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==Theory summary==
The theory of model-centered
Instructional designers may guide learner attention by introducing learners to carefully selected objects and events that occur in certain environments. In some situations, it is not possible to have learners work with real objects, events, or environments.<ref>{{Cite web |title=Attention-Driven Design: How Instructional Designers Design to Capture the Learner’s Attention - ProQuest |url=https://www.proquest.com/openview/e59201870be7375b99d83f32ce3f0abc/1?pq-origsite=gscholar&cbl=18750&diss=y |access-date=2023-05-22 |website=www.proquest.com |language=en}}</ref> In these cases, instructional designers may create representations of the objects, events, or environments. These representations are called models. A model is a definition or representation of an object, event, or environment that includes some information regarding their properties, actions, or [[Causality|cause-effect]] relationships. Instructional designers may use a variety of models to help learners construct their own mental models. A model can take various mediated forms, from simple textual descriptions to complex, [[multimedia]] simulations.
According to the theory of model-centered instruction, there are three types of models: (a) a natural or manufactured cause-effect '''system''', (b) an '''environment''' in which one or more systems operate, or (c) an '''expert performance'''—a set of purposeful, goal-driven actions that causes changes within systems and environments. These three types of models — system, environment, and expert performance - form a comprehensive framework for the representation and communication of subject-matter information in any ___domain.
When learners interact with complex objects or models, they sometimes need assistance in discovering and processing information. Instructional designers can guide learners by introducing problems to be solved in a sequence that may be partially or fully determined by the learner. Gibbons defines a '''problem''' as “a request for information about an incompletely known model. A problem is a request for the learner…to supply one or more of the model’s behaviors, elements, or interrelations that are missing”.
== Principles of Model-Centered Instruction ==
Gibbons has defined seven principles that summarize the general design prescriptions of model-centered instruction.
1. '''Experience''': Learners should be given maximum opportunity to interact for learning purposes with one or more systems or models of systems of three types: environment, system, and/or expert performance. The terms model and simulation are not synonymous; models can be expressed in a variety of computer-based and non-computer-based forms.
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