The Domain of Development
Development is the process of translating the design specifications into physical form. It includes
hardware, software, visual and auditory materials, as well as the programs or packages which integrate the
various parts. The sub-categories of the development domain reflect chronological changes in technology,
with new overlapping but not replacing old.
Print Technologies
Print and visual materials, including books, photographs and graphics involve the most basic ways of
producing and delivering instructional materials. They also provide the foundation for both the
development and utilization of other instructional technologies. Text displayed by a computer is an
example of the use of computer-based technology for production. When that text is printed in hard copy
to be used for instruction, it is an example of delivery in a print technology. Development of text
materials and visual materials relies upon theories related to visual perception, reading and human
information processing as well as theories of learning.
Audiovisual Technologies
Audiovisual instruction is most obviously characterized by the use of hardware in the teaching process,
that is, using mechanical or electronic machines to present auditory and visual messages. There is an
increasing overlap of AV Technologies with Computer-based Technologies. For example, a video is an
audiovisual technology. However, when video information is available on a videodisc, it becomes
randomly accessible and may demonstrate most of the characteristics of computer-based or integrated
technologies.
Computer-based Technologies
Computer-based technologies use screen displays to present information to students. Information is stored
electronically in the form of digital data rather than as print or visuals. The various types of computer
applications are generally computer-based (CBI), computer-assisted (CAI), or computer-managed (CMI).
Integrated Technologies
Integrated technologies are ways to produce and deliver materials which encompass several forms of
media under the control of a computer. An example of an integrated system would be a computer which
has a hypermedia lesson running under an authoring system such as HyperCard or Toolbook. This lesson
would include information on a videodisc, audio system or the WWW. As controlled by the learner’s
interaction with the computer keyboard and monitor, the computer would access these various resources
and deliver the output to the computer screen. The learner doesn’t have to be concerned about the delivery
of the resources, but can concentrate on the content of the lesson.
The Domain of Utilization
This is the oldest of the domains because regular use
of AV materials predates even concern for
production of instructional media. Utilization is the act of using processes and resources for learning.
Bringing about change
, through instructional innovation is incorporated within this domain. Those
engaged in utilization are responsible for matching learners with specific materials and activities,
preparing learners for interacting with the selected materials and activities, providing guidance during
interaction, providing for assessment of the results, and incorporating this usage into the continuing
procedures of the organization. The subcategories of this domain explain these activities further.
Media Utilization
The media utilization process is a decision-making process based on instructional design specifications.
Those engaged in media utilization are taking what was planned by the instructional design process and