Gustafson and Branch (2002) produced a taxonomy of instructional development models,
which they defined as inclusive of both design and development practices. They categorized the
included models of development into three classifications: classroom-centric, or created to
improve small-scale instruction; systems-centric, or created to design and improve programs and
curricula; and product-centric, or created to facilitate development of instructional materials
(Gustafson & Branch, 2002). The taxonomy described characteristics of design models in relation
to these three orientations, including team or individual effort, the skill needed to successfully
implement the model, and the anticipated degree of iteration (Gustafson & Branch, 2002, p. 34).
The models included in the taxonomy were developed for situational use and lacked a clear,
pervasive approach aside from a commitment to the basic tenets of instructional systems design:
analysis, design, development, implementation, and evaluation (Gustafson & Branch, 2002).
Neither Gustafson and Branch’s (2002) taxonomy nor Andrews and Goodson’s (1980) comparison
of design models were organized by modality. However, since the advent of the Internet as a native
and ubiquitous environment for learning, this characteristic has become an important facet of
instructional design models, particularly those used in online learning.
Although many instructional design models exist, three have emerged in the field as the
primary processes used across different industries, iterated upon both formally and informally
based on context: ADDIE, AGILE, and backward design. However, these instructional design
models operate less as clear processes for designing and developing learning systems and
experiences than as design philosophies or approaches that inform the work, role, and focus of
instructional designers.
The ADDIE Model
The ADDIE model—which stands for analyze, design, develop, implement, and evaluate—
is of uncertain origin; some suggest that it emerged at Florida State University from work
commissioned by the U.S. Army, although the acronym ADDIE was not formally used during the
project (Molenda, 2003). Further, ADDIE did not appear in any of the major literature around
instructional design models from the 1980s or 1990s (Molenda, 2003). As a result, Molenda (2003)
concluded that ADDIE was “merely a colloquial term used to describe a systematic approach to
instructional development, virtually synonymous with instructional systems development” (p. 35).
Still, the key tenets of ADDIE have become the cornerstone of instructional design and
development processes across many contexts; ADDIE is widely characterized as the traditional
industry-standard model of instructional design.
In each phase of ADDIE, the instructional designer works with a subject matter expert
(SME); the focus of ADDIE is on the systematic and intentional creation of high-quality learning
materials. The ADDIE approach begins with assessing the needs, environment, and characteristics
of learners through detailed analysis. The next stage, design, moves from needs assessment to
conceptualizing interventions and experiences tailored to learners, and informed by the SME. The
development phase is inclusive of all steps for product development, and often emerges as a back-
and-forth between the instructional designer, who produces storyboards, writes copy, creates
assignments, and develops rubrics or assessment metrics, and the SME, who provides content and
feedback. In the implementation stage, students learn using the developed materials; the ADDIE
model culminates in an evaluation of their learning and the effectiveness of the instructional
materials created through the design process. As an instructional design model, ADDIE takes a
broad approach to categorizing the activities of instructional design with significant leeway given
for the perspectives and process of each instructional designer or team. The model emphasizes the