CDLA · Module 2 — Learning science for digital media

Merrill's first principles as a studio checklist

Problem-centred instruction: activation, demonstration, application and integration, with Gagné's nine events as an optional quality pass.

About 18 min

Practice in the lesson player

Sorting, matching, quizzes, and the module gate stay behind a free account so scored answers are not public. The teaching notes below are the same cited curriculum.

What this lesson covers

  1. 01

    A problem, then four principles

    Merrill (2002) reviewed many instructional design models and found five principles they share. Learning is promoted when learners work on real-world problems, and when instruction activates prior knowledge, demonstrates the skill, lets them apply it with feedback, and helps them integrate it into their work. Use it as a quality check on a storyboard, not as a project plan.

  2. 02

    Audit a storyboard against Merrill

    Principle | Question for the storyboard | Common failure

    Problem-centred | Is there a whole job task, shown early? | Topics in sequence, task only in the final quiz

    Activation | Does it connect to something the learner has done? | "Recall what you learned in Module 1"

    Demonstration | Is the skill shown, not just described? | Bullet lists describing the steps

    Application | Do learners do a new instance with feedback? | Recall questions on the demonstration

    Integration | Do they plan or reflect on use at work? | "Thank you for completing this module"

  3. 03

    What makes a demonstration work

    Merrill's own corollaries for demonstration are more demanding than most courses meet: the demonstration must be consistent with the type of skill (show a procedure step by step; show a concept with examples and non-examples; show a process as a consequence chain), learners should see more than one example that varies in the ways real cases vary, and media should show the skill rather than decorate it. A single perfect example teaches learners to recognise that example. Three varied examples teach them the rule.

  4. 04

    Gagné's nine events as a quality pass

    Gagné's nine events (gain attention, inform of objectives, stimulate recall, present content, provide guidance, elicit performance, provide feedback, assess, enhance retention and transfer) can be a final pass over a finished storyboard: did you miss a beat? They do not replace Merrill or the action map. If a screen exists only to gain attention and links to no action, cut it.

  5. 05

    Run the five questions

    Run the five audit questions from slide 3 on your review module. Each "no" is a finding. Add them to your design review with one proposed fix each.