Readings
Surry, D., & Farquhar, J. (1997). Diffusion theory and instructional technology. Journal of Instructional Science and Technology, 2(1). Available at: http://www.usq.edu.au/electpub/e-jist/vol2no1/article2.htm.
Hansen, S., & Salter, G. (2001). The adoption and diffusion of web technologies into mainstream teaching. Journal of Interactive Learning Research 12(2/3), 281-299. Available at: http://www.editlib.org/index.cfm?fuseaction=Reader.ViewAbstract&paper_id=8423.
What is Change and Innovation Theory?
A theory that explores how and at what rate humans adopt change.
Initial Thoughts
Over the past ten years I have witnessed change and innovations taking place; however, I never realized the hurdles involved or the time it actually takes to implement the changes.
I have expereinced this on a very small scale such as convincing students that Word 2010 is much better than Word 2003, or trying to convince mature students that migrating from WordPerfect to Word isn't so bad.
Learned Concepts
- Diffusion – gaining acceptance from members of a community. Four major factors that influence diffusion are the innovation, how information is communicated, time and the nature of the social system. The study of diffusion theory identifies underlying problems and factors that cause products to not be adopted.
- Innovation Decision Process theory – addresses five distinct stages Knowledge, Persuasion, Decision, Implementation and Confirmation.
- Individual Innovativeness theory – signifies that individuals who welcome change and innovation are more likely to accept innovation.
- Theory of Rate of Adoption – identifies that there is a pattern in the adoption rate of innovation.
- Theory of Perceived Attributes – states that the theoretical basis of trialability, observability, relative advantage, complexity and compatibility attribute to the innovation.
- Determinists – consider technology and innovation a prime cause of social change by leading society.
- Instrumentalist – consider technology as a tool under human control.
Concluding Thoughts
This unit was jammed packed with new terms, theories, and a hands-on approach of applying some of these theories using a diffusion game.
The usage of a game to demonstrate a stage of implementation was effective by making the situation "real". While working through the game I found myself totally engaged in forming strategies.
As a huge fan of keeping students engaged and motivated, adding a game into this Unit was effective. Each student had the opportunity to play a game, then compare each other's results, thoughts, and frustrations. Adding this type of game or other games into the Office Administration program would provide hands-on learning that encourages students to strategize, problem-solve, and organize would be an ideal for this program.