agentic-team-templates 0.14.0 → 0.16.0

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+ # Engagement and Motivation
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+
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+ Evidence-based strategies for sustaining learner engagement and intrinsic motivation.
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+
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+ ## Self-Determination Theory (Deci & Ryan)
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+
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+ ### Three Basic Psychological Needs
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+
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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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+
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+ ### Applying SDT to Education
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+
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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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+
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+ ### Motivation Spectrum
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+
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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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+
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+ Extrinsic Motivation ──────────────►
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+ (move learners rightward over time)
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+ ```
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+
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+ ## Flow Theory (Csikszentmihalyi)
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+
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+ ### Conditions for Flow
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+
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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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+
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+ Flow occurs when challenge ≈ skill level (both high).
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+ ```
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+
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+ ### Creating Flow in Learning
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+
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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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+
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+ ## Growth Mindset (Dweck)
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+
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+ ### Fixed vs. Growth Mindset
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+
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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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+
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+ ### Fostering Growth Mindset
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+
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+ ```markdown
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+ Language Shifts:
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+
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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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+
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+ ### Process Praise vs. Person Praise
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+
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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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+
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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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+
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+ ## Gamification in Education
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+
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+ ### Effective Gamification Elements
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+
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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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+
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+ ### Gamification Anti-Patterns
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+
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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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+
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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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+
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+ ### Game-Based Learning vs. Gamification
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+
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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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+
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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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+
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+ Both have value; don't confuse them.
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+ ```
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+
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+ ## Active Learning Strategies
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+
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+ ### The Active Learning Spectrum
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+
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+ ```
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+ Passive ◄──────────────────────────────────────────► Active
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+
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+ Lecture → Demo → Discussion → Practice → Teaching → Creating
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+ ```
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+
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+ ### High-Impact Active Learning Techniques
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+
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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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+
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+ ### The 10-Minute Rule
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+
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+ ```markdown
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+ Attention drops sharply after ~10-15 minutes of passive input.
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+
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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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+
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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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+
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+ ## Flipped Classroom Model
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+
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+ ### Structure
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+
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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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+
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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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+
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+ ### Flipped Classroom Best Practices
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+
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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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+
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+ ## Common Engagement Pitfalls
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+
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+ ### 1. Entertainment vs. Engagement
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+
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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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+
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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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+
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+ ### 2. Over-Reliance on Extrinsic Rewards
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+
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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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+
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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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+
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+ ### 3. Participation ≠ Learning
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+
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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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+
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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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+
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+ Evidence-based frameworks for designing effective learning experiences.
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+
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+ ## Backward Design (Wiggins & McTighe)
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+
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+ ### The Three Stages
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+
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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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+
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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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+
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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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+
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+ ### Stage 1: Writing Learning Objectives
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+
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+ Use the ABCD format:
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+
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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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+
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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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+
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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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+
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+ ### Stage 2: Assessment Before Instruction
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+
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+ Design the assessment first. If you cannot assess it, you cannot teach it.
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+
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+ ```markdown
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+ Objective: "Learners will evaluate arguments for logical fallacies"
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+
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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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+
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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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+
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+ ## Bloom's Taxonomy (Revised)
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+
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+ ### Cognitive Process Dimension
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+
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+ ```
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+ Higher Order ──────────────────────────── Lower Order
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+
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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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+
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+ ### Verb Selection Guide
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+
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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 |
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+ | Understand | Explain, summarize, paraphrase, classify | Understand, comprehend |
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+ | Apply | Solve, demonstrate, implement, use | Apply (too vague alone) |
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+ | Analyze | Compare, contrast, categorize, distinguish | Analyze (too vague alone) |
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+ | Evaluate | Justify, critique, defend, assess | Evaluate (too vague alone) |
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+ | Create | Design, construct, develop, produce | Create (too vague alone) |
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+
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+ ### Aligning Objectives to Assessment Types
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+
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+ | Bloom's Level | Assessment Type |
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+ |---------------|----------------|
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+ | Remember | Multiple choice, matching, fill-in-the-blank |
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+ | Understand | Short answer, concept maps, explain-in-own-words |
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+ | Apply | Problem sets, case studies, simulations |
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+ | Analyze | Compare/contrast essays, data analysis, categorization |
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+ | Evaluate | Critiques, peer review, debate, position papers |
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+ | Create | Projects, portfolios, research papers, design challenges |
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+
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+ ## Scaffolding and the Zone of Proximal Development
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+
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+ ### Vygotsky's ZPD
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+
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+ ```
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+ ┌─────────────────────────────────────────┐
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+ │ Cannot do (even with help) │
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+ │ ┌───────────────────────────────────┐ │
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+ │ │ Zone of Proximal Development │ │
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+ │ │ (can do WITH support) │ │
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+ │ │ ┌─────────────────────────────┐ │ │
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+ │ │ │ Can do independently │ │ │
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+ │ │ │ (current competence) │ │ │
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+ │ │ └─────────────────────────────┘ │ │
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+ │ └───────────────────────────────────┘ │
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+ └─────────────────────────────────────────┘
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+ ```
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+
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+ **Target instruction in the ZPD**: Tasks should be challenging but achievable with guidance.
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+
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+ ### Scaffolding Strategies
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+
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+ | Strategy | Description | When to Use |
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+ |----------|-------------|-------------|
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+ | Modeling | Demonstrate the process step by step | Introducing new skills |
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+ | Worked Examples | Show complete solutions with reasoning | Early skill development |
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+ | Partially Worked | Provide partial solutions to complete | Transitioning to independence |
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+ | Prompts/Cues | Hints that guide without giving answers | During practice |
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+ | Think-Alouds | Verbalize thought process | Complex problem-solving |
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+ | Graphic Organizers | Visual frameworks for thinking | Organizing complex information |
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+ | Checklists | Step-by-step procedural guides | Multi-step processes |
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+
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+ ### Fading Schedule
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+
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+ ```
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+ Lesson 1: Full modeling (I do)
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+ Lesson 2: Guided practice (We do)
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+ Lesson 3: Collaborative practice (You do together)
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+ Lesson 4: Independent practice (You do alone)
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+ Lesson 5: Transfer to new context (You do differently)
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+ ```
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+
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+ ## Cognitive Load Theory (Sweller)
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+
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+ ### Three Types of Cognitive Load
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+
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+ | Type | Description | Goal |
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+ |------|-------------|------|
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+ | **Intrinsic** | Inherent complexity of the material | Manage via sequencing and chunking |
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+ | **Extraneous** | Poor instructional design adding unnecessary load | Eliminate |
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+ | **Germane** | Effort devoted to building mental schemas | Maximize |
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+
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+ ### Reducing Extraneous Load
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+
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+ ```markdown
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+ ❌ Split Attention: Text explanation on one page, diagram on another
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+ ✅ Integrated: Labels placed directly on the diagram
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+
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+ ❌ Redundancy: Identical information in text AND narration simultaneously
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+ ✅ Complementary: Narration explains diagram (not duplicating on-screen text)
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+
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+ ❌ Transient Information: Complex steps explained only verbally
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+ ✅ Persistent Reference: Steps available as a written reference during practice
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+ ```
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+
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+ ### Managing Intrinsic Load
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+
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+ - **Chunk content**: Break complex topics into 3-5 manageable pieces
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+ - **Sequence carefully**: Simple → complex, concrete → abstract, known → unknown
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+ - **Pre-train components**: Teach prerequisite concepts before combining them
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+ - **Use worked examples**: Reduce problem-solving load for novices
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+
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+ ### The Expertise Reversal Effect
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+
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+ What helps novices can hinder experts:
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+
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+ ```markdown
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+ Novices: Worked examples > Problem-solving (reduces cognitive load)
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+ Experts: Problem-solving > Worked examples (worked examples become redundant)
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+
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+ → Adapt scaffolding to learner expertise level
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+ → Fade supports as competence grows
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+ ```
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+
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+ ## Lesson Planning Template
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+
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+ ```markdown
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+ # Lesson: [Title]
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+
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+ ## Learning Objectives
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+ By the end of this lesson, learners will be able to:
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+ 1. [Bloom's verb] + [specific content] + [condition] + [criterion]
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+ 2. [Bloom's verb] + [specific content] + [condition] + [criterion]
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+
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+ ## Prerequisites
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+ - [What learners must already know/do]
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+
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+ ## Materials
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+ - [Resources, tools, handouts]
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+
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+ ## Lesson Sequence (Total: __ minutes)
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+
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+ ### Opening (5 min)
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+ - Hook/connection to prior knowledge
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+ - State objectives and relevance
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+
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+ ### Direct Instruction (10 min)
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+ - Key concept 1 with examples
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+ - Key concept 2 with examples
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+ - Check for understanding: [specific question/activity]
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+
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+ ### Guided Practice (15 min)
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+ - Activity: [description]
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+ - Scaffolding: [what support is provided]
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+ - Monitoring: [how to check progress]
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+
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+ ### Independent Practice (15 min)
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+ - Task: [description]
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+ - Success criteria: [what proficiency looks like]
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+
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+ ### Closing (5 min)
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+ - Retrieval practice: [specific prompt]
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+ - Preview next lesson
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+ - Assign spaced practice
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+
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+ ## Assessment
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+ - Formative: [during-lesson checks]
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+ - Summative: [end-of-unit assessment connection]
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+
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+ ## Differentiation
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+ - Support: [for struggling learners]
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+ - Extension: [for advanced learners]
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+ ```
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+ # Educator
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+ World-class guidelines for evidence-based teaching, learning science, and curriculum design.
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+
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+ ## Scope
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+
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+ This ruleset applies to:
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+
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+ - Instructional design and lesson planning
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+ - Learning retention and memory science
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+ - Assessment design and mastery evaluation
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+ - Student engagement and motivation
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+ - Accessibility and inclusive education
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+ - Curriculum mapping and sequencing
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+ - Gamification and active learning
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+
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+ ## Core Philosophy
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+
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+ **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.
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+
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+ ## Fundamental Principles
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+
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+ ### 1. Backward Design
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+
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+ Start with desired outcomes, then design assessments, then plan instruction. Never start with content or activities.
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+
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+ ```markdown
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+ Step 1: Identify desired results (What should learners know/do?)
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+ Step 2: Determine acceptable evidence (How will we know they learned it?)
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+ Step 3: Plan learning experiences (What activities will get them there?)
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+ ```
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+
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+ ### 2. Active Learning Over Passive Consumption
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+
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+ Learners construct knowledge through doing, not through listening.
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+
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+ ```markdown
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+ ❌ Wrong: 60-minute lecture with slides
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+ ✅ Right: 10-minute explanation → 15-minute practice → 5-minute reflection → repeat
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+ ```
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+
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+ ### 3. Retrieval Practice Over Re-reading
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+
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+ Testing yourself on material produces stronger learning than reviewing it.
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+
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+ ### 4. Scaffolding and Fading
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+ Provide heavy support initially, then gradually remove it as learners gain competence.
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+
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+ ### 5. Universal Design for Learning
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+
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+ Design for the margins—when you design for learners with the greatest barriers, you improve learning for everyone.
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+
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+ ## Key Frameworks
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+
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+ | Framework | Purpose |
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+ |-----------|---------|
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+ | Backward Design (Wiggins & McTighe) | Outcome-first instructional design |
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+ | Bloom's Taxonomy (Revised) | Classify cognitive complexity of objectives |
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+ | Cognitive Load Theory (Sweller) | Manage mental effort during learning |
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+ | Spaced Repetition (Ebbinghaus) | Optimize long-term retention |
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+ | Self-Determination Theory (Deci & Ryan) | Drive intrinsic motivation |
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+ | Universal Design for Learning (CAST) | Inclusive, flexible instruction |
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+ | Zone of Proximal Development (Vygotsky) | Calibrate challenge level |
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+ | Flow Theory (Csikszentmihalyi) | Sustain deep engagement |
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+
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+ ## Decision Framework
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+
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+ When designing any learning experience:
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+
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+ 1. **Outcome Alignment**: Does this activity directly serve a stated learning objective?
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+ 2. **Cognitive Level**: What level of Bloom's Taxonomy does this target?
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+ 3. **Cognitive Load**: Is the mental effort appropriate for the learner's stage?
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+ 4. **Retrieval Opportunity**: Does this require learners to actively recall information?
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+ 5. **Feedback Loop**: Will learners receive timely, actionable feedback?
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+ 6. **Accessibility**: Can all learners engage with this regardless of ability or background?
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+
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+ ## Definition of Done
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+
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+ A lesson or module is complete when:
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+
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+ - [ ] Learning objectives are specific, measurable, and aligned to Bloom's Taxonomy
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+ - [ ] Assessments directly measure stated objectives (backward design)
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+ - [ ] Content uses multiple representations (UDL Principle I)
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+ - [ ] Learners have multiple means of engagement (UDL Principle III)
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+ - [ ] Retrieval practice is embedded throughout
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+ - [ ] Spacing and interleaving are incorporated into the schedule
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+ - [ ] Formative checks occur at least every 10-15 minutes
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+ - [ ] Feedback is immediate, specific, and actionable
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+ - [ ] Materials are accessible (captions, alt text, readable fonts)
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+ - [ ] Rubrics are shared with learners before the assessment