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What is the ADDIE model and is it still relevant?

The ADDIE model of instructional design is one of the best known and well used frameworks for the development and deployment of successful learning solutions. But is it still effective in today’s dynamic environment?

The foundation for instructional design. Outdated and no longer relevant for learning today. A robust and thorough process. Rigid and inflexible. These are some of the many different and opposing views on the ADDIE model for instructional design and they may all have some merit. The model has been around for a while and is generally seen as baseline knowledge and application for anyone involved in learning design – but is this still the case?

In this article, we explore the model and its relevance to learning today.

What is the ADDIE model?

ADDIE was one of the first frameworks for instructional design and is possibly the most well-known and widely used. Developed by Florida State University for the US military in the 1970s, ADDIE is an acronym for the five stages of a learning design and development process: Analysis, Design, Development, Implementation and Evaluation.

Designed as a linear model, each stage is completed before moving onto the next.

This is a step often not given enough attention. Don’t be tempted to jump straight into design without some level of analysis: at worst, you may find that learning wasn’t even the solution to the problem; and, at best, you’ll miss important information related to the learners, the context and what they need to learn.

This first stage is therefore to gather and analyse information that will inform your design process and, in fact, determine whether a learning solution is even required. Depending on the situation, you will typically complete the following activities:

Training needs assessment or analysis (TNA): Many requests for training come up when a gap in performance is identified, and the first thought in everyone’s mind is that ‘we need training’. Training may well be required, but other factors may also be at play, like resource, systems or process issues, environmental, management or motivation problems. Through the TNA you need to identify:

  • The current performance issue or gap between current and desired performance and the reasons for this.
  • The desired level of performance/knowledge/skills.
  • The learning outcomes to be achieved if training is the solution.

Context and learner analysis: Understanding the environment and the target audience are critical and have a significant impact on learning design.

  • What is the profile of the learners? (eg. roles, demographics, digital skills, language)
  • What skills, knowledge and experience do they currently have?
  • What learning modality best suits them and the knowledge/skill to be learnt?
  • What devices and internet access do they have for e-learning?
  • What learning constraints are there? (eg time, location, facilitators, motivation)
  • What are the project specifications and requirements? (eg planning and timelines, budget, stakeholders, development and deployment tools, accessibility, assessment and evaluation of learning)

Content analysis: You must gather relevant content for learning. You may:

  • Receive information from a subject expert.
  • Conduct a job/task analysis.
  • Collect information through research, documents, existing training, interviews, workshops and/or observation.

Once you have the content, you need to analyse and understand it before moving onto design. This often requires working closely with subject experts to validate, clarify and possibly expand content.

Often referred to as blueprinting, this stage brings in your learning expertise, conceptual thinking and a good dose of creativity. Design begins with your learning strategy – confirmation of the purpose and learning outcomes and agreement on the learning modality/ies (eg e-learning, facilitated training or coaching, social learning, performance aids and resources).

Depending on the scale and nature of the project, you may then deliver one or more of these in the design phase:

A high-level framework: An outline of your proposed design mapped to learning outcomes and content areas, and including ideas for text, multimedia, learning activities and assessment. Critically, you define the scope and duration of learning at this early stage.

A storyboard: A detailed design document which includes all the learning elements with written, graphical and audio content for development. You need to carefully consider learner engagement and interaction and link the design elements back to achievement of the learning objectives.

A prototype: A sample of the proposed solution which will give stakeholders an idea of the look and feel of the course in terms of visual design and functionality in the case of e-learning.

The design is converted into the final learning solution in this phase. The build may include:

  • E-learning developed using an authoring tool.
  • Videos and animations.
  • Learner guides, facilitator guides and slides for facilitated training.
  • Performance aids and resources to support on-the-job learning.

Testing is an important activity, particularly for e-learning. Additionally, you may run a pilot programme to validate the process and content with a sample group before going live with implementation.

The rubber now hits the road, and you deliver the newly developed learning solution to the target audience. Implementation actions will obviously depend on the organisation, project and learning modality but may include:

  • Communication around the new learning.
  • Uploading learning to your learning management system (LMS) and enrolling learners.
  • Training trainers on the new material and booking workshops.
  • Preparing the environment to support transfer of learning.

In this final phase, you gather feedback and data to determine whether the learning has achieved what you intended. The Kirkpatrick Model of evaluation is one that is often used to gain a full view of results on different levels:

Level 1 - Reaction: A survey to find out how learners liked and related to the learning.

Level 2 – Learning: Formative and summative assessments, possibly pre- and post-training, to check that learners have attained the required knowledge, skill and confidence as a result of the training.

Level 3 – Behaviour: Workplace evaluation to determine whether learners are applying the new knowledge and skills in their environment.

Level 4 – Results: Metrics to evaluate the impact the training has had on organisational outcomes and the Return on Investment (ROI) achieved.

You will also be able to draw statistics and reports from your LMS for evaluation. How many people have enrolled? How many people have completed?

It's not just about gathering the data – the real purpose of evaluation is to identify any areas for improvement or further action. Analyse the data to:

  • Identify changes required in the learning content, process or functionality. Did learners miss some sections or find others confusing or not relevant? Was it too long or was there too little or too much content?
  • Review assessments. Did the assessments accurately assess learning? Were there any significant patterns in responses which may point to changes required to the questions, content or methodology?
  • Identify further learning support. Is the environment conducive to skills transfer? What else would encourage application?

The pros and cons of ADDIE

So, what are seen as the advantages and disadvantages of using the ADDIE model to design and develop learning?

Pros

A comprehensive, tried and tested model that incorporates the full instructional design cycle and ensures a high-quality solution.

Widely understood and applied, supporting collaboration and communication across project stakeholders.

Enables effective project management in terms of time, resources, cost and evaluation.

Provides a structured framework for managing large, complex learning programs that require clear steps, responsibilities and tracking.

Cons

May be seen as inflexible, time-consuming and resource intensive due to the linear approach and number of steps.

Visualisation of the final solution can be difficult in the early stages of the project.

Does not enable an iterative, AGILE approach, making it unsuitable for rapid deployment or when there are frequent changes to learning.

May not take dynamic needs and objectives into account when these are agreed at the outset and not revisited.

Adapting ADDIE for today’s environment

There are other instructional design models around, many based on ADDIE, while others focus on different elements within the process. Seen as a more agile approach, the Successive Approximations Model (SAM) is a popular alternative for design of e-learning in particular.

However, recognising some of the downfalls of the original model, adjustments have been made to ADDIE over time that make it more dynamic and iterative. A significant update now places evaluation in the centre, taking a broader view of it happening throughout the process. This supports continuous improvement at every phase, rather than only at the end, and highlights that you may move back to earlier phases if you need to.

PADDIE

Another version changes ADDIE to PADDIE. Planning and preparation were seen as an important project management addition at the start of the process.

The point is that ADDIE can and should be adapted to suit your needs, environment and project. The model provides a solid framework within which to define your process to be practical and fit for purpose. You may, for example:

  • Condense the design phase to move more quickly into development and enable stakeholders to visualise and experience the learning solution.
  • Fast track to the design phase as a detailed analysis may already have been conducted on the needs and content.
  • Build iterations into each phase, with reviews and sign off, to support collaboration and ongoing improvement.

In summary

The ADDIE model of instructional design provides a useful and comprehensive framework to systematically structure the learning design and development process.

Starting with a thorough analysis ensures that you fully understand the purpose, the context and the learner needs so that you can design learning that will achieve the desired learning outcomes and optimise the learner experience.

Adapting the process to fit the needs of your organisation and specific project will enable you to deliver a learning solution that meets requirements within the timeline and budget and in a way that supports collaboration and communication.

BY HAYLEY VAN-HEERDEN

Contact

Jess Rust

Team & Project Lead

Aleido Learning UK