agentic-team-templates 0.14.0 → 0.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/index.js +76 -11
- package/src/index.test.js +91 -1
- package/templates/educator/.cursorrules/accessibility.md +266 -0
- package/templates/educator/.cursorrules/assessment.md +215 -0
- package/templates/educator/.cursorrules/curriculum.md +286 -0
- package/templates/educator/.cursorrules/engagement.md +243 -0
- package/templates/educator/.cursorrules/instructional-design.md +235 -0
- package/templates/educator/.cursorrules/overview.md +91 -0
- package/templates/educator/.cursorrules/retention.md +235 -0
- package/templates/educator/CLAUDE.md +338 -0
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# Engagement and Motivation
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Evidence-based strategies for sustaining learner engagement and intrinsic motivation.
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## Self-Determination Theory (Deci & Ryan)
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### Three Basic Psychological Needs
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```
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Intrinsic Motivation
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├── Autonomy: "I have choice and ownership"
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├── Competence: "I can succeed and grow"
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└── Relatedness: "I belong and am valued"
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```
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### Applying SDT to Education
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| Need | Strategy | Example |
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|------|----------|---------|
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| **Autonomy** | Offer meaningful choices | Choose your project topic, choose your assessment format |
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| **Autonomy** | Explain the rationale | "We practice retrieval because research shows it doubles retention" |
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| **Autonomy** | Minimize controlling language | "You might try..." vs. "You must..." |
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| **Competence** | Calibrate challenge to ZPD | Tasks that stretch but don't overwhelm |
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| **Competence** | Provide specific feedback | "Your analysis improved because you cited primary sources" |
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| **Competence** | Celebrate growth, not just achievement | "Compare your first draft to your latest—see the progress" |
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| **Relatedness** | Build community | Group work, peer feedback, class discussions |
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| **Relatedness** | Show genuine interest | Learn names, reference prior conversations |
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| **Relatedness** | Model vulnerability | "I struggled with this concept too. Here's how I worked through it" |
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### Motivation Spectrum
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```
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Amotivation → External → Introjected → Identified → Integrated → Intrinsic
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"I don't "I'll be "I'd feel "This is "This is "I find this
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care" punished" guilty" important" who I am" fascinating"
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Extrinsic Motivation ──────────────►
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(move learners rightward over time)
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```
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## Flow Theory (Csikszentmihalyi)
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### Conditions for Flow
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```
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High ┤ Anxiety │ FLOW
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│ │ ZONE
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Skill │ ────────────────┤────────
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Level │ │
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│ Boredom │ Apathy
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Low ┤ │
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┼────────────────────┼────────
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Low Challenge Level High
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Flow occurs when challenge ≈ skill level (both high).
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```
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### Creating Flow in Learning
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| Flow Condition | Educational Application |
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|---------------|------------------------|
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| Clear goals | State objectives explicitly at lesson start |
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| Immediate feedback | Quick checks, self-assessment tools, real-time responses |
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| Challenge-skill balance | Differentiate tasks; adjust difficulty dynamically |
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| Sense of control | Offer choices in how to demonstrate learning |
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| Concentration | Minimize distractions; use focused work blocks |
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| Intrinsic reward | Connect content to learner interests and goals |
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| Loss of self-consciousness | Create psychologically safe environment for mistakes |
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## Growth Mindset (Dweck)
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### Fixed vs. Growth Mindset
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| Fixed Mindset | Growth Mindset |
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|--------------|---------------|
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| "I'm not a math person" | "I haven't mastered this yet" |
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| Avoids challenges | Embraces challenges |
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| Gives up when it's hard | Persists through difficulty |
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| Sees effort as pointless | Sees effort as the path to mastery |
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| Ignores feedback | Learns from feedback |
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| Threatened by others' success | Inspired by others' success |
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### Fostering Growth Mindset
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```markdown
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Language Shifts:
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❌ "You're so smart!" → ✅ "You worked really hard on that"
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❌ "This is easy, you'll get it" → ✅ "This is challenging—that's how you grow"
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❌ "Not everyone is good at X" → ✅ "Everyone can improve at X with practice"
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❌ "You got it wrong" → ✅ "You haven't got it yet—what can you try differently?"
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```
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### Process Praise vs. Person Praise
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```markdown
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Person Praise (avoid): "You're a natural writer"
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→ Implies ability is fixed; failure threatens identity
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Process Praise (use): "Your revision strategy of reading aloud really
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strengthened the flow of your argument"
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→ Reinforces that effort and strategy lead to improvement
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```
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## Gamification in Education
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### Effective Gamification Elements
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| Element | Purpose | Implementation |
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|---------|---------|----------------|
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| Experience points (XP) | Track cumulative progress | Assign XP for completing activities, not just correct answers |
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| Levels/ranks | Visualize advancement | Unlock new challenges at each level |
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| Badges/achievements | Recognize specific accomplishments | Award for mastering skills, not just participation |
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| Leaderboards (use carefully) | Social motivation | Optional, show growth-based rankings, or team-based |
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| Quests/missions | Frame tasks as narrative challenges | "Your mission: analyze 3 primary sources to crack the case" |
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| Progress bars | Show advancement toward goals | Visual progress toward mastery of each objective |
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| Streaks | Encourage consistent practice | Track consecutive days of retrieval practice |
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### Gamification Anti-Patterns
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```markdown
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❌ Points for attendance (rewards showing up, not learning)
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❌ Competitive leaderboards as primary motivator (undermines relatedness)
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❌ Extrinsic rewards that crowd out intrinsic motivation
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❌ Badges for trivial achievements (dilutes meaning)
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❌ All-or-nothing scoring (discourages risk-taking)
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✅ XP for demonstrated mastery of skills
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✅ Optional leaderboards with opt-in
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✅ Rewards that enable more learning (unlock advanced content)
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✅ Badges for genuine milestones
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✅ Partial credit that rewards progress
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```
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### Game-Based Learning vs. Gamification
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```markdown
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Gamification: Adding game elements to non-game learning
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→ Points, badges, leaderboards on top of existing curriculum
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Game-Based Learning: Learning through actual games
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→ Simulations, role-playing scenarios, strategy games
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→ The game IS the learning experience
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Both have value; don't confuse them.
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```
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## Active Learning Strategies
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### The Active Learning Spectrum
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```
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Passive ◄──────────────────────────────────────────► Active
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Lecture → Demo → Discussion → Practice → Teaching → Creating
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```
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### High-Impact Active Learning Techniques
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| Technique | Time | Description |
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|-----------|------|-------------|
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| Think-Pair-Share | 3-5 min | Think alone → discuss with partner → share with group |
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| Jigsaw | 20-30 min | Each group learns one piece → teaches others |
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| Case Study | 15-30 min | Analyze real-world scenario, propose solutions |
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| Problem-Based Learning | Extended | Learn through solving authentic, complex problems |
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| Socratic Questioning | 10-20 min | Guide discovery through strategic questioning |
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| Peer Instruction | 5-10 min | Students explain concepts to each other |
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| Gallery Walk | 10-15 min | Post work around room; rotate and provide feedback |
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| Fishbowl Discussion | 15-20 min | Inner circle discusses; outer circle observes and reflects |
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### The 10-Minute Rule
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```markdown
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Attention drops sharply after ~10-15 minutes of passive input.
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Structure lessons in cycles:
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[10 min input] → [5 min active processing] → [10 min input] → [5 min active processing]
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Active processing options:
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- Retrieval practice question
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- Partner discussion
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- Apply concept to a new example
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- Write a brief summary
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- Predict what comes next
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```
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## Flipped Classroom Model
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### Structure
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```
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Traditional: Flipped:
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┌──────────────┐ ┌──────────────┐
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│ Class: Lecture│ │ Home: Video/ │
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│ │ │ Reading │
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├──────────────┤ ├──────────────┤
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│ Home: Practice│ │ Class: Active│
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│ (alone) │ │ Practice │
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│ │ │ (with support)│
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└──────────────┘ └──────────────┘
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Key insight: Move the hard part (application) to where
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support is available (class time with the instructor).
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```
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### Flipped Classroom Best Practices
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- Pre-class videos should be **under 10 minutes**
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- Include **embedded questions** in videos (accountability)
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- Start class with **retrieval** on pre-class material
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- Use class time for **application, analysis, and creation** (higher Bloom's levels)
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- Provide **accountability checks** so students actually prepare
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## Common Engagement Pitfalls
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### 1. Entertainment vs. Engagement
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```markdown
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❌ "Students loved the activity" (fun but no learning)
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✅ "Students wrestled with the concept and showed growth" (productive struggle)
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Engagement = cognitive investment in learning goals
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Entertainment = enjoyment without cognitive investment
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```
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### 2. Over-Reliance on Extrinsic Rewards
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```markdown
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❌ "Do this for extra credit / candy / prize"
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✅ "This skill will help you [authentic outcome]"
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Extrinsic rewards can undermine intrinsic motivation
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when the task is already interesting (overjustification effect).
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```
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### 3. Participation ≠ Learning
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```markdown
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❌ "Everyone raised their hand, so they must understand"
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✅ Check actual understanding with retrieval practice
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Active hands ≠ active minds. Verify with evidence.
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```
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# Instructional Design
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Evidence-based frameworks for designing effective learning experiences.
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## Backward Design (Wiggins & McTighe)
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### The Three Stages
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```
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Stage 1: Identify Desired Results
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├── What should learners understand?
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├── What essential questions will guide inquiry?
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└── What transfer goals apply?
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Stage 2: Determine Acceptable Evidence
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├── What performance tasks demonstrate understanding?
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├── What criteria define proficiency?
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└── What other evidence (quizzes, observations) is needed?
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Stage 3: Plan Learning Experiences
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├── What knowledge and skills do learners need?
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├── What activities will develop understanding?
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└── What sequence makes sense?
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```
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### Stage 1: Writing Learning Objectives
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Use the ABCD format:
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- **A**udience: Who is the learner?
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- **B**ehavior: What will they do? (observable verb)
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- **C**ondition: Under what circumstances?
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- **D**egree: To what standard?
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```markdown
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✅ Good: "Given a dataset (C), the student (A) will identify and correct
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three types of data quality issues (B) with 90% accuracy (D)."
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❌ Bad: "Students will understand data quality."
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("Understand" is not observable or measurable)
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```
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### Stage 2: Assessment Before Instruction
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Design the assessment first. If you cannot assess it, you cannot teach it.
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```markdown
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Objective: "Learners will evaluate arguments for logical fallacies"
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Assessment designed first:
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→ Present 5 arguments; learner must identify the fallacy type
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and explain why the reasoning fails
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Instruction designed to support that:
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→ Direct instruction on 8 common fallacies
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→ Guided practice with examples
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→ Peer analysis of sample arguments
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```
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## Bloom's Taxonomy (Revised)
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### Cognitive Process Dimension
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```
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Higher Order ──────────────────────────── Lower Order
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Create → Produce original work
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↑ Design, construct, develop, author
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Evaluate → Justify decisions
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↑ Critique, judge, defend, assess
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Analyze → Break into parts, find relationships
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↑ Compare, contrast, categorize, differentiate
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Apply → Use in new situations
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↑ Implement, solve, demonstrate, execute
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Understand → Explain ideas
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↑ Summarize, paraphrase, classify, interpret
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Remember → Recall facts
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List, define, recognize, identify
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```
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### Verb Selection Guide
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| Level | Verbs to Use | Verbs to Avoid |
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|-------|-------------|----------------|
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+
| Remember | List, define, identify, label, recall | Know, learn |
|
|
86
|
+
| Understand | Explain, summarize, paraphrase, classify | Understand, comprehend |
|
|
87
|
+
| Apply | Solve, demonstrate, implement, use | Apply (too vague alone) |
|
|
88
|
+
| Analyze | Compare, contrast, categorize, distinguish | Analyze (too vague alone) |
|
|
89
|
+
| Evaluate | Justify, critique, defend, assess | Evaluate (too vague alone) |
|
|
90
|
+
| Create | Design, construct, develop, produce | Create (too vague alone) |
|
|
91
|
+
|
|
92
|
+
### Aligning Objectives to Assessment Types
|
|
93
|
+
|
|
94
|
+
| Bloom's Level | Assessment Type |
|
|
95
|
+
|---------------|----------------|
|
|
96
|
+
| Remember | Multiple choice, matching, fill-in-the-blank |
|
|
97
|
+
| Understand | Short answer, concept maps, explain-in-own-words |
|
|
98
|
+
| Apply | Problem sets, case studies, simulations |
|
|
99
|
+
| Analyze | Compare/contrast essays, data analysis, categorization |
|
|
100
|
+
| Evaluate | Critiques, peer review, debate, position papers |
|
|
101
|
+
| Create | Projects, portfolios, research papers, design challenges |
|
|
102
|
+
|
|
103
|
+
## Scaffolding and the Zone of Proximal Development
|
|
104
|
+
|
|
105
|
+
### Vygotsky's ZPD
|
|
106
|
+
|
|
107
|
+
```
|
|
108
|
+
┌─────────────────────────────────────────┐
|
|
109
|
+
│ Cannot do (even with help) │
|
|
110
|
+
│ ┌───────────────────────────────────┐ │
|
|
111
|
+
│ │ Zone of Proximal Development │ │
|
|
112
|
+
│ │ (can do WITH support) │ │
|
|
113
|
+
│ │ ┌─────────────────────────────┐ │ │
|
|
114
|
+
│ │ │ Can do independently │ │ │
|
|
115
|
+
│ │ │ (current competence) │ │ │
|
|
116
|
+
│ │ └─────────────────────────────┘ │ │
|
|
117
|
+
│ └───────────────────────────────────┘ │
|
|
118
|
+
└─────────────────────────────────────────┘
|
|
119
|
+
```
|
|
120
|
+
|
|
121
|
+
**Target instruction in the ZPD**: Tasks should be challenging but achievable with guidance.
|
|
122
|
+
|
|
123
|
+
### Scaffolding Strategies
|
|
124
|
+
|
|
125
|
+
| Strategy | Description | When to Use |
|
|
126
|
+
|----------|-------------|-------------|
|
|
127
|
+
| Modeling | Demonstrate the process step by step | Introducing new skills |
|
|
128
|
+
| Worked Examples | Show complete solutions with reasoning | Early skill development |
|
|
129
|
+
| Partially Worked | Provide partial solutions to complete | Transitioning to independence |
|
|
130
|
+
| Prompts/Cues | Hints that guide without giving answers | During practice |
|
|
131
|
+
| Think-Alouds | Verbalize thought process | Complex problem-solving |
|
|
132
|
+
| Graphic Organizers | Visual frameworks for thinking | Organizing complex information |
|
|
133
|
+
| Checklists | Step-by-step procedural guides | Multi-step processes |
|
|
134
|
+
|
|
135
|
+
### Fading Schedule
|
|
136
|
+
|
|
137
|
+
```
|
|
138
|
+
Lesson 1: Full modeling (I do)
|
|
139
|
+
Lesson 2: Guided practice (We do)
|
|
140
|
+
Lesson 3: Collaborative practice (You do together)
|
|
141
|
+
Lesson 4: Independent practice (You do alone)
|
|
142
|
+
Lesson 5: Transfer to new context (You do differently)
|
|
143
|
+
```
|
|
144
|
+
|
|
145
|
+
## Cognitive Load Theory (Sweller)
|
|
146
|
+
|
|
147
|
+
### Three Types of Cognitive Load
|
|
148
|
+
|
|
149
|
+
| Type | Description | Goal |
|
|
150
|
+
|------|-------------|------|
|
|
151
|
+
| **Intrinsic** | Inherent complexity of the material | Manage via sequencing and chunking |
|
|
152
|
+
| **Extraneous** | Poor instructional design adding unnecessary load | Eliminate |
|
|
153
|
+
| **Germane** | Effort devoted to building mental schemas | Maximize |
|
|
154
|
+
|
|
155
|
+
### Reducing Extraneous Load
|
|
156
|
+
|
|
157
|
+
```markdown
|
|
158
|
+
❌ Split Attention: Text explanation on one page, diagram on another
|
|
159
|
+
✅ Integrated: Labels placed directly on the diagram
|
|
160
|
+
|
|
161
|
+
❌ Redundancy: Identical information in text AND narration simultaneously
|
|
162
|
+
✅ Complementary: Narration explains diagram (not duplicating on-screen text)
|
|
163
|
+
|
|
164
|
+
❌ Transient Information: Complex steps explained only verbally
|
|
165
|
+
✅ Persistent Reference: Steps available as a written reference during practice
|
|
166
|
+
```
|
|
167
|
+
|
|
168
|
+
### Managing Intrinsic Load
|
|
169
|
+
|
|
170
|
+
- **Chunk content**: Break complex topics into 3-5 manageable pieces
|
|
171
|
+
- **Sequence carefully**: Simple → complex, concrete → abstract, known → unknown
|
|
172
|
+
- **Pre-train components**: Teach prerequisite concepts before combining them
|
|
173
|
+
- **Use worked examples**: Reduce problem-solving load for novices
|
|
174
|
+
|
|
175
|
+
### The Expertise Reversal Effect
|
|
176
|
+
|
|
177
|
+
What helps novices can hinder experts:
|
|
178
|
+
|
|
179
|
+
```markdown
|
|
180
|
+
Novices: Worked examples > Problem-solving (reduces cognitive load)
|
|
181
|
+
Experts: Problem-solving > Worked examples (worked examples become redundant)
|
|
182
|
+
|
|
183
|
+
→ Adapt scaffolding to learner expertise level
|
|
184
|
+
→ Fade supports as competence grows
|
|
185
|
+
```
|
|
186
|
+
|
|
187
|
+
## Lesson Planning Template
|
|
188
|
+
|
|
189
|
+
```markdown
|
|
190
|
+
# Lesson: [Title]
|
|
191
|
+
|
|
192
|
+
## Learning Objectives
|
|
193
|
+
By the end of this lesson, learners will be able to:
|
|
194
|
+
1. [Bloom's verb] + [specific content] + [condition] + [criterion]
|
|
195
|
+
2. [Bloom's verb] + [specific content] + [condition] + [criterion]
|
|
196
|
+
|
|
197
|
+
## Prerequisites
|
|
198
|
+
- [What learners must already know/do]
|
|
199
|
+
|
|
200
|
+
## Materials
|
|
201
|
+
- [Resources, tools, handouts]
|
|
202
|
+
|
|
203
|
+
## Lesson Sequence (Total: __ minutes)
|
|
204
|
+
|
|
205
|
+
### Opening (5 min)
|
|
206
|
+
- Hook/connection to prior knowledge
|
|
207
|
+
- State objectives and relevance
|
|
208
|
+
|
|
209
|
+
### Direct Instruction (10 min)
|
|
210
|
+
- Key concept 1 with examples
|
|
211
|
+
- Key concept 2 with examples
|
|
212
|
+
- Check for understanding: [specific question/activity]
|
|
213
|
+
|
|
214
|
+
### Guided Practice (15 min)
|
|
215
|
+
- Activity: [description]
|
|
216
|
+
- Scaffolding: [what support is provided]
|
|
217
|
+
- Monitoring: [how to check progress]
|
|
218
|
+
|
|
219
|
+
### Independent Practice (15 min)
|
|
220
|
+
- Task: [description]
|
|
221
|
+
- Success criteria: [what proficiency looks like]
|
|
222
|
+
|
|
223
|
+
### Closing (5 min)
|
|
224
|
+
- Retrieval practice: [specific prompt]
|
|
225
|
+
- Preview next lesson
|
|
226
|
+
- Assign spaced practice
|
|
227
|
+
|
|
228
|
+
## Assessment
|
|
229
|
+
- Formative: [during-lesson checks]
|
|
230
|
+
- Summative: [end-of-unit assessment connection]
|
|
231
|
+
|
|
232
|
+
## Differentiation
|
|
233
|
+
- Support: [for struggling learners]
|
|
234
|
+
- Extension: [for advanced learners]
|
|
235
|
+
```
|
|
@@ -0,0 +1,91 @@
|
|
|
1
|
+
# Educator
|
|
2
|
+
|
|
3
|
+
World-class guidelines for evidence-based teaching, learning science, and curriculum design.
|
|
4
|
+
|
|
5
|
+
## Scope
|
|
6
|
+
|
|
7
|
+
This ruleset applies to:
|
|
8
|
+
|
|
9
|
+
- Instructional design and lesson planning
|
|
10
|
+
- Learning retention and memory science
|
|
11
|
+
- Assessment design and mastery evaluation
|
|
12
|
+
- Student engagement and motivation
|
|
13
|
+
- Accessibility and inclusive education
|
|
14
|
+
- Curriculum mapping and sequencing
|
|
15
|
+
- Gamification and active learning
|
|
16
|
+
|
|
17
|
+
## Core Philosophy
|
|
18
|
+
|
|
19
|
+
**Effective teaching is a science, not an art.** Every instructional decision should be grounded in evidence from cognitive science, learning research, and measurable student outcomes.
|
|
20
|
+
|
|
21
|
+
## Fundamental Principles
|
|
22
|
+
|
|
23
|
+
### 1. Backward Design
|
|
24
|
+
|
|
25
|
+
Start with desired outcomes, then design assessments, then plan instruction. Never start with content or activities.
|
|
26
|
+
|
|
27
|
+
```markdown
|
|
28
|
+
Step 1: Identify desired results (What should learners know/do?)
|
|
29
|
+
Step 2: Determine acceptable evidence (How will we know they learned it?)
|
|
30
|
+
Step 3: Plan learning experiences (What activities will get them there?)
|
|
31
|
+
```
|
|
32
|
+
|
|
33
|
+
### 2. Active Learning Over Passive Consumption
|
|
34
|
+
|
|
35
|
+
Learners construct knowledge through doing, not through listening.
|
|
36
|
+
|
|
37
|
+
```markdown
|
|
38
|
+
❌ Wrong: 60-minute lecture with slides
|
|
39
|
+
✅ Right: 10-minute explanation → 15-minute practice → 5-minute reflection → repeat
|
|
40
|
+
```
|
|
41
|
+
|
|
42
|
+
### 3. Retrieval Practice Over Re-reading
|
|
43
|
+
|
|
44
|
+
Testing yourself on material produces stronger learning than reviewing it.
|
|
45
|
+
|
|
46
|
+
### 4. Scaffolding and Fading
|
|
47
|
+
|
|
48
|
+
Provide heavy support initially, then gradually remove it as learners gain competence.
|
|
49
|
+
|
|
50
|
+
### 5. Universal Design for Learning
|
|
51
|
+
|
|
52
|
+
Design for the margins—when you design for learners with the greatest barriers, you improve learning for everyone.
|
|
53
|
+
|
|
54
|
+
## Key Frameworks
|
|
55
|
+
|
|
56
|
+
| Framework | Purpose |
|
|
57
|
+
|-----------|---------|
|
|
58
|
+
| Backward Design (Wiggins & McTighe) | Outcome-first instructional design |
|
|
59
|
+
| Bloom's Taxonomy (Revised) | Classify cognitive complexity of objectives |
|
|
60
|
+
| Cognitive Load Theory (Sweller) | Manage mental effort during learning |
|
|
61
|
+
| Spaced Repetition (Ebbinghaus) | Optimize long-term retention |
|
|
62
|
+
| Self-Determination Theory (Deci & Ryan) | Drive intrinsic motivation |
|
|
63
|
+
| Universal Design for Learning (CAST) | Inclusive, flexible instruction |
|
|
64
|
+
| Zone of Proximal Development (Vygotsky) | Calibrate challenge level |
|
|
65
|
+
| Flow Theory (Csikszentmihalyi) | Sustain deep engagement |
|
|
66
|
+
|
|
67
|
+
## Decision Framework
|
|
68
|
+
|
|
69
|
+
When designing any learning experience:
|
|
70
|
+
|
|
71
|
+
1. **Outcome Alignment**: Does this activity directly serve a stated learning objective?
|
|
72
|
+
2. **Cognitive Level**: What level of Bloom's Taxonomy does this target?
|
|
73
|
+
3. **Cognitive Load**: Is the mental effort appropriate for the learner's stage?
|
|
74
|
+
4. **Retrieval Opportunity**: Does this require learners to actively recall information?
|
|
75
|
+
5. **Feedback Loop**: Will learners receive timely, actionable feedback?
|
|
76
|
+
6. **Accessibility**: Can all learners engage with this regardless of ability or background?
|
|
77
|
+
|
|
78
|
+
## Definition of Done
|
|
79
|
+
|
|
80
|
+
A lesson or module is complete when:
|
|
81
|
+
|
|
82
|
+
- [ ] Learning objectives are specific, measurable, and aligned to Bloom's Taxonomy
|
|
83
|
+
- [ ] Assessments directly measure stated objectives (backward design)
|
|
84
|
+
- [ ] Content uses multiple representations (UDL Principle I)
|
|
85
|
+
- [ ] Learners have multiple means of engagement (UDL Principle III)
|
|
86
|
+
- [ ] Retrieval practice is embedded throughout
|
|
87
|
+
- [ ] Spacing and interleaving are incorporated into the schedule
|
|
88
|
+
- [ ] Formative checks occur at least every 10-15 minutes
|
|
89
|
+
- [ ] Feedback is immediate, specific, and actionable
|
|
90
|
+
- [ ] Materials are accessible (captions, alt text, readable fonts)
|
|
91
|
+
- [ ] Rubrics are shared with learners before the assessment
|