This chapter addresses the instructional designer's skills and abilities in organizing instructional programs and/or products. As Koszalka, Russ-Eft, and Reiser (2013) explain, this competency requires instructional designers to “organize instructional programs and/or products to be designed, developed, and evaluated (essential).” Instructional designers should (a) “determine the overall scope of instructional programs and/or products (advanced); (b) identify and sequence instructional goals (essential); and (c) specify and sequence the anticipated learning and performance outcomes (essential).” This chapter addresses these issues.
What should be the scope of instructional programs and/or products? Scope refers to its length and depth. How long should it be? How deeply should it address the topic and attempt to meet the objectives?
The answers to these important questions will depend on learner needs and on client preferences—and budget. Keenly felt needs will command time, attention, and management commitment. Those less keenly felt will not command time, attention, commitment—or money.
Instructional designers must explore these questions with their management clients to determine the answers to the scope questions posed above.
This is an advanced skill because mere technical ability will not provide an answer. Instructional designers who are proficient at this skill are able to work within the organization's political system. In short, an underlying issue is really one of power—what is important to an organization and how to exercise power to make it happen.
Once work analysis has been performed, instructional designers should be ready to write statements of performance objectives. Sometimes used synonymously with instructional or behavioral objectives, performance objectives are necessary for one very important reason: they guide remaining steps in the instructional design process by describing precisely what the targeted learners should know, do, or feel on completion of a planned learning experience. It is also highly desirable if they can also communicate the on-the-job results sought from the learning experience.
In a sense, performance objectives create a vision of what learners should be doing after they master the instruction. Objectives focus on the results of instruction, what learners should know, do, or feel upon completion of a learning experience (Mager 1997b). Objectives do not focus on what instructional designers should do or what activities trainers should use to effect changes in learners' work performance. Of course, as with many other topics in the instructional design field in recent years, some critics have weighed the pros and cons of objectives, questioning what they are for and why.
Performance objectives should not be confused with goals or activities. But what are instructional or organizational goals? What are learner or trainer activities? How do they differ from performance objectives? Let us begin the chapter by answering these questions.
A learner activity refers to what a learner is doing during a planned learning experience. For example, “listening to a lecture”—admittedly a passive activity because it implies more action by a trainer than by a learner—is a learner activity. Another example is “answering the questions at the end of a case study.” Activities emphasize behaviors; in contrast, performance objectives emphasize results. A trainer activity refers to what a trainer is doing during a planned learning experience. For instance, one trainer activity is “defining terms.” Other examples include lecturing, introducing a learning activity, showing a videotape, or passing out evaluations. Trainers sometimes focus on what they should do during a learning experience rather than on what learners can do by the end of instruction.
A performance objective is an expression of a desired result of a learning experience. It differs from a performance goal in that it is measurable and is an expression of what should be achieved. It differs from activities in that it describes desired results, not behaviors leading to results.
Instructional designers can derive performance objectives from goal analysis, carried out with instructional and organizational goals and learner-trainer activities, or from task or content analysis results. But what is goal analysis, and how is it carried out? How are the results of task and content analysis used to write performance objectives? Let us turn to these questions next.
Goal analysis is a means of transforming laudable but otherwise vague desires into specific and measurable targets for learner accomplishment (Mager 1997a). Goal analysis is appropriate to use on those many occasions when instructional designers are approached by their clients to work miracles. Clients often speak in terms of vague and ill-defined goals, and instructional designers must use methods such as performance analysis to decide what kind of performance problem exists. Goal analysis is a later step, intended to determine precisely what measurable results are desired from an instructional design solution.
To perform goal analysis, instructional designers should carry out five simple steps:
These five steps can help convert otherwise vague instructional or organizational goals—or learner or trainer activities—into precise and measurable performance objectives.
A simple description of the process should clarify it. Suppose a team of instructional designers has been assigned the daunting task of “improving customer service.” (Clients sometimes speak vaguely when they identify perceptions of learner needs.)
First, the team members would have to make sure the aim is improving customer service, not some other goal. They would do that by analyzing the performance problem and assessing learner needs. Second—assuming a justifiable instructional need was identified—the team members would list specific employee behaviors associated with effective customer service. They would ask these questions: What will people be doing when they are serving customers effectively? What will they be saying? Examples of appropriate behaviors might include answering customer phone calls quickly and courteously, approaching customers politely when they arrive in a store to look at merchandise, and identifying customers' problems or needs quickly and accurately. (These are just a few examples of behaviors associated with the goal.) Note that even these behaviors can be made more specific if the instructional designers described precisely what an employee does to “act courteously” or “identify customers' problems.” And the examples just given could easily swell if the team members applied various methods of creative problem solving to identify more behaviors and worker statements associated with “improved customer service.” Once the previous steps have been completed, the instructional designers should then eliminate duplicative behaviors from the list. Finally, team members would write performance objectives and try them out to see whether learners who achieved them would indeed demonstrate “improved customer service” as defined by the clients.
Goal analysis is just one of two primary methods used to identify the specific results desired from instruction. The second, and perhaps more commonly used, method is conversion of task or content analysis results into performance objectives.
The results of task analysis reveal how work is, or should be, performed. As we have seen, the results of content analysis also create a logical organizational scheme for subject matter that can be used as a starting point for developing instruction. But there is quite a difference between doing the work—or organizing subject matter—and engineering instruction that will produce learners who can do the work or demonstrate the desired knowledge. For this reason, it is not enough just to analyze how the work is done or how subject matter can be logically organized. Some consideration must also be given to the related, but different, issue of how to produce the desired results of instruction.
Instructional designers convert the results of task or content analysis into specific performance objectives by
These steps are depicted in Figure 8.1.
First, instructional designers should establish purpose. Purpose means the primary reason for a planned instructional experience. There are typically four choices: (1) increasing learners' knowledge, (2) changing attitudes or feelings, (3) building skills, or (4) combining one or more of the other three choices.
Second, instructional designers should classify learning tasks by examining each work task and asking this question: What kind of instruction will be necessary to instruct people to perform this task or demonstrate this knowledge? Only four answers to this question are possible. Instruction can be designed for (1) knowledge, (2) feelings, (3) skills, or (4) some combination of the first three. Here are a few examples of ways to classify tasks:
Work Task | Classification of Learning Tasks |
Explaining a procedure to others | Knowledge |
Serving customers courteously | Feelings |
Typing letters | Skills |
Instructional designers should bear in mind that the appropriate way to carry out the instructional design process depends on the results to be achieved. Classifying work tasks into learning tasks is important because it can suggest the best ways to design instruction that is intended to bring about particular results. Of course, more than one classification scheme for work or for learning tasks or content has been devised.
For example, in a classic treatment, Gagné, Briggs, and Wager (1992) distinguish among intellectual skills, cognitive skills, verbal information, motor skills, and attitude. As they define them, intellectual skills are equated with the ability to read, write, and compute, as well as capabilities needed to perform tasks in special occupational fields. Cognitive skills underlie learning how to learn, that is, knowing how to get to the heart of problems. Verbal information is linked to summarizing or stating a principle. “You can usually spot a verbal information goal by the verb that is used,” explain Dick and Carey (1990, 34). “Often the learner must state, list, or describe something.” Motor skill is associated with body movement of any kind, ranging from moving a pen to using a computer keyboard. Attitude means a persistent set of beliefs. Since each of these learning tasks is intended to evoke a different result, each calls for different instructional strategies.
The third step is to analyze learning tasks, a process called learning task analysis (Gagné, Briggs, and Wager 1992). Not to be confused with work task analysis, its purpose is to identify prerequisite knowledge. A prerequisite describes what learners should know before participating in instruction. Instructional designers use three methods to identify prerequisites: (1) learning hierarchies, (2) cluster analysis, and (3) procedural analysis (Dick and Carey 1990).
Instructional designers develop a learning hierarchy by repeatedly asking this question of each work task and subtask: What does a learner need to know to do that? (Davis, Alexander, and Yelon 1974). This process is called hierarchical analysis. To cite a simple example: to fill an automobile's tank with gasoline, a learner must first know what an automobile is, what a gasoline tank is, where the gasoline tank is located, where gasoline may be purchased, how to remove the gas cap, and so on. Each task implies a learning hierarchy. Hierarchical analysis is applied to intellectual, psychomotor, and attitudinal skills—but not to verbal information. To perform hierarchical analysis, instructional designers should simply flowchart the relationship between the work task and the required prerequisite knowledge. They then develop performance objectives from the hierarchy.
Performance objectives must always be tied to work activities. However, they may be linked to different expressions of work activities, for instance, as work tasks are presently performed or as they could be more efficiently and effectively performed at present or in the future. Performance objectives can also be linked to subject matter as related to job performance. When learners achieve performance objectives by the end of a planned learning experience, they should be able to perform in the application environment, or at least be familiar with the verbal information on which work performance depends. Instructional designers generally direct their attention to demonstrating learner change by the end of instruction, not on the learner's return to the application environment, though that view has been changing.
To demonstrate achievement of performance objectives in the application environment rather than merely at the end of instruction, they would probably have to devise more than one type of performance objective. Indeed, Briggs (1977) has identified four types of performance objectives. Each reflects a different time span. But instructional designers have seldom expressed performance objectives in terms of on-the-job changes; rather, the traditional focus has been on end-of-instruction changes. On-the-job change requires instructional designers to consider more than just what learners will be able to do: it also requires consideration of what the organization and the learners' supervisors must do to support the learners' application of knowledge, skills, and attitudes.
Instructional designers should describe the desired results of instruction in performance-based terms. They should be able to classify the type of performance objectives that must be written and then state performance objectives that are directly or indirectly linked to work requirements. The objectives should thus clarify, in measurable terms, what learners should be able to do at the end of instruction, how well they should be able to do it, and what conditions have to exist or equipment must be available for them to exhibit the performance. To write performance objectives, however, instructional designers must have a task or concept analysis and a learner analysis.
Instructional designers begin the process of stating performance objectives by identifying the kinds of objectives that must be written. Referring to the task classification prepared earlier in the instructional design process, they should clarify whether each objective will focus on knowledge, skills, or attitudes.
The most commonly used classification scheme for performance objectives was first described in 1956. That year, Bloom and his colleagues published the Taxonomy of Educational Objectives and defined three domains of learning—knowledge, attitudes, and skills. Objectives focused on increasing learner knowledge are called cognitive objectives; objectives focused on changing learners' attitudes are called affective objectives; and objectives focused on building skills are called psychomotor objectives. Knowledge means “facts and information essential to performing a job or task,” skills involve the “ability to behave in ways associated with successful job performance,” and attitudes are “feelings about performance that are voiced to other people.”
Each “domain” of learning consists of increasingly complicated levels, as shown in Figures 8.2, 8.3, and 8.4. Instructional designers begin classifying performance objectives by identifying the level of the domain that they are trying to reach. When they have done that for the end results desired from a planned learning experience, they are ready to begin writing performance objectives.
Performance objectives make tangible a vision of what learners should know, do, or feel at the end of a planned instructional experience. They should contain statements about at least two of the following three components (Mager 1988):
Other components could also be included in performance objectives. They may include targeted participants (Mager 1988). They may even include a description of how instruction will be carried out (Mager 1988).
The performance component of an objective describes how a learner will demonstrate proficiency. It is an activity or behavior to be learned during instruction and demonstrated afterward. A statement of performance always begins with a verb, and the choice of verb is typically linked to the type of task to be learned.
The criterion component of an objective describes, in measurable terms, just how well participants must perform to demonstrate competence (Mager 1988). It is worth emphasizing that a criterion must be measurable. Measures may be expressed by quantity, quality, cost, time, or customer requirements. Criteria may be derived from past work practices, present performance needs, future organizational plans, academic and government research, customer-focused research, benchmarking with best-in-class organizations, and other sources. They should be tied to historical performance standards or future organizational plans.
There are two different kinds of criteria: process and product (Blank 1982). A process criterion describes how well the learner should perform the task; a product criterion describes the product of the task. Examples of process criteria include “following company procedures,” “conforming to the organization's safety practices,” and “within ten minutes.” Product criteria include any of the following: “to the client's satisfaction,” “with fewer than three errors,” and “ready for sale.”
To establish criteria, instructional designers should ask questions such as the following:
In some cases, there will be a difference between existing and possible criteria. In other words, workers can simply perform better than they have been performing. One way that instructional designers can gauge the possibility for productivity improvement is to subtract the difference between the work output of the highest and lowest performers. It too can serve as the basis for criteria in performance objectives.
The condition component of a performance objective explains what working conditions must exist when the performer demonstrates his or her knowledge, skill, or ability (Mager 1988). Conditions may include essential or desirable situations in which performance is necessary. Condition statements usually begin with the word “given,” as in the following phrase: “given a ruler, the learner will be able to measure inches.” In this context, “given” means “the learner is provided with some equipment, resources, or information with which to function and cannot perform competently without them.”
To write performance objectives, instructional designers should begin with the following sentence or some variation of it: “On completion of instruction, learners should be able to…” They should then list the performance objectives, beginning each phrase with a verb. The portion of the objective that begins with the verb is the performance component. It is usually followed by statements about criterion and condition. Of course, criterion addresses this question: How well should the performance be done? It should always be measurable. The condition component addresses the following question: What equipment or other resources are necessary for the performance to be demonstrated by the learner?
Writing performance objectives is more difficult than it may appear at first blush. Some mistakes are relatively common. They are worth describing so they can be avoided.
Sequencing was discussed in Chapter 5. The same approaches used to sequence skills and knowledge can be used to specify and sequence the anticipated learning and performance outcomes. There is little need to repeat the approaches. It is important, however, to remember to place performance objectives in the appropriate order for learning. Refer to Figure 8.5 for some rules on sequencing performance objectives.