Collection
Learnability Patterns
Recurring design patterns that make technology more learnable — drawn from product work in EdTech.
Modality
The modality principle states that low-experience learners more successfully understand information that uses narration rather than on-screen text.
Multimedia
People Learn from words plus pictures together than words alone!
Coherence
People learn better when extraneous material is excluded rather than included.
Contiguity
Align words to corresponding graphics
Memory
Memory is not a fixed trait — it is shaped by how, when, and in what context information is encoded and retrieved.
Redundancy
The redundancy principle (or redundancy effect) suggests that redundant material interferes with rather than facilitates learning
Segmenting and Pretraining
The segmenting principle is that people learn more deeply when a multimedia message is presented in learner-paced segments rather than as a continuous unit.
Worked Example
Step-by-step demonstration of how to perform a task or how to solve a problem.
Practice and Feedback
Practice matters.
Generative
Patterns that help learners actively make sense of material so they can build meaningful learning outcomes that transfer to solving new problems.
Control and Motivation
The learner control principle suggests that giving learners control over their instruction by allowing them to pace, sequence, and select information aids learning if learners possess high levels o...
Personification
The personalization principle is that people learn more deeply when the words in a multimedia presentation are in conversational style rather than formal style.
Engagement
Psychological Engagement, rather than Behavioural Engagement, produces learning.
Transfer
Designing for transfer — helping learners apply what they learn in one context to new, unfamiliar situations.
Collaboration
Simply stated, learning in teams – that is, collaborative learning – is most effective when the learning task is cognitively demanding enough to warrant collaboration (i.e., complex enough to overly tax the working memory of an individual learner) and when the benefits of collaboration exceed the transactional activity costs.
Evidence of Progress
How to communicate progress in a way that matters — before and after, progress toward goal, comparisons.
Gamification
Gamification is the use of game design (mechanics and dynamics) in what is typically considered non-game environments such as the classroom.
Accessibility
EdTech that is properly designed and coded so that learners with disabilities can use it.
Navigation
Designing for different means of navigation — screen readers, low dexterity, and alternative input devices.
Spaces and Materials
Spaces are technology too. Everything material affects the learner's dispositions and growth.