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Good(ish) design

"There's a theory of action behind every design choice".

 

For me, a research-driven design has two components. 

  1. Starting with a reasonable guess, informed by high quality research.

  2. Progress with an iterative process, grounded in evidence-centered design processes. 

The following is a collection of "reasonable guesses". 

Image by Franco Antonio Giovanella

Presenting some information in visual mode and others in auditory mode can expand effective working memory capacity and reduce cognitive load. 

Image by Hal Gatewood

Learning with words and pictures is more effective than learning with words alone.

Image by Greg Rosenke

Learners gain deep understanding in multimedia-based learning environments when they receive worked examples in initial cognitive skill acquisition.

Image by Kaleidico

People learn more deeply from a multimedia message when extraneous material is excluded rather than included

Image by Raffaele Vitale

Novice students learn better with explanatory feedback than with corrective feedback alone

Image by mauRÍCIO SANTOS

 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.

Image by Kelly Sikkema

When the same information is presented concurrently in multiple forms or is unnecessarily elaborated, learning is hindered.

Image by Carl Jorgensen

people learn more deeply when a multimedia message is presented in learner-paced segments rather than as a continuous unit.

Image by Alexandr Podvalny

Giving expert learners control over their instruction by allowing them to pace, sequence, and select information aids learning.

Image by CDC

Social cues may prime social responses in learners that lead to deeper cognitive processing during learning and hence better test performance.

Image by Windows

Designing for the ability to directly apply what they learned previously in a new setting.

Image by Kelly Sikkema

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

Image by airfocus

Team learning is effective when the task is cognitively demanding enough and benefits exceed the transactional activity costs.

Image by Elizabeth Woolner

EdTech that's properly design and coded so that learners with disabilities can use them.

Image by Folu Eludire

 Gamification is the use of game design (mechanics and dynamics) in what is typically considered non-game environments.

Image by Richard Horvath

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.

Image by Charisse Kenion

Spaces are technology too. To paraphrase Maria Montessori, everything that is material affects the learner's dispositions and growth. 

Image by John Schnobrich

How to communicate progress in a way that matters? Before and After, Progress toward Goal, Comparisons. 

Image by Sigmund

Navigation Patterns

Designing for different means of navigation: e.g. screen readers, low dexterity

Image by Fredy Jacob

Memory Patterns

Designs that facilitate recall.

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