ID 553 - Module 6: Creating Instruction: Planning and Designing the Intervention

Instructional Strategies: Gagne, Merrill, and Scaffolding

Estimated reading time: 35 minutes.

Video: Instructional Strategies: Gagne, Merrill, and Scaffolding. Lecture: mapping a real lesson onto Gagne's nine events, Merrill's principles as a strategy check, evidence-based practice design, scaffolding, sequencing, and media selection. (Instructor: build with make_videos.py or record and embed your own.)

What an instructional strategy is

An instructional strategy is the plan for how learners will get from their entry skills to the objectives: the sequence of content, the events that happen in each lesson, the kinds of practice and feedback, the grouping, and the media. Dick and Carey place it after assessment so that every strategy decision can be checked against "does this help learners perform on the assessment, and therefore on the job?"

Three frameworks organize most strategy decisions: Gagné's nine events for the structure of a lesson, Merrill's First Principles for the quality of the whole, and the cognitive research on practice, feedback, and scaffolding for the details.

Gagné's nine events of instruction

Gagné argued that learning requires a sequence of internal processes (attention, expectancy, retrieval, encoding, responding, reinforcement, retrieval cues, generalization) and that instruction should supply external events that support each. The nine events:

EventPurposeExamples
1. Gain attentionOrient the learnerA surprising fact, a problem, a short scenario, a question
2. Inform learners of the objectiveSet expectancyState what they will be able to do and why it matters
3. Stimulate recall of prior learningActivate relevant knowledgeQuick review, a question about experience, a pretest item
4. Present the contentProvide the stimulusExplanation, demonstration, worked example, reading, video
5. Provide learning guidanceSupport encodingAnalogies, cues, examples and non-examples, concept maps, hints
6. Elicit performanceHave learners respondPractice problems, simulations, role-play, application tasks
7. Provide feedbackReinforce and correctSpecific, timely feedback on the practice
8. Assess performanceConfirm learningPosttest, performance assessment
9. Enhance retention and transferSupport generalizationVaried practice, spaced review, application to new contexts, job aids

The events are not a rigid script. A lesson may cycle through events 4 through 7 several times, and a problem-based lesson may start at event 6. But a lesson missing events 6 and 7 (practice and feedback) is a presentation, not instruction, and lessons missing event 9 rarely transfer.

Merrill's First Principles as a strategy check

Apply the five principles to the whole unit, not just each lesson:

Evidence-based practice design

The cognitive research on learning is consistent on several points that strategy should honor:

Scaffolding and cognitive apprenticeship

Scaffolding is support that lets learners perform beyond their current unaided ability and that is withdrawn as competence grows. Cognitive apprenticeship (Collins, Brown, and Newman) names the moves: modeling (the expert performs and thinks aloud), coaching (guided practice with feedback), scaffolding and fading, articulation (learners explain their reasoning), reflection (learners compare their process with the expert's), and exploration (learners frame and solve their own problems). This sequence is a strong default for complex skills and is compatible with Gagné's events.

Sequencing content

Grouping and delivery

Strategy includes who learns with whom and where: self-paced, instructor-led, cohort-based, blended. Decide based on the learner and context analysis. Collaboration helps when the task benefits from multiple perspectives or when articulation is a goal; it hurts when it adds coordination load to a task that does not need it. Online delivery requires deliberate design for social presence and for the self-regulation that self-paced learning demands.

Media selection

Choose media after strategy, not before. The question is not "should we use video?" but "what does event 4 (presentation) or event 6 (practice) require, and which medium supports it best at acceptable cost?" Clark's long-standing argument is that media do not cause learning; methods do. Media constrain which methods are feasible. A simulation is worth building when the practice it enables cannot be provided otherwise; a video is worth producing when demonstration of a dynamic process is needed and text cannot convey it.

Writing the strategy for your plan

For each lesson or unit in your instructional plan, specify:

  1. The objectives covered.
  2. The nine events (which are present, how each is done, how long).
  3. The practice and feedback design (type, quantity, spacing, fading).
  4. The grouping and delivery mode.
  5. The media, with a one-sentence justification tied to the event it serves.

Then check the whole plan against Merrill's principles and against cognitive load.

References

Clark, R. E. (1994). Media will never influence learning. Educational Technology Research and Development, 42(2), 21–29.

Collins, A., Brown, J. S., & Newman, S. E. (1989). Cognitive apprenticeship. In L. B. Resnick (Ed.), Knowing, learning, and instruction (pp. 453–494). Lawrence Erlbaum.

Dunlosky, J., Rawson, K. A., Marsh, E. J., Nathan, M. J., & Willingham, D. T. (2013). Improving students' learning with effective learning techniques. Psychological Science in the Public Interest, 14(1), 4–58.

Gagne, R. M., Wager, W. W., Golas, K. C., & Keller, J. M. (2005). Principles of instructional design (5th ed.). Wadsworth.

Merrill, M. D. (2002). First principles of instruction. Educational Technology Research and Development, 50(3), 43–59.

Sweller, J., van Merriënboer, J. J. G., & Paas, F. (2019). Cognitive architecture and instructional design: 20 years later. Educational Psychology Review, 31, 261–292.

van Merriënboer, J. J. G., & Kirschner, P. A. (2018). Ten steps to complex learning (3rd ed.). Routledge.