American Educational Research Association (Design & Technology SIG)
Brigham Young University – Division of Continuing Education
Brigham Young University
Brigham Young University
BYU David O. McKay School of Education
AECT Research & Theory Division
Jason K. McDonald is a Teaching Professor in the Department of Instructional Psychology & Technology at Brigham Young University (BYU). His scholarship examines instructional design practice in higher education—especially online and blended course design, design studio pedagogy, and the ethical/relational dimensions of learning design. Before joining BYU’s faculty, he spent a decade in industry roles for The Church of Jesus Christ of Latter‑day Saints and Deseret Book Company. He earned his BS (Sociology, 1999), MS (2003), and PhD (2006) in Instructional Psychology & Technology from BYU.
An interactive, time‑bounded simulation format where learners assume a professional role, engage with narrative through authentic digital channels (e.g., email, chat, video), and develop skills, attitudes, and professional understanding in context.
A theory proposing that simulated, role‑based experiences (e.g., PCS) support career exploration by increasing understanding of required skills and traits, strengthening decision commitment, and building confidence to succeed in a field.
Journal of Computing in Higher Education • Journal
This qualitative study explored how instructional designers pursue “quality” in online courses. Through semi‑structured interviews, the authors identified four themes linking course quality with designers’ autonomy, collaboration in teams, tensions between autonomy and collaboration, and strategies for coping with limits on both. Implications highlight the creative, affective, and judgment‑based workarounds designers use beyond formal processes to realize their aims for quality.
Studies in Philosophy and Education • Journal
Arguing that online/blended learning often over‑privileges making and artifacts, the authors propose a model of relational course design grounded in Levinas’s and Buber’s philosophies. Using a course on interfaith leadership and ethics as a case, they articulate principles for relational pedagogy that foreground human relationships and ethical responsibility in course design.
Journal of Computing in Higher Education • Journal
Using a critical case study of two faculty and one instructional designer, this paper critiques calculative and optionalized design practices in higher education course design. Such practices tended to distort teaching ideals, constrain relationships with students, and create ambiguity about design’s contribution to educators’ experience. The authors discuss implications for studying and practicing online/blended course design.
Online Learning • Journal
An ethnographic case study of a university instructional design team shows that designers devote significant time to mundane refinement tasks (revising, updating, fixing) that are distinct from specialized design or innovation work. These “refining” practices meaningfully contribute to how designers both achieve and make sense of course quality in context, with implications for research and practice.
Educational Technology Research and Development • Journal
This case study investigates how members of a university instructional design team draw “distinctions of worth” as they evaluate their motives and contributions in team pursuits. Three themes emerged: such distinctions can guide decision‑making more than project goals; competing distinctions are difficult to reconcile; and distinctions may involve unanticipated costs. Implications are offered for managing and studying design teams.
Educational Technology Research and Development • Journal
The authors call for greater development and use of “originary theory” in instructional design—theory generated within the field for its own purposes—contrasted with imported theory from other disciplines. They review limitations of over‑reliance on imports and illustrate how originary theorizing (e.g., conceptualizing ID as a design discipline and offering alternative views of learners) can better support design practice.
Design Studies • Journal
Through in‑depth interviews with six design studio instructors, this study examines how critiques structure studio practice to pursue three kinds of moral goods: goods for student development, for instructors’ self‑cultivation, and for other stakeholders. The paper discusses how multiple goods act simultaneously and why critiques matter in the moral ecology of studio pedagogy.
TechTrends • Journal
This study investigated how instructional design students perceived informal peer critiques in studio courses. Beginning students reported more perceived value than advanced students, and suggested more frequent/longer critiques. The authors discuss how informal peer critique can complement other feedback in studio pedagogy and identify avenues for future research.
Journal of Computing in Higher Education • Journal
Using action research, ID faculty at multiple institutions collaborated to share philosophies, strategies, resources, and course products for teaching introductory instructional design. The project produced a cyclical, theory‑based model for cross‑institutional faculty collaboration and practical insights for preparing novice instructional designers.
Journal of Applied Instructional Design • Journal
Through a focused review of ID studio case reports, this paper maps studio features and activities to principles of Model‑Centered Instruction (MCI). The analysis offers 17 options educators can use to structure ID studios and argues that aligning studio practice with MCI can help instructors experiment with improvements more systematically.
TechTrends • Journal
Interviews with practicing distance‑learning designers across sectors reveal tensions in practicing empathy: knowing how much learner analysis is enough, which stakeholders to empathize with, and how to navigate constraints. The authors argue that more empathic practice can improve designed online learning environments and outline directions for future research.
TechTrends • Journal
The article argues that when instructional designers adopt narrow views of practice they risk falling into formulaic routines. Embracing the creative spirit of design—its imaginative, creation‑oriented, and interdisciplinary character—can help designers remain flexible and perceptive, better achieving the field’s aspirational ideals for effective and innovative instruction.
Educational Media International • Journal
Drawing on interviews with eight successful filmmakers, this study identifies storytelling principles that can inform instructional design. The analysis shows how techniques used in compelling films can be translated to educational contexts to engage learners and support inventive approaches to designing instructional environments.
Educational Technology Research and Development • Journal
The paper explicates criteria known as Technology I, II, and III that differentiate reductive, formulaic approaches from reflective, systemic approaches to solving educational problems. Using problem‑based learning as a case, the authors identify reasons for a “technological gravity” that pulls practice toward reductive methods and recommend adopting Technology III criteria to achieve designers’ goals.
Educational Technology Research and Development • Journal
Proposes criteria distinguishing formulaic from reflective approaches to solving educational problems (Technology I, II, III). An analysis of problem‑based learning reports reveals a ‘technological gravity’ pulling practice toward reductive methods; the authors suggest three strategies and adoption of Technology III criteria to maintain alignment with innovative principles. citeturn14search0
Educational Technology Research and Development • Journal
This theoretical analysis compares mid‑20th‑century programmed instruction with contemporary online learning, focusing on their underlying assumptions. Four assumptions that contributed to programmed instruction’s demise—ontological determinism, materialism, social efficiency, and technological determinism—also underlie current theory and practice and may threaten instructional technology’s long‑term viability.
• Chapter
This chapter critiques common views of theory in learning/instructional design that treat theories as tools which solve problems on their own. Instead, theory is reframed as a support for designers’ judgment. The chapter surveys challenges with traditional views, proposes a judgment‑centered conception, and outlines kinds of theory that differently support professional practice.
• Chapter
Addressing designers who struggle to claim an important role in shaping educational experiences without over‑attributing learning outcomes to strategies or technologies, this chapter reframes instructional design as acting in relationship with learners. It positions designers’ judgment and responsibility—not technique—as central to improving education.
• Chapter
The chapter describes how compelling designs exhibit harmony and completeness—parts that “fit” together into a resonant whole that extends into the learner’s experience. It articulates principles for conceiving and shaping holistic learning environments and how such designs can help learners feel more balanced and complete.
• Book
An open textbook introducing the knowledge base and skill set of instructional design for introductory courses and as a reference for practitioners. Organized around practice (understand, explore, create, evaluate) and knowledge (theory, precedent, processes, activities, relationships), the volume gathers chapters by academic and industry experts and includes cases and practical resources.
• Chapter
This chapter presents the Playable Case Study (PCS), a 2‑week interactive simulation in which students assume a professional role and interact via authentic digital channels. Findings from a PCS on cybersecurity show gains in skill development, professional understanding, and interest, suggesting PCS can foster attitudes, values, and viewpoints beyond content mastery.
• Thesis
Using a historical case study method, this dissertation analyzes Technology I, II, and III to understand why designers may limit themselves to hardware‑ or formula‑focused approaches and how to enable “Technology III” practices. It identifies causes of limitation (e.g., distracted focus, status‑quo adherence) and methods to avoid them (legitimate evaluation, guiding principles, leveraging opinion leaders).
• Thesis
This thesis examines how assumptions behind mid‑century programmed instruction (e.g., behavioral determinism, materialism, social efficiency, technological determinism) led to rigid, inflexible instruction and public rejection. It cautions that some modern online learning shares these assumptions and argues for more flexible designs responsive to learners’ needs.