diverse and multifaceted. They include a strong understanding of learning theories, proficiency in designing instructional materials, and the ability to apply various instructional design models such as ADDIE (Analysis, Design, Development, Implementation, and Evaluation) and Gagné’s Nine Events of Instruction. Additionally, Instructional Designers are better proficient in the use of e-learning authoring tools, media production, and Learning Management System (LMS) or Learning Experience Platform (LXP). Soft skills are as important for Instructional Designers as some of the more technical instructional design skills on this list. In fact, 69.3% of hiring professionals look at communication as a crucial skill when evaluating a candidate (Peck, 2024).
The importance of competency development in instructional design is especially significant in light of the rapidly evolving landscape of educational technologies and methodologies. As digital learning platforms advance and online and blended learning becomes increasingly prevalent, Instructional Designers must continually update their skills to remain relevant and effective in their roles. Competency development is, therefore, essential for enabling Instructional Designers to leverage new technologies, design innovative learning experiences, and meet the diverse needs of contemporary learners (Reiser & Dempsey, 2017).
2.2. Adult Motivation in Learning
Motivational theories explain the behavior of adults in learning environments. The primacy of motivation emphasizes that cognition, emotion, agency, and other psychological processes exist to serve motivation (Baumeister, 2016). There are several motivations for adults to engage in learning. These may include the relevance of learning to their real-life situations and what is useful for them (Knowles, Holton, and Swanson, 2012). According to them, adults are motivated to learn by internal and external factors. Some adults are motivated by external factors such as better jobs, promotions, higher salaries, etc., while others utilize internal factors like the desire for increased job satisfaction, self-esteem, quality of life, etc., among other things.
For Knowles et al. (2012), “the most potent motivators are internal pressures” (p. 67), otherwise known as intrinsic motivation. Internal motives are hard to recognize because they are not visible motives that can be perceived or observed tangibly (Pintrich, Schunk, & Meece, 2007). For example, social motivations are the active stimuli that generate the inner desire for learning. Some adult learners join classes to meet people, perhaps because of their sense of isolation and loneliness. Others are motivated to learn because they love the intellectual activity involved with gaining new knowledge and skills. Something inside them makes them have a strong desire to learn (Gom, 2009, in Aljohani & Alajlan, 2020).
Intrinsic motivation refers to actions that are driven by internal rewards. The motivation to engage in a behavior arises from within because of the inherent satisfaction of the activity rather than the desire for a reward or specific outcome. Task motivation is its own reward and doesn’t depend on explicit rewards or other external constraints (Pintrich, Schunk, & Meece, 2007). In contrast, external motivation refers to behavior that makes learners act not because they are interested in the learning but for some benefits of external compensation (Gonzalez-DeHass, Willems, & Holbein, 2005), for example, money, grades, and honor, social or family pressures, and the threat of punishment. Compliments, appreciation, and acknowledgments are all sources of extrinsic motivation (Nas, 2016). All of these, combined with some other motivation theories inform the design of this strength-assessment system.
Below are the specific adult learning and motivational theories, and how they were included in the experience:
2.2.1. Adult Learning Theory
According to Malcom Knowles, adult learners differ from children in many ways. Adults need to know “why” they should learn, are driven by internal motives (“what’s-in-it-for-me”), their readiness to learn comes from perceiving the relevance of the knowledge (learn best when knowledge has immediate value for them), are self-directed individuals who want to take charge of the learning journey, learn by doing, and learn better when connections are made to their previous wealth of experience.
To ensure the conformity of this learning experience with the adult learning theory, I have used some of its affordances in the following ways:
Clearly stating the purpose of the awareness creation system and the values it offers them.
Reawaken their intrinsic motivation by showing them ‘what is in it for them’ and getting them curious and challenged by painting them a beautiful picture of what it feels like to be an ID in the corporate world through the welcome video.
Making the content of the experience relevant to them. This is why the audience of this experience is clearly defined and was limited to them.
Give them control over the learning experience by making it self-paced and individualized.
Include practical exercises that ensure they learn by doing through mentoring, peer interactions, and solving relevant case studies and scenarios.
Make connections and build on their wealth of experience through the content of the experience.
Use scenarios and case studies poscourse completion to put them in context of the job, and many more.
2.2.2. Engineering Motivation into IDSSAS System
This system was grounded on the Self-Determination Theory (SDT), which proposes that for one to be motivated and to function at an optimal level, a set of psychological needs must be supported (Deci & Ryan, 2000). These needs are Relatedness, Competence, and Autonomy. When these are satisfied, self-motivation and mental health are enhanced and when they are thwarted, motivation and well-being are diminished.
It was designed to give users autonomy and a sense of ownership and choice by making the experience self-paced and providing agency in social interaction channels. Provide relatedness by providing opportunities for social interactions with peers and mentors. Also, the principle of competence was integrated by providing the feeling of being able to do something or perform Instructional Design tasks.
I used the Self-Regulation Theory by providing opportunities for reflection in peer and mentor interactions while also engineering persistence and control through the welcome video and feedback provided. Baumeister and Vohs (2007) define self-regulation as the self’s capacity for altering behaviors. It greatly increases the flexibility and adaptability of human behavior, enabling people to adjust their actions to a remarkably broad range of social and situational demands.
Intrinsic and extrinsic motivation were also engineered into the system. Intrinsic motivation refers to actions that are driven by internal rewards. The motivation to engage in a behavior arises from within because of the inherent satisfaction of the activity rather than the desire for a reward or specific outcome. Lepper & Henderlong (2000) explains how the 4Cs of intrinsic motivation (Challenge, Curiosity, Control, and Context) can be harnessed for better motivation.
The gains of intrinsic motivation were also explored by challenging the users in various ways and assigning tasks at a gradual difficulty level from very easy to very difficult (scenarios and case studies after completing courses and mentoring). I used the students’ own personal experiences and aroused their curiosity through the wording of the video script, used fantasy/imagination as a strategy to stimulate their thinking power beyond the current conditions, give them control over their learning, and make the content very relevant to their context and need of a job.
On the other hand, extrinsic motivation, a type of motivation that is driven by external reward or punishment, was also included. This type of motivation makes people perform a task or behavior to attain an external reward or avoid a punishment, such as studying for a good grade, working for a paycheck or salary increment, earning social recognition, getting promoted at work, or exercising to win a prize. While adults are not solely motivated by extrinsic motivation, they most times are when it offers them what they desire or need. As stated by Lepper & Henderlong (2000), extrinsic motivation can make a difference when initial interest in a task is low and there is a need to reinforce mastery or competence. However, it was advised that it should not be used superfluously to promote engagement as it could undermine subsequent intrinsic interest.
Here is how I used extrinsic motivation in this learning experience:
The goal to be achieved from the learning experience was clearly stated from the onset of the experience to condition their mind at a target to reach.
I provided personalized encouragement at every point necessary (but not superfluously).
Facilitated Peer-Based recognition by offering them a badge for awareness and competence.
Used a progression bar to drive them to complete the sections.
Provide assessment feedback and use praise that rewards effort and improvement.
Offer support through email and calls to the users. My contact details are provided to them to ensure they are not deterred by any difficulty they may encounter during the experience.
Provided them with established mentors who were mostly professionals, who also transitioned into the field, to show them transitioning to the field can be done successfully.
Due to the importance of a growth mindset — the belief that intellectual ability can be developed (Yeager & Dweck,2020), I used the introductory video and the feedback the system gives the users while using it to charge them to remain resilient in the quest to learn the nitty-gritty of corporate instructional design. The word ‘yet’ is used to tell them failure is not an end but a means to an end. A growth mindset is a belief that one’s ability is malleable and can improve with effort and challenge. Growth mindset was reinforced with praise for work ethic and effort.
Learning self-efficacy was also engineered in this system. Self-efficacy is the belief that the learners believe in their own capacity to execute their behaviors to achieve certain goals (Bandura, 1977). I promoted the user’s self-efficacy in this experience by validating their previous experience and skills; and assuring them that they are enough and can do it through the short welcome video and through feedback and guiding instructions.
Another theory that is engineered is the Situated Learning Matrix. Situated learning is a theory of learning that emphasizes the importance of context and social interactions in the learning process. According to this theory, learning is not just the acquisition of abstract knowledge or skills, but it is instead a process of active participation in the world. Situated Learning Matrix Experience (SLME) has the following components: Goals, Interpretation, Feedback, Explanation, Practice, Social Interaction (Mentoring, Sharing, Debriefing) (Gee, J. P., 2008). I ensured the learning contents are contextual and authentic by ensuring relevance to my global audience. Also, opportunities to engage in practice and apprenticeship are provided via the presentation of real-life case studies or scenarios, peer and mentoring interactions.
2.3. Mentoring in Professional Development
Mentoring is an essential aspect of professional development, particularly in instructional design, where continuous learning is vital. It is described as a learning and development partnership between someone with vast experience and someone who wants to learn. Mentorship is said to incorporate psychosocial support, career guidance, role modeling, and communication (DeMaria, 2020). Research indicates that mentoring significantly enhances career development by expanding professional networks, providing career advice, and increasing job satisfaction. Mentees often experience greater confidence and motivation, leading to higher levels of engagement and retention in the profession (Eby et al., 2013). Moreover, mentoring facilitates the application of new technologies and methodologies, helping Instructional Designers stay current in an ever-evolving field (Reiser & Dempsey, 2018).
In the context of instructional design competency development, mentoring provides a platform for ongoing professional growth. As Instructional Designers navigate the complexities of evolving educational technologies and methodologies, mentors can offer guidance on how to apply new tools and techniques effectively. This continuous learning process ensures that Instructional Designers remain at the forefront of the field and are capable of creating innovative and effective educational solutions (Reiser & Dempsey, 2018).
Overall, mentoring is a powerful tool for professional development, offering benefits that extend beyond skill acquisition to include career advancement, soft skills development, and increased job satisfaction. As such, mentoring should be considered a key strategy in the professional development of Instructional Designers.
2.4. User-Centered Design (UCD)
User-Centered Design (UCD) is a design philosophy and process that places the user at the center of the design and development process. UCD aims to create products, systems, and services that are highly usable and effective by prioritizing the needs, preferences, and limitations of the end users throughout the design cycle (Norman, 2013).
In the context of instructional design, UCD is particularly significant as it ensures that educational materials and learning environments are designed with the learner’s needs in mind. By applying UCD principles, Instructional Designers can create more effective and engaging learning experiences that accommodate diverse learner preferences and improve overall learning outcomes (Smith & Ragan, 2005).
While UCD provides significant benefits, there are challenges in its implementation, such as balancing user needs with design constraints, managing diverse user feedback, and ensuring that design changes are feasible and practical (Carroll, 2000). Addressing these challenges requires a thoughtful and adaptive approach, ensuring that the design process remains flexible and responsive to user needs.
In summary, User-Centered Design is a crucial approach in creating effective instructional materials and learning environments. By focusing on the needs and feedback of users throughout the design process, Instructional Designers can enhance usability, engagement, and learning outcomes.