Devlin Peck

33 Instructional Design Theories, Models, and Principles

By Devlin Peck · Updated

Part of the Instructional Design Fundamentals guide

Instructional design theories, models, and principles are the evidence-based frameworks that instructional designers use to create learning that actually works. This guide covers all 33 that matter, organized so you can find the right one for your project.

You'll get the learning theory foundations, the 15 most important ID theories, the 2 principle sets that guide day-to-day design decisions, the 16 models that structure the work, and something that no glossary will give you: guidance on when to use each one.

What is instructional design theory?

Instructional design theory is a body of knowledge that prescribes how to help people learn. Charles Reigeluth, one of the field's leading theorists, describes ID theory as design-oriented: it offers explicit guidance on reaching learning goals, unlike descriptive learning theories that simply explain how learning happens.

Keep that guidance in mind, because the field uses three related terms:

Most real projects use all three at once: a model to run the project, theories to justify design decisions, and principles to make the hundreds of small calls along the way.

If you want a spoken overview before digging into the full roster, this video introduces the major theories, models, and principles:

One note on scope: this article covers models at the summary level so you can compare all of them in one place. If you arrived with pure model intent, my detailed guide to the best instructional design models goes deeper on the heavy hitters.

Why do instructional design theories and models matter?

Because hiring managers screen for them, and learning experiences fail without them. If your design ignores how people actually learn, you leave learners confused and bored, and they never reach the learning goals. Models also keep your projects on track: they make sure you gather the right information and don't skip anything important.

The hiring data backs this up. According to Devlin Peck's Instructional Design Hiring Manager Report, 71.3% of hiring managers say applying ID theory is a core skill, 26.7% see room for improvement among ID applicants, and 67.3% want candidates who understand the ADDIE model. Knowing the frameworks below, and being able to explain how you applied them in your portfolio projects, is one of the clearest ways to stand out in the job market.

Quick reference: all 33 theories, models, and principles

Here are all 33 frameworks at a glance. Each row links to its full entry below, and the four learning-theory foundations they build on (behaviorism, cognitivism, constructivism, and connectivism) get their own comparison table in the next section.

NameCategoryOriginatorCore ideaBest used when
Merrill's First PrinciplesTheoryM. David MerrillLearning centers on solving real-world problemsDesigning task-centered workplace training
Backward DesignTheoryWiggins & McTigheStart from outcomes, then evidence, then activitiesAligning objectives, assessments, and content
Anchored InstructionTheoryJohn BransfordAnchor learning in a rich case or problemCase-study and scenario-driven courses
Cognitive ApprenticeshipTheoryCollins & BrownExperts model and coach thinking made visibleTransferring expert judgment to novices
Social Learning TheoryTheoryAlbert BanduraPeople learn by observing and imitating othersDemonstration videos, peer learning
AndragogyTheoryMalcolm KnowlesAdults learn differently than childrenAny adult audience (so, most of them)
Stages of Cognitive DevelopmentTheoryJean PiagetChildren develop through four cognitive stagesK-12 design; background for corporate IDs
Situated CognitionTheoryBrown, Collins & DuguidKnowledge is inseparable from the context of doingOn-the-job training and simulations
Sociocultural LearningTheoryLev VygotskyLearning is social, shaped by culture and mentorsMentorship and cohort-based programs
Discovery-Based LearningTheoryJerome BrunerLearners actively seek answers, not just absorb themExploratory learning with safety nets
Inquiry-Based LearningTheoryJohn DeweyQuestions and investigation drive learningWorkshops built around real problems
Elaboration TheoryTheoryCharles ReigeluthSequence content from simple to complexSequencing large, complex curricula
Individualized InstructionTheoryKeller & ShermanPace and path adapt to each learnerSelf-paced mastery-based programs
ZPD and ScaffoldingTheoryLev VygotskyStretch learners just beyond what they can do aloneCoaching and gradually fading support
Cognitive Load TheoryTheoryJohn SwellerWorking memory is limited; design around itNearly every screen-level design decision
Mayer's Multimedia PrinciplesPrincipleRichard Mayer12 rules for combining words and visualsBuilding slides, eLearning, and video
Universal Design for LearningPrincipleCASTDesign for learner variability from the startMaking learning accessible to everyone
ADDIEModelFlorida State UniversityAnalyze, Design, Develop, Implement, EvaluateWell-scoped projects with sign-off gates
Bloom's TaxonomyModelBenjamin BloomCognitive skills ranked by complexityWriting objectives and assessments
Gagné's Nine EventsModelRobert GagnéNine conditions every lesson should meetStructuring a single lesson or module
Kirkpatrick ModelModelDonald KirkpatrickEvaluate at four levels, up to business resultsProving training worked to stakeholders
ARCS ModelModelJohn KellerAttention, Relevance, Confidence, SatisfactionMotivation is the main obstacle
SAMModelMichael AllenIterate on prototypes instead of waterfall phasesFast timelines and willing stakeholders
Dick and CareyModelDick & CareyNine-step systems view of instructionRigorous, curriculum-scale design
ASSUREModelHeinich & MolendaSix steps for media and technology selectionBlended and classroom lesson planning
Kemp Design ModelModelKemp, Morrison & RossCircular model; start at any of nine elementsNonlinear projects needing flexibility
Gerlach-ElyModelGerlach & ElySystematic planning with time and resource focusTeacher-led planning with constraints
Hannafin-PeckModelHannafin & PeckThree phases with constant evaluationSmall projects needing quick cycles
Knirk and GustafsonModelKnirk & GustafsonProblem determination, design, developmentSmall, problem-focused projects
Organizational Elements ModelModelRoger KaufmanMap inputs through to societal outcomesOrg-level needs assessment
Action MappingModelCathy MooreDesign backward from business goals and actionsCutting content bloat in workplace training
Design ThinkingModelStanford d.school / IDEOEmpathize, define, ideate, prototype, testFuzzy problems needing learner empathy
70-20-10 FrameworkModelMcCall, Lombardo & EichingerMost development happens outside formal coursesPlanning development beyond the course

What are the learning theories behind instructional design?

Three families of learning theory sit underneath everything in this article: behaviorism, cognitivism, and constructivism, plus the newer connectivism. Every ID theory and model above traces its assumptions back to one or more of these.

Theory familyView of learningKey theoristsWhat it looks like in a course
BehaviorismA change in observable behavior, shaped by reinforcementWatson, Pavlov, SkinnerDrill and practice, immediate feedback, points and rewards
CognitivismMental processing: attention, encoding, memoryPiaget, Miller, SwellerChunked content, worked examples, clean uncluttered layouts
ConstructivismLearners build knowledge from experiencePiaget, Vygotsky, BrunerScenarios, projects, group problem solving, reflection
ConnectivismKnowledge lives in networks of people and resourcesSiemens, DownesCurated resources, communities of practice, social learning

Behavioral learning theory

John B. Watson is considered the father of behaviorism. Behavioral learning theory focuses on what motivates individuals to learn, grounded in how they behave in response to their environment. The classic example is positive reinforcement: reward a learner for performing well, and the reward encourages them to keep going.

There are three main branches: classical conditioning (learning through association), operant conditioning (learning through consequences), and observational learning (learning by watching others).

Cognitive learning theory

Cognitive learning theory, pioneered by Jean Piaget, focuses on the mental processes behind learning: how learners take in, organize, and retrieve new information. It asks learners to think about their thinking to understand complex topics, and it branches into areas like social cognitive theory and cognitive behavioral theory. Modern workhorses like cognitive load theory and Mayer's multimedia principles grew from this family.

Constructivist learning theory

Constructivism, also rooted in Piaget's work, holds that individuals actively construct their own knowledge from previous experiences, and every learner brings those experiences with them. In practice, constructivist teaching means the instructor acts as a facilitator rather than a director, authority and responsibility are shared, learning happens in small groups, and both learners and instructors contribute knowledge.

Connectivism

Connectivism, proposed by George Siemens and Stephen Downes in the mid-2000s, argues that in a networked world, learning happens across networks of people, tools, and resources, not just inside one person's head. Knowing where to find knowledge, and who to learn it from, matters as much as storing it yourself. It shows up in course design as curated resource libraries, communities of practice, and social learning features.

What are the most important instructional design theories?

Instructional design theories prescribe how to structure learning experiences. These 15 are the ones you will actually encounter on the job, each with a verdict on when to reach for it.

1. Merrill's First Principles of Instruction

Origin: Developed by M. David Merrill, First Principles of Instruction is a problem-based theory. The focus is on using real-world problems to drive learning, showing the learner rather than telling them.

Concepts: The five principles are: learning is promoted when instruction is problem-centered, when it activates prior knowledge, when it demonstrates the skill, when learners apply the skill, and when learners integrate it into their real lives.

Use it when: You're designing task-centered workplace training and want a checklist for whether your course actually teaches a skill instead of presenting information.

2. Backward Design

Origin: Developed by Grant Wiggins and Jay McTighe in their book Understanding by Design, Backward Design starts from the desired end results of instruction: what should learners understand and be able to do afterward?

Concepts: The three steps: identify desired outcomes, identify acceptable evidence (how you'll know learners met the goals), and only then plan learning experiences and instruction.

Use it when: You need airtight alignment between objectives, assessments, and activities, which is to say, on almost every serious project.

3. Anchored Instruction Model

Origin: Developed by John Bransford and the Cognition and Technology Group at Vanderbilt, anchored instruction combines rich, meaningful contexts with technology-based learning. Activities are designed around an "anchor": a case study or problem situation.

Concepts: Give learners opportunities to think about and work on realistic problems, with an emphasis on group and collaborative problem-solving.

Use it when: You're building case-study or scenario-driven courses where one strong central problem can carry the whole experience.

4. Cognitive Apprenticeship

Origin: Developed by Allan Collins and John Seely Brown, cognitive apprenticeship applies the master-apprentice relationship to thinking skills. Experts coach and model behavior in a real-world context, making their invisible reasoning visible.

Concepts: Six teaching methods: modeling, coaching, scaffolding, articulation, reflection, and exploration.

Use it when: You need to transfer expert judgment, not just facts, such as onboarding programs where new hires shadow experienced performers.

5. Social Learning Theory

Origin: Developed by Albert Bandura, social learning theory asserts that observation and modeling are fundamental to how people learn. People imitate the behavior they see around them, especially when that behavior is reinforced in others.

Concepts: Five essential steps for learning: observation, attention, retention, reproduction, and motivation.

Use it when: You're designing demonstration videos, peer learning, or anything where "watch someone do it well" is the fastest path.

6. Andragogy

Origin: Developed by Malcolm Knowles, andragogy is the theory of adult learning, as distinct from pedagogy.

Concepts: Knowles made five assumptions about adult learners covering self-concept, experience, readiness to learn, orientation to learning, and motivation to learn. In short: adults are self-directed, bring experience, and want relevance now.

Use it when: Always, if your audience is adults. If a course design would insult a busy professional's time or ignore their experience, andragogy is the theory that tells you why.

7. Stages of Cognitive Development

Origin: Developed by Jean Piaget, this theory suggests children move through four stages of cognitive development (sensorimotor, preoperational, concrete operational, and formal operational) and take an active role in their own learning.

Use it when: You design for K-12 audiences. For corporate instructional designers, it's mostly useful background on where constructivism came from.

8. Situated Cognition Theory

Origin: Developed by John Seely Brown, Allan Collins, and Paul Duguid, situated cognition holds that learning happens through doing, and that knowledge is inseparable from the situation (the activity, the culture) in which it was learned.

Concepts: Active learning, the inseparability of knowledge and action, realistic challenges, and social activities for sharing knowledge.

Use it when: Transfer to the real context is the whole point: on-the-job training, simulations, and practice environments that mirror actual working conditions.

9. Sociocultural Learning Theory

Origin: Developed by Lev Vygotsky, sociocultural learning theory frames learning as a social process where knowledge comes from interactions with more skilled people around us, shaped by culture and language.

Concepts: Three key themes: language, culture, and the zone of proximal development (covered in entry 14).

Use it when: You're designing mentorship programs, cohort-based learning, or anything where the community around the learner does much of the teaching.

10. Discovery-Based Learning

Origin: Developed by Jerome Bruner, discovery-based learning encourages learners to use intuition, imagination, and creativity to seek new information and discover facts, correlations, and truths for themselves. Learning is active seeking, not passive absorbing.

Concepts: Common principles include problem-solving, learner management, integrating and connecting, information analysis and interpretation, and failure and feedback.

Use it when: Learners benefit from productive struggle and you can build safety nets, like sandbox environments where mistakes are cheap.

11. Inquiry-Based Learning

Origin: Rooted in John Dewey's work, inquiry-based learning engages learners through exploration, real-world connections, and high-level questioning.

Concepts: Four types of inquiry (confirmation, structured, guided, and open) and five characteristics: process focus, investigation, group learning, discussion monitoring, and real-life application.

Use it when: You're running workshops or courses built around a driving question learners genuinely want answered.

12. Elaboration Theory

Origin: Developed by Charles Reigeluth, elaboration theory asserts that content should be organized from simple to complex while providing meaningful context, so each new idea has something to attach to. Start with the big picture, then elaborate.

Concepts: Seven strategy components: an elaborative sequence, learning prerequisite sequences, summary, synthesis, analogies, cognitive strategies, and learner control.

Use it when: You're sequencing a large, complex curriculum and need a defensible answer to "what order should this go in?"

13. Individualized Instruction

Origin: Developed by Fred Keller and J. Gilmour Sherman, individualized instruction tailors pace, methods, and materials to the individual learner.

Concepts: Four main principles: learners work at their own pace, mastery is verified at the end of each unit before moving on (the "unit-perfection requirement"), written materials carry the core instruction, and proctors provide help and a social element.

Use it when: You're building self-paced, mastery-based programs where learners arrive with very different starting points.

14. Zone of Proximal Development and Scaffolding

Origin: Developed by Lev Vygotsky, the zone of proximal development (ZPD) is the space between what a learner can do alone and what they can do with assistance. Learning happens most efficiently inside that zone.

Concepts: Scaffolding is the companion concept: provide support structures (hints, coaching, worked examples) while skills are new, then gradually remove them as competence grows.

Use it when: You're designing coaching, feedback systems, or any experience where support should fade as the learner improves.

15. Cognitive Load Theory

Origin: Developed by John Sweller, cognitive load theory starts from the fact that working memory is severely limited. Instruction fails when it demands more processing than learners have available.

Concepts: Three types of load: intrinsic (the difficulty of the material itself), extraneous (wasted effort caused by poor design), and germane (the productive effort of building understanding). The designer's job is to manage intrinsic load, eliminate extraneous load, and free capacity for germane load. Worked examples, chunking, and clean layouts all follow from this.

Use it when: Constantly. Cognitive load is my most-referenced theory when justifying design decisions and giving feedback to newer instructional designers. If you can make the user experience so clean that the learner just focuses on learning, not figuring out a confusing UI, you're on the right path.

What are the most important instructional design principles?

Two sets of principles cover most of the day-to-day design decisions you'll make: Mayer's multimedia principles and Universal Design for Learning.

1. Mayer's Principles of Multimedia Learning

Origin: Developed by Richard Mayer through decades of experimental research, these principles explain how to structure multimedia learning to maximize retention and minimize wasted cognitive effort.

Concepts: The 12 principles: coherence, signaling, redundancy, spatial contiguity, temporal contiguity, segmenting, pre-training, modality, multimedia, personalization, voice, and image.

Use it when: Every time you build a slide, an eLearning screen, or a video. For the research behind each one and how to apply it, see my full breakdown of Mayer's multimedia learning principles.

2. Universal Design for Learning (UDL)

Origin: Developed by CAST, the UDL Guidelines prescribe designing for learner variability from the start rather than retrofitting accommodations later.

Concepts: Three pillars: provide multiple means of engagement (the why of learning), multiple means of representation (the what), and multiple means of action and expression (the how). Captions, transcripts, flexible pacing, and choice in how learners demonstrate mastery all flow from UDL.

Use it when: Always, and increasingly employers expect it. Inclusive design has moved from nice-to-have to baseline expectation, and UDL is the framework hiring teams recognize.

Models are the frameworks that sequence your actual work. These 16 range from field-defining (ADDIE) to niche but still searched-for (Gerlach-Ely), and each gets a verdict on when it earns its keep.

1. ADDIE Model

Origin: Developed at Florida State University for the US armed forces, ADDIE is the leading instructional design model. Originally linear, it's now usually run as a cycle. It endures because it's simple, flexible, and forces alignment with the underlying need.

Concepts: Five phases: Analyze, Design, Develop, Implement, Evaluate.

Use it when: You have a well-scoped project, multiple stakeholders, and formal sign-off gates. For a phase-by-phase walkthrough, see my guide on how to apply the ADDIE model.

2. Bloom's Taxonomy

Origin: Developed by Benjamin Bloom in 1956, Bloom's Taxonomy categorizes cognitive learning into levels of increasing complexity: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation.

Concepts: In 2001, Anderson and Krathwohl published the revised taxonomy most practitioners use today, switching to verbs and reordering the top: Remember, Understand, Apply, Analyze, Evaluate, Create. If you cite Bloom's in an interview or a design document, cite the revised version.

Use it when: You're writing learning objectives or assessments and need to pin down the cognitive level you're actually targeting.

3. Gagné's Nine Events of Instruction

Origin: Developed by Robert Gagné, the Nine Events describe the conditions a lesson should create for learning to occur.

Concepts: Gain attention, inform learners of the objective, stimulate recall of prior learning, present the stimulus, provide learning guidance, elicit performance, provide feedback, assess performance, and enhance retention and transfer.

Use it when: You're structuring a single lesson or module and want to make sure nothing essential is missing. I walk through examples in my guide to applying Gagné's Nine Events of Instruction.

4. The Kirkpatrick Model of Training Evaluation

Origin: Developed by Donald Kirkpatrick, this model evaluates the results of training programs at increasing levels of business relevance.

Concepts: Four levels: reaction (did they like it?), learning (did they learn it?), behavior (do they do it on the job?), and results (did it move the business needle?).

Use it when: Stakeholders ask whether the training worked, and "the smile sheets were positive" won't cut it.

5. The ARCS Model of Motivation

Origin: Developed by John Keller, the ARCS model focuses on generating learner motivation and sustaining it throughout instruction.

Concepts: Four components: Attention, Relevance, Confidence, and Satisfaction. ARCS pairs well with an understanding of intrinsic versus extrinsic motivation; lean too hard on external rewards and you can leave learners less motivated than when they started.

Use it when: Your audience is required to be there but doesn't want to be. Motivation is the design problem, so use the model built for it.

6. Successive Approximation Model (SAM)

Origin: Developed by Michael Allen, SAM is an iterative alternative to waterfall processes. Instead of finishing each phase before the next, you build small, get feedback, and cycle.

Concepts: Three parts: Preparation, Iterative Design, and Iterative Development. Prototypes appear early and evolve into the final product.

Use it when: Timelines are short, stakeholders will actually show up for review cycles, and you can prototype cheaply. As you'll see below, AI tooling has made SAM more relevant than ever.

7. Dick and Carey Instructional Design Model

Origin: Developed by Walter Dick and Lou Carey, this model treats instruction as a system: instructor, materials, learners, and context all working together toward objectives.

Concepts: Nine steps, from identifying instructional goals through instructional analysis, learner and context analysis, performance objectives, assessment tools, strategies, materials, and both formative and summative evaluation.

Use it when: You need rigor at curriculum scale, common in higher education and large, formal programs.

8. ASSURE Model

Origin: Developed by Robert Heinich and Michael Molenda, ASSURE guides the incorporation of media and technology into lessons.

Concepts: Six stages: Analyze learners, State objectives, Select methods and media, Utilize media and technology, Require learner participation, and Evaluate and revise.

Use it when: You're planning classroom or blended lessons and the media and technology choices are the hard part.

9. Kemp Design Model

Origin: Developed by Jerrold Kemp, Gary Morrison, and Steven Ross, the Kemp model emphasizes flexibility: it's circular, and you can start at any element.

Concepts: Nine elements, including identifying instructional problems, learner characteristics, content and tasks, objectives, sequencing, strategies, message design, delivery development, and evaluation.

Use it when: Your project refuses to be linear and you need a model that doesn't pretend otherwise.

10. Gerlach-Ely Model

Origin: Developed by Vernon S. Gerlach and Donald P. Ely, this model focuses on systematic planning: defining teaching goals and methods to reach desired outcomes, arranged as a circular cycle.

Concepts: Ten elements covering content and objectives specification, entering behaviors, strategy, group organization, time and space allocation, resource selection, performance evaluation, and feedback analysis.

Use it when: You're a teacher or trainer planning instruction under concrete time, space, and resource constraints.

11. Hannafin-Peck Model

Origin: Developed by Michael Hannafin and Kyle Peck, this model runs evaluation and revision after every phase, making the whole process a continuous loop of refinement.

Concepts: Three phases: needs assessment, design, and development/implementation, with evaluation woven through all three.

Use it when: You want a lightweight three-phase structure with built-in checkpoints instead of a nine-step apparatus.

12. Knirk and Gustafson Model

Origin: Developed by Frederick G. Knirk and Kent L. Gustafson, this model assumes learners fit new information together with what they already know and learn best when actively constructing understanding.

Concepts: A three-stage process: problem determination, design, and development.

Use it when: The project is small and the problem is clear; this model gets you moving without ceremony.

13. Organizational Elements Model (OEM)

Origin: Developed by Roger Kaufman, the OEM differentiates an organization's means and ends: what it uses, does, produces, and delivers, plus its external contributions to society.

Concepts: Five parts: inputs, processes, products, outputs, and outcomes.

Use it when: You're doing organization-level needs assessment, deciding whether training is even the right solution, rather than designing a course.

14. Action Mapping

Origin: Developed by Cathy Moore, Action Mapping designs backward from a measurable business goal: identify what people need to do (not know), design practice activities for those behaviors, and include only the minimum information needed to complete the practice.

Concepts: Four steps: define the business goal, identify the behaviors that reach it, design practice activities, and identify the minimum necessary information. Everything else gets cut.

Use it when: Workplace training has bloated into an information dump and you need to reconnect it to what people actually do on the job.

15. Design Thinking

Origin: Popularized by IDEO and Stanford's d.school and increasingly applied to learning design, Design Thinking is a human-centered problem-solving process.

Concepts: Five phases: empathize (understand learners deeply), define (frame the real problem), ideate (generate options), prototype (build something rough), and test (put it in front of learners and revise).

Use it when: The problem itself is fuzzy. When you're not sure what learners actually need, empathy research and rapid prototyping beat jumping straight to a course outline.

16. The 70-20-10 Framework

Origin: Developed by Morgan McCall, Michael Lombardo, and Robert Eichinger from research at the Center for Creative Leadership, 70-20-10 holds that roughly 70% of professional development comes from on-the-job experience, 20% from social learning and mentoring, and 10% from formal training.

Concepts: The exact ratio is a heuristic drawn from surveys of successful executives, not a research law, so don't treat the numbers as gospel. The durable insight is that formal courses are a small slice of how people develop, so design the other 90% on purpose: stretch assignments, coaching, communities.

Use it when: You're planning development programs and want to resist the reflex of solving everything with another course.

How do you choose the right instructional design model or theory?

Match the framework to your project's goal, audience, and iteration tolerance. Most real projects combine one process model (to run the project), one or two theories (to justify decisions), and one set of principles (to make the small calls). Nobody picks a single framework and follows it dogmatically, and recent comparative reviews of ID models point the same direction: pair a process model with theories like cognitive load rather than treating any one model as complete.

Here's a starting map:

If you need to...Reach for
Run a full project from analysis to evaluationADDIE, or SAM if you can iterate fast
Structure one lesson or moduleGagné's Nine Events
Write objectives and assessmentsRevised Bloom's Taxonomy + Backward Design
Make slide, audio, and layout decisionsMayer's principles + cognitive load theory
Tie training to business goals and cut bloatAction Mapping + Merrill's First Principles
Fix a motivation problemARCS
Design practice that transfers to the jobSituated cognition + ZPD and scaffolding
Prove the training workedKirkpatrick
Reach every learner, including those with disabilitiesUDL

Answer a few questions about your project and this tool will shortlist the frameworks from this article that fit, with links to each one's entry:

Model & Theory Picker

Answer four questions and get a shortlist of the frameworks on this page that fit your project, ranked, with a link into each entry.

What do you need right now?
Pick what you need first.
Prefer the full roster? Open the table.

Every framework covered on this page and what it is best for.

FrameworkTypeBest for
Merrill's First Principles of InstructionTheoryProblem-based instruction: real-world problems drive the learning, showing rather than telling.
Backward DesignTheoryStart from the outcome, define the evidence, then plan the instruction.
Anchored InstructionTheoryBuild learning around one rich, realistic problem.
Cognitive ApprenticeshipTheoryMake expert thinking visible, then coach and fade.
Social Learning TheoryTheoryPeople learn by watching other people do the work.
AndragogyTheoryHow adults learn: self-directed, experience-driven, and problem-focused.
Stages of Cognitive DevelopmentTheoryWhat learners can handle at each stage of cognitive development.
Situated Cognition TheoryTheoryKnowledge is inseparable from the context where it gets used.
Sociocultural Learning TheoryTheoryLearning is social and shaped by culture and community.
Discovery-Based LearningTheoryLet learners explore, experiment, and fail safely.
Inquiry-Based LearningTheoryLearners drive with their own questions.
Elaboration TheoryTheorySequence content from simple to complex so every idea has a hook.
Individualized InstructionTheoryPace and path tuned to each learner.
Zone of Proximal Development and ScaffoldingTheoryAim just past current ability, scaffold, then remove the scaffolds.
Cognitive Load TheoryTheoryWorking memory is severely limited, so manage load in everything you design.
Mayer's Principles of Multimedia LearningPrincipleResearch-backed rules for slides, video, and e-learning screens.
Universal Design for Learning (UDL)PrincipleDesign for learner variability from the start instead of retrofitting accommodations later.
ADDIE ModelModelThe default five-phase process for training projects.
Bloom's TaxonomyModelWrite objectives at the right cognitive level.
Gagné's Nine Events of InstructionModelNine events that give every lesson an internal structure.
The Kirkpatrick Model of Training EvaluationModelFour levels from reaction to results.
The ARCS Model of MotivationModelAttention, relevance, confidence, satisfaction.
Successive Approximation Model (SAM)ModelIterative prototypes instead of one big upfront plan.
Dick and Carey Instructional Design ModelModelA rigorous systems view of the whole design.
ASSURE ModelModelA lesson-planning process built around learners and media.
Kemp Design ModelModelNine components with no forced order.
Gerlach-Ely ModelModelA straightforward classroom-oriented planning model.
Hannafin-Peck ModelModelThree phases with evaluation baked into each one.
Knirk and Gustafson ModelModelThree simple stages for small, well-understood problems.
Organizational Elements Model (OEM)ModelKaufman's view of value at the organizational and societal level.
Action MappingModelDesign backward from a measurable business goal and cut everything that does not drive action.
Design ThinkingModelA human-centered process for fuzzy problems: empathize, define, ideate, prototype, test.
The 70-20-10 FrameworkModelMost development happens outside formal courses, so design the other 90 percent on purpose.

Stacking frameworks is also how you should think about trends like gamification. Gamification can never replace good instructional design, but layering it on top of an already solid learning experience is the gold standard. The behaviorist reward mechanics only work when they sit on sound cognitive and constructivist design. It cannot replace it.

Has anything replaced ADDIE?

No. ADDIE remains the dominant instructional design framework, and comparative reviews of ID models through the mid-2020s keep reaching the same conclusion. What has changed is how it runs: teams increasingly execute the phases iteratively (SAM and Agile-influenced approaches), and AI now compresses every phase. Dr. Philippa Hardman's analysis makes the case that AI is rewiring ADDIE phase by phase rather than replacing it.

My own experience matches that. My agent-driven workflow with clients aligns more with SAM than ADDIE: we align on requirements and goals, I build a prototype, get their feedback, and keep iterating. Full review cycles take a few days, and the final product is ready in one to three weeks, where a typical ADDIE approach might take one to three months. SAM is more relevant than ever now that tools like Claude Code can generate high-fidelity prototypes in under an hour; the model was always limited by how expensive prototypes were to build, and that constraint has evaporated.

So the practical answer: don't abandon ADDIE, but learn SAM, the leading iterative alternative, and expect to run whichever model you choose much faster than the textbooks describe.

Do instructional design theories still matter in the AI era?

More than ever. AI can generate a course outline, a script, or a scenario in seconds, but it still needs a human to confirm that the output follows Mayer's principles, manages cognitive load, or gives learners meaningful practice. That judgment is the instructional designer's job, and theory is where the judgment comes from.

I watch this play out weekly. Instructional designers building simulations in devlin.ai, my AI text and voice simulation builder, often have an initial reaction of "wow, this is too easy, why am I needed?" Then, as they try to build the ideal simulation for their use case, they realize that someone without their training couldn't get anywhere close to the same result.

Your judgment is still what makes or breaks the effectiveness of a learning solution.

The theory-to-practice line here is direct. Practice and feedback are what guide devlin.ai's development: giving learners the opportunity to practice the same skills they'd need on the job, in an environment where a mistake costs nothing. That is Merrill's application principle and Vygotsky-style scaffolding (AI coaching that supports learners while they practice), operationalized. You describe a scenario in plain English, get a working simulation, and embed it in Storyline, Rise, or any LMS, with AI evaluation and transcripts reporting back to the course. The theories in this article aren't threatened by that kind of tooling. They're the reason it works, and the reason the designer configuring it matters.

Over to you

You now have the full roster: 4 learning theory foundations, 15 instructional design theories, 2 principle sets, and 16 models, plus a way to choose among them. Theory is the foundation and application is what gets you hired. When hiring managers review your portfolio, they want to see that you apply the frameworks to real design decisions.

So pick a project, choose one model, one theory, and one set of principles, and document why. That single habit will put you ahead of most applicants.

And if you want structure and support while you build these skills, Peck Academy is my licensed career school for people transitioning into instructional design. The training covers foundational ID theory, Storyline 360, and AI skills, with a curriculum reviewed by an advisory committee of 10 independent industry experts.