๐Ÿšด๐Ÿผโ€โ™€๏ธEducational Psychology

Instructional Design Models

Study smarter with Fiveable

Get study guides, practice questions, and cheatsheets for all your subjects. Join 500,000+ students with a 96% pass rate.

Get Started

Why This Matters

Instructional design models are the backbone of how effective teaching gets planned, delivered, and evaluated. You're being tested on understanding why each model works, not just what it contains. These frameworks draw directly from cognitive psychology, motivation theory, and learning science, so expect exam questions that ask you to connect a model's structure to underlying principles like cognitive load, transfer of learning, intrinsic motivation, and constructivist scaffolding.

Don't just memorize acronyms and phase names. Know what problem each model solves: Is it about sequencing instruction? Motivating learners? Evaluating outcomes? Aligning objectives? When you can identify the core purpose of each model, you'll nail both multiple-choice comparisons and FRQ applications asking you to recommend or critique an instructional approach.


Systematic Process Models

These models provide step-by-step frameworks for designing instruction from start to finish. They treat instructional design as an engineering problem: systematic, sequential, and iterative.

ADDIE Model

The most widely used framework in both corporate and educational settings, ADDIE organizes the design process into five phases: Analysis, Design, Development, Implementation, and Evaluation.

  • Analysis identifies learner needs, context, and constraints before anything gets built
  • Design maps out learning objectives, assessment strategies, and content structure
  • Development is where actual materials, activities, and media are created
  • Implementation is the delivery of instruction to learners
  • Evaluation happens both during the process (formative) and after delivery (summative)

A key feature is its iterative feedback loops: designers can circle back to revise at any stage based on evaluation data, rather than plowing forward with a flawed plan. The model also enforces an alignment principle, making sure objectives, assessments, and activities all point in the same direction.

Dick and Carey Systems Approach Model

This model applies systems thinking to instruction, meaning every component (goals, assessments, materials, delivery) is treated as interconnected. Changing one element affects all the others, so designers have to think holistically.

  • Detailed front-end analysis of learner characteristics, performance context, and instructional goals happens before any content development begins
  • A continuous revision cycle is built into the model, reinforcing the idea that design is never truly "finished"

Dick and Carey is more prescriptive and detailed than ADDIE, with specific procedures for writing performance objectives and developing criterion-referenced assessments. It's a strong choice when you need to justify a highly structured, research-grounded design process.

Kemp Design Model

Where ADDIE and Dick and Carey follow a roughly linear path, Kemp offers non-linear flexibility. Designers can enter at any point and move between elements in whatever order the project demands.

  • Nine interdependent elements include learner characteristics, task analysis, content sequencing, instructional strategies, and support services
  • This holistic integration of goals, content, and assessment makes it well-suited for complex or rapidly changing learning environments

Compare: ADDIE vs. Kemp: both are comprehensive design frameworks, but ADDIE follows a linear sequence while Kemp allows flexible, non-sequential development. If an FRQ asks about adapting to diverse learner needs mid-project, Kemp is your stronger example.


Cognitive Sequencing Models

These models focus on how to structure and sequence instruction to optimize cognitive processing. They're grounded in information processing theory and attention research.

Gagnรฉ's Nine Events of Instruction

Gagnรฉ's model provides nine sequential steps that mirror how the brain processes and stores information:

  1. Gain attention (orient the learner)
  2. Inform learners of objectives (set expectations)
  3. Stimulate recall of prior learning (activate existing schemas)
  4. Present the content (deliver new material)
  5. Provide learning guidance (offer scaffolding and examples)
  6. Elicit performance (have learners practice)
  7. Provide feedback (correct and reinforce)
  8. Assess performance (measure learning)
  9. Enhance retention and transfer (connect to real-world use)

Each event prepares working memory for the next stage, which is why this model connects directly to cognitive load management. Event 3 (stimulate recall) is a direct application of schema theory: by activating what learners already know, new information has something to attach to.

Bloom's Taxonomy

Bloom's Taxonomy organizes cognitive skills into a hierarchy of six levels (revised version): Remember, Understand, Apply, Analyze, Evaluate, Create.

  • Lower levels (Remember, Understand) involve recalling and explaining information
  • Higher levels (Analyze, Evaluate, Create) require learners to break down problems, make judgments, and produce original work

Its primary use is as an objective-writing tool. When you write a learning objective using Bloom's, you're specifying exactly what cognitive skill students should demonstrate. For example, "Students will analyze the causes of the Civil War" targets a different cognitive level than "Students will list the causes of the Civil War." This distinction matters for designing assessments that match your intended rigor.

Backward Design (Wiggins and McTighe)

Backward Design flips the typical planning process. Instead of starting with content or activities, you start with outcomes: what should students know and be able to do?

The model follows a three-stage process:

  1. Identify desired results (enduring understandings and essential questions)
  2. Determine acceptable evidence (what assessments will prove students learned it?)
  3. Plan learning experiences (only now do you design activities and select content)

This approach is understanding-focused rather than coverage-focused. It pushes teachers to prioritize transfer and application over simply "getting through" material.

Compare: Gagnรฉ vs. Bloom: Gagnรฉ sequences instruction (what the teacher does during a lesson), while Bloom categorizes cognitive outcomes (what students demonstrate). Use Gagnรฉ when asked about lesson structure; use Bloom when asked about assessment design or writing learning objectives.


Motivation-Centered Models

These models prioritize learner engagement and psychological investment. They draw from self-determination theory, expectancy-value theory, and behavioral reinforcement principles.

Keller's ARCS Model of Motivational Design

ARCS addresses a specific problem: learners who could learn but don't want to. It identifies four components of motivation, each requiring targeted design strategies:

  • Attention: Use perceptual arousal (novelty, surprise), inquiry arousal (curiosity-provoking questions), and variability (changing up formats) to capture and hold focus
  • Relevance: Connect content to learners' goals, experiences, and needs so they see why it matters to them
  • Confidence: Design achievable challenges with clear expectations. This connects directly to Bandura's self-efficacy theory: learners who believe they can succeed are more likely to persist
  • Satisfaction: Provide meaningful reinforcement, whether through intrinsic rewards (sense of accomplishment) or extrinsic ones (grades, recognition)

Merrill's First Principles of Instruction

Merrill's model distills research across multiple instructional theories into five principles, organized around problem-centered learning. Instruction should engage learners in solving real-world, authentic problems.

The model follows a four-phase cycle:

  1. Activation: Connect new content to learners' existing knowledge structures
  2. Demonstration: Show learners how (not just tell them what)
  3. Application: Let learners practice with coaching and feedback
  4. Integration: Have learners apply what they've learned in real, personally meaningful contexts

Compare: ARCS vs. Merrill: ARCS focuses on motivational conditions (making learners want to engage), while Merrill focuses on cognitive conditions (making learning stick through problem-solving). Both emphasize relevance, but ARCS addresses emotional engagement while Merrill addresses meaningful practice and transfer.


Evaluation and Iteration Models

These models emphasize continuous improvement through feedback and assessment. They reflect the principle that instructional effectiveness must be measured, not assumed.

Kirkpatrick's Four-Level Training Evaluation Model

Kirkpatrick provides a framework for evaluating training programs at four ascending levels:

  1. Reaction: Did learners enjoy the training? Were they satisfied?
  2. Learning: Did learners actually acquire the intended knowledge or skills?
  3. Behavior: Do learners apply what they learned on the job?
  4. Results: Did the training produce measurable organizational outcomes (productivity, revenue, error reduction)?

A common problem in practice is the Level 3 and 4 gap: many programs evaluate satisfaction (Level 1) and maybe test scores (Level 2), but never measure whether learners actually transfer skills to the workplace or whether the training moved organizational metrics. Level 4 results data is what justifies training investments to stakeholders and connects to ROI analysis.

SAM (Successive Approximation Model)

SAM was designed as an alternative to ADDIE's front-loaded planning. It uses agile, iterative development where rapid prototyping replaces lengthy upfront design phases.

The model has three phases:

  1. Preparation: Quick "savvy start" sessions to define scope and goals
  2. Iterative Design: Repeated cycles of prototyping, reviewing, and revising
  3. Iterative Development: Build-test-refine loops with functional versions of the instruction

Stakeholder collaboration happens throughout the process, which prevents the "big reveal" failure where a team spends months building something that misses the mark.

Compare: Kirkpatrick vs. SAM: Kirkpatrick evaluates after instruction is delivered, while SAM builds evaluation into the development process through continuous prototyping. For questions about summative program evaluation, use Kirkpatrick; for formative, ongoing improvement, use SAM.


Quick Reference Table

ConceptBest Examples
Systematic/Linear Design ProcessADDIE, Dick and Carey
Flexible/Non-Linear DesignKemp, SAM
Cognitive SequencingGagnรฉ's Nine Events, Bloom's Taxonomy
Outcome-First PlanningBackward Design, Dick and Carey
Learner MotivationKeller's ARCS, Merrill's First Principles
Problem-Based LearningMerrill's First Principles
Training EvaluationKirkpatrick's Four Levels
Iterative/Agile DevelopmentSAM, ADDIE (with feedback loops)

Self-Check Questions

  1. Which two models both emphasize starting with clear learning outcomes but differ in whether they follow a linear or flexible process? What's the key distinction?

  2. A corporate trainer wants to measure whether employees actually apply new skills on the job, not just whether they enjoyed the training. Which model provides the framework for this, and which specific level addresses job performance?

  3. Compare Gagnรฉ's Nine Events and Bloom's Taxonomy: How does each one help an educator, and when would you use one versus the other?

  4. An FRQ describes a learner who understands the content but lacks motivation to engage. Which model specifically addresses this problem, and what are its four components?

  5. A design team keeps revising their course after launch because initial planning missed key learner needs. Which model would have helped them catch these issues earlier, and what makes it different from traditional approaches like ADDIE?