Good(ish) design
"There's a theory of action behind every design choice".
For me, a research-driven design has two components.
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Starting with a reasonable guess, informed by high quality research.
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Progress with an iterative process, grounded in evidence-centered design processes.
The following is a collection of "reasonable guesses".
Presenting some information in visual mode and others in auditory mode can expand effective working memory capacity and reduce cognitive load.
Learning with words and pictures is more effective than learning with words alone.
Learners gain deep understanding in multimedia-based learning environments when they receive worked examples in initial cognitive skill acquisition.
People learn more deeply from a multimedia message when extraneous material is excluded rather than included
Novice students learn better with explanatory feedback than with corrective feedback alone
people learn more deeply from a multimedia message when corresponding words and pictures are presented near rather than far from each other on the page or screen.
When the same information is presented concurrently in multiple forms or is unnecessarily elaborated, learning is hindered.
people learn more deeply when a multimedia message is presented in learner-paced segments rather than as a continuous unit.
Giving expert learners control over their instruction by allowing them to pace, sequence, and select information aids learning.
Social cues may prime social responses in learners that lead to deeper cognitive processing during learning and hence better test performance.
Designing for the ability to directly apply what they learned previously in a new setting.
Drawing a picture of the text content while reading encourages deep cognitive and metacognitive processing and fosters deep understanding of the material to be learned
Team learning is effective when the task is cognitively demanding enough and benefits exceed the transactional activity costs.
EdTech that's properly design and coded so that learners with disabilities can use them.
Gamification is the use of game design (mechanics and dynamics) in what is typically considered non-game environments.
Patterns that help learners to actively make sense of the material so they can build meaningful learning outcomes that allow them to transfer what they have learned to solving new problems.
Spaces are technology too. To paraphrase Maria Montessori, everything that is material affects the learner's dispositions and growth.
How to communicate progress in a way that matters? Before and After, Progress toward Goal, Comparisons.