agentic-team-templates 0.15.0 → 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 +7 -0
- package/src/index.test.js +1 -0
- 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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# Curriculum Design
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Frameworks for designing coherent, well-sequenced curricula that build deep understanding over time.
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## Curriculum Mapping
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### Scope and Sequence
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```
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Scope: WHAT content and skills are taught
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Sequence: WHEN and in WHAT ORDER they are taught
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Together: A complete map of the learning journey
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```
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### Curriculum Map Template
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```markdown
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| Unit | Duration | Standards | Essential Questions | Key Knowledge | Key Skills | Assessment |
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|------|----------|-----------|--------------------| --------------|------------|------------|
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| Unit 1 | 3 weeks | [Standard IDs] | "Why does X matter?" | [Concepts] | [Skills] | [Assessment type] |
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| Unit 2 | 2 weeks | [Standard IDs] | "How does Y work?" | [Concepts] | [Skills] | [Assessment type] |
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| Unit 3 | 4 weeks | [Standard IDs] | "What if Z changed?" | [Concepts] | [Skills] | [Assessment type] |
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```
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### Vertical Alignment
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```
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Grade/Level N-1: Foundational concepts (prerequisites)
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↓
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Grade/Level N: Current course (builds on N-1)
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↓
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Grade/Level N+1: Next course (builds on N)
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Each level should:
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- Know what came before (don't re-teach from scratch)
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- Know what comes after (prepare learners for the next stage)
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- Explicitly build on prior knowledge and skills
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```
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## Spiral Curriculum (Bruner)
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### Principle
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Revisit key concepts at increasing levels of complexity throughout the curriculum.
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```
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Complexity
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▲
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│ ╭─── Topic A (advanced application)
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│ ╭────╯
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│ ╭────╯ ╭─── Topic A (analysis & evaluation)
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│ │ ╭───╯
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│ │ ╭────╯ ╭─── Topic A (application)
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│ │ │ ╭────╯
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│ │ │ ╭────╯ ╭─── Topic A (introduction)
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│ │ │ │ ╭────╯
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├─┴────┴───┴────────┴──────────────────►
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0 Unit 1 Unit 3 Unit 6 Unit 10 Time
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```
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### Spiral Design Principles
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1. **Each revisit adds depth** — not just repetition, but new complexity
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2. **Prior knowledge is activated** — explicitly connect to previous encounters
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3. **Spacing is built in** — revisits are naturally spaced over time
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4. **Multiple representations** — each revisit offers a different angle
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5. **Assessment reflects growth** — later assessments expect higher Bloom's levels
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### Spiral Curriculum Example
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```markdown
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Topic: Statistical Reasoning
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Unit 2 (Remember/Understand):
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→ Define mean, median, mode
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→ Calculate measures of central tendency from a dataset
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Unit 5 (Apply):
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→ Choose the appropriate measure for different data distributions
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→ Identify when mean is misleading (skewed data)
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Unit 8 (Analyze):
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→ Compare distributions using statistical measures
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→ Analyze how sample size affects reliability
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Unit 12 (Evaluate/Create):
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→ Critique statistical claims in media reports
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→ Design a study with appropriate statistical methods
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```
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## Prerequisite Mapping
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### Dependency Graphs
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```
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[Advanced Topic D]
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↑ ↑
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[Topic B] [Topic C]
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↑ ↑ ↑
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[Topic A] [Topic A] [Topic A]
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↑
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[Prerequisite Knowledge]
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```
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### Creating Prerequisite Maps
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```markdown
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For each learning objective, ask:
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1. What must the learner already KNOW to access this?
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2. What must the learner already be able to DO?
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3. What MISCONCEPTIONS might interfere?
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Then:
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1. Order objectives so prerequisites come first
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2. Verify prerequisite skills with diagnostic assessment
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3. Provide remediation paths for missing prerequisites
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4. Make dependencies explicit to learners
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```
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### Prerequisite Verification
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| Method | When | Purpose |
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|--------|------|---------|
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| Diagnostic pre-test | Start of unit/course | Identify missing prerequisites |
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| Knowledge check | Start of each lesson | Verify yesterday's learning |
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| Skills inventory | Start of course | Map individual readiness |
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| Concept inventory | Start of unit | Identify misconceptions |
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## Sequencing Principles
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### Ordering Strategies
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| Strategy | Description | When to Use |
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|----------|-------------|-------------|
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| Simple → Complex | Start with basic concepts, build toward complex ones | Skill-building, mathematics |
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| Concrete → Abstract | Start with tangible examples, move to general principles | Conceptual understanding |
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| Known → Unknown | Start with familiar context, extend to new territory | Connecting to prior knowledge |
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| Chronological | Follow the historical or process timeline | History, procedures, narratives |
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| Whole → Part → Whole | Overview first, then details, then synthesis | Systems thinking, complex topics |
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| Problem-centered | Start with a problem, learn what's needed to solve it | Professional training, PBL |
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### Chunking and Pacing
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```markdown
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Guidelines:
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- 3-5 new concepts per session maximum (cognitive load)
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- 15-20 minutes of new input before active processing
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- Each chunk builds on the previous one
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- Provide "landing points" where learners consolidate
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Pacing Signals to Watch:
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- Formative check shows < 60% comprehension → slow down, re-teach
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- Formative check shows > 90% comprehension → accelerate or extend
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- Mixed results → differentiate (some need support, some need extension)
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```
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## Continuous Improvement
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### Data-Driven Curriculum Revision
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```
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Teach → Assess → Analyze → Adjust → Re-teach
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↑ │
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└──────────────────────────────────────┘
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```
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### Curriculum Review Cycle
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| Frequency | Activity | Data Source |
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|-----------|----------|-------------|
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| Daily | Adjust lesson pacing | Formative assessment results |
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| Weekly | Identify struggling objectives | Quiz/exit ticket analysis |
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| Per Unit | Evaluate unit effectiveness | Summative assessment data |
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| Semester | Review scope and sequence | Cumulative performance data |
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| Annually | Major curriculum revision | Year-end data + student/teacher feedback |
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### Questions for Curriculum Evaluation
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```markdown
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Effectiveness:
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- Are learners meeting stated objectives? (assessment data)
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- Which objectives have the lowest mastery rates? (identify gaps)
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- Are there persistent misconceptions? (error analysis)
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Alignment:
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- Does each assessment measure its stated objective? (backward design check)
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- Does each activity build toward an assessed objective? (activity audit)
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- Are objectives appropriately sequenced? (prerequisite check)
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Engagement:
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- Where do learners disengage? (attendance, participation data)
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- Which activities produce the deepest engagement? (observation, surveys)
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- Are learners finding relevance? (student feedback)
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Equity:
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- Are achievement gaps present across groups? (disaggregated data)
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- Are materials and examples inclusive? (content audit)
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- Are all learners accessing support? (intervention data)
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```
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### Curriculum Documentation
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```markdown
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# Course: [Name]
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## Course-Level Outcomes
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By the end of this course, learners will be able to:
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1. [Outcome aligned to program goals]
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2. [Outcome aligned to program goals]
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3. [Outcome aligned to program goals]
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## Unit Map
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### Unit 1: [Title] (Weeks 1-3)
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- Objectives: [List]
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- Prerequisites: [List or "None"]
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- Key Vocabulary: [List]
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- Assessments: Formative: [List], Summative: [Description]
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- Spiral Connections: "Revisited in Unit 5 at Analyze level"
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### Unit 2: [Title] (Weeks 4-5)
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- Objectives: [List]
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- Prerequisites: [Unit 1 objectives X and Y]
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- ...
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## Assessment Calendar
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| Week | Formative | Summative |
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|------|-----------|-----------|
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| 1 | Daily exit tickets | — |
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| 2 | Quiz 1 (Units 1a-1b) | — |
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| 3 | Peer review | Unit 1 Project |
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| ... | ... | ... |
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## Revision Log
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| Date | Change | Rationale | Evidence |
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|------|--------|-----------|----------|
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| [Date] | Moved Topic X before Topic Y | Students lacked prerequisite skills | Unit 2 pre-test data: 40% below threshold |
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| [Date] | Added scaffolding to Unit 3 | High failure rate on summative | 35% of students scored below proficiency |
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```
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## Common Curriculum Pitfalls
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### 1. Coverage Over Depth
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```markdown
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❌ "We need to cover 15 chapters this semester"
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✅ "We need students to deeply understand 8 essential concepts"
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Research (Schwartz et al.): Depth produces better transfer than breadth.
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```
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### 2. Activity-Driven Planning
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```markdown
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❌ "I found a great activity—let me build a lesson around it"
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✅ "What's the objective? What assessment shows mastery? Now, what activity supports that?"
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Activities serve objectives, not the other way around.
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```
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### 3. Teaching Topics Instead of Skills
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```markdown
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❌ "Week 4: World War II" (topic, not learning)
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✅ "Week 4: Analyze how economic factors contributed to the rise of
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authoritarian regimes in the 1930s" (skill + content)
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```
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### 4. Ignoring Prerequisite Gaps
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```markdown
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❌ Start unit → students fail → blame students
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✅ Start unit → diagnostic pre-test → address gaps → proceed
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You cannot build on a foundation that doesn't exist.
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```
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### 5. No Revision Process
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```markdown
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❌ Same curriculum year after year without data review
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✅ Annual review cycle with student data driving changes
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"The curriculum is a living document, not a monument."
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```
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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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| **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)
|
|
42
|
+
|
|
43
|
+
### Conditions for Flow
|
|
44
|
+
|
|
45
|
+
```
|
|
46
|
+
High ┤ Anxiety │ FLOW
|
|
47
|
+
│ │ ZONE
|
|
48
|
+
Skill │ ────────────────┤────────
|
|
49
|
+
Level │ │
|
|
50
|
+
│ Boredom │ Apathy
|
|
51
|
+
Low ┤ │
|
|
52
|
+
┼────────────────────┼────────
|
|
53
|
+
Low Challenge Level High
|
|
54
|
+
|
|
55
|
+
Flow occurs when challenge ≈ skill level (both high).
|
|
56
|
+
```
|
|
57
|
+
|
|
58
|
+
### Creating Flow in Learning
|
|
59
|
+
|
|
60
|
+
| Flow Condition | Educational Application |
|
|
61
|
+
|---------------|------------------------|
|
|
62
|
+
| Clear goals | State objectives explicitly at lesson start |
|
|
63
|
+
| Immediate feedback | Quick checks, self-assessment tools, real-time responses |
|
|
64
|
+
| Challenge-skill balance | Differentiate tasks; adjust difficulty dynamically |
|
|
65
|
+
| Sense of control | Offer choices in how to demonstrate learning |
|
|
66
|
+
| Concentration | Minimize distractions; use focused work blocks |
|
|
67
|
+
| Intrinsic reward | Connect content to learner interests and goals |
|
|
68
|
+
| Loss of self-consciousness | Create psychologically safe environment for mistakes |
|
|
69
|
+
|
|
70
|
+
## Growth Mindset (Dweck)
|
|
71
|
+
|
|
72
|
+
### Fixed vs. Growth Mindset
|
|
73
|
+
|
|
74
|
+
| Fixed Mindset | Growth Mindset |
|
|
75
|
+
|--------------|---------------|
|
|
76
|
+
| "I'm not a math person" | "I haven't mastered this yet" |
|
|
77
|
+
| Avoids challenges | Embraces challenges |
|
|
78
|
+
| Gives up when it's hard | Persists through difficulty |
|
|
79
|
+
| Sees effort as pointless | Sees effort as the path to mastery |
|
|
80
|
+
| Ignores feedback | Learns from feedback |
|
|
81
|
+
| Threatened by others' success | Inspired by others' success |
|
|
82
|
+
|
|
83
|
+
### Fostering Growth Mindset
|
|
84
|
+
|
|
85
|
+
```markdown
|
|
86
|
+
Language Shifts:
|
|
87
|
+
|
|
88
|
+
❌ "You're so smart!" → ✅ "You worked really hard on that"
|
|
89
|
+
❌ "This is easy, you'll get it" → ✅ "This is challenging—that's how you grow"
|
|
90
|
+
❌ "Not everyone is good at X" → ✅ "Everyone can improve at X with practice"
|
|
91
|
+
❌ "You got it wrong" → ✅ "You haven't got it yet—what can you try differently?"
|
|
92
|
+
```
|
|
93
|
+
|
|
94
|
+
### Process Praise vs. Person Praise
|
|
95
|
+
|
|
96
|
+
```markdown
|
|
97
|
+
Person Praise (avoid): "You're a natural writer"
|
|
98
|
+
→ Implies ability is fixed; failure threatens identity
|
|
99
|
+
|
|
100
|
+
Process Praise (use): "Your revision strategy of reading aloud really
|
|
101
|
+
strengthened the flow of your argument"
|
|
102
|
+
→ Reinforces that effort and strategy lead to improvement
|
|
103
|
+
```
|
|
104
|
+
|
|
105
|
+
## Gamification in Education
|
|
106
|
+
|
|
107
|
+
### Effective Gamification Elements
|
|
108
|
+
|
|
109
|
+
| Element | Purpose | Implementation |
|
|
110
|
+
|---------|---------|----------------|
|
|
111
|
+
| Experience points (XP) | Track cumulative progress | Assign XP for completing activities, not just correct answers |
|
|
112
|
+
| Levels/ranks | Visualize advancement | Unlock new challenges at each level |
|
|
113
|
+
| Badges/achievements | Recognize specific accomplishments | Award for mastering skills, not just participation |
|
|
114
|
+
| Leaderboards (use carefully) | Social motivation | Optional, show growth-based rankings, or team-based |
|
|
115
|
+
| Quests/missions | Frame tasks as narrative challenges | "Your mission: analyze 3 primary sources to crack the case" |
|
|
116
|
+
| Progress bars | Show advancement toward goals | Visual progress toward mastery of each objective |
|
|
117
|
+
| Streaks | Encourage consistent practice | Track consecutive days of retrieval practice |
|
|
118
|
+
|
|
119
|
+
### Gamification Anti-Patterns
|
|
120
|
+
|
|
121
|
+
```markdown
|
|
122
|
+
❌ Points for attendance (rewards showing up, not learning)
|
|
123
|
+
❌ Competitive leaderboards as primary motivator (undermines relatedness)
|
|
124
|
+
❌ Extrinsic rewards that crowd out intrinsic motivation
|
|
125
|
+
❌ Badges for trivial achievements (dilutes meaning)
|
|
126
|
+
❌ All-or-nothing scoring (discourages risk-taking)
|
|
127
|
+
|
|
128
|
+
✅ XP for demonstrated mastery of skills
|
|
129
|
+
✅ Optional leaderboards with opt-in
|
|
130
|
+
✅ Rewards that enable more learning (unlock advanced content)
|
|
131
|
+
✅ Badges for genuine milestones
|
|
132
|
+
✅ Partial credit that rewards progress
|
|
133
|
+
```
|
|
134
|
+
|
|
135
|
+
### Game-Based Learning vs. Gamification
|
|
136
|
+
|
|
137
|
+
```markdown
|
|
138
|
+
Gamification: Adding game elements to non-game learning
|
|
139
|
+
→ Points, badges, leaderboards on top of existing curriculum
|
|
140
|
+
|
|
141
|
+
Game-Based Learning: Learning through actual games
|
|
142
|
+
→ Simulations, role-playing scenarios, strategy games
|
|
143
|
+
→ The game IS the learning experience
|
|
144
|
+
|
|
145
|
+
Both have value; don't confuse them.
|
|
146
|
+
```
|
|
147
|
+
|
|
148
|
+
## Active Learning Strategies
|
|
149
|
+
|
|
150
|
+
### The Active Learning Spectrum
|
|
151
|
+
|
|
152
|
+
```
|
|
153
|
+
Passive ◄──────────────────────────────────────────► Active
|
|
154
|
+
|
|
155
|
+
Lecture → Demo → Discussion → Practice → Teaching → Creating
|
|
156
|
+
```
|
|
157
|
+
|
|
158
|
+
### High-Impact Active Learning Techniques
|
|
159
|
+
|
|
160
|
+
| Technique | Time | Description |
|
|
161
|
+
|-----------|------|-------------|
|
|
162
|
+
| Think-Pair-Share | 3-5 min | Think alone → discuss with partner → share with group |
|
|
163
|
+
| Jigsaw | 20-30 min | Each group learns one piece → teaches others |
|
|
164
|
+
| Case Study | 15-30 min | Analyze real-world scenario, propose solutions |
|
|
165
|
+
| Problem-Based Learning | Extended | Learn through solving authentic, complex problems |
|
|
166
|
+
| Socratic Questioning | 10-20 min | Guide discovery through strategic questioning |
|
|
167
|
+
| Peer Instruction | 5-10 min | Students explain concepts to each other |
|
|
168
|
+
| Gallery Walk | 10-15 min | Post work around room; rotate and provide feedback |
|
|
169
|
+
| Fishbowl Discussion | 15-20 min | Inner circle discusses; outer circle observes and reflects |
|
|
170
|
+
|
|
171
|
+
### The 10-Minute Rule
|
|
172
|
+
|
|
173
|
+
```markdown
|
|
174
|
+
Attention drops sharply after ~10-15 minutes of passive input.
|
|
175
|
+
|
|
176
|
+
Structure lessons in cycles:
|
|
177
|
+
[10 min input] → [5 min active processing] → [10 min input] → [5 min active processing]
|
|
178
|
+
|
|
179
|
+
Active processing options:
|
|
180
|
+
- Retrieval practice question
|
|
181
|
+
- Partner discussion
|
|
182
|
+
- Apply concept to a new example
|
|
183
|
+
- Write a brief summary
|
|
184
|
+
- Predict what comes next
|
|
185
|
+
```
|
|
186
|
+
|
|
187
|
+
## Flipped Classroom Model
|
|
188
|
+
|
|
189
|
+
### Structure
|
|
190
|
+
|
|
191
|
+
```
|
|
192
|
+
Traditional: Flipped:
|
|
193
|
+
┌──────────────┐ ┌──────────────┐
|
|
194
|
+
│ Class: Lecture│ │ Home: Video/ │
|
|
195
|
+
│ │ │ Reading │
|
|
196
|
+
├──────────────┤ ├──────────────┤
|
|
197
|
+
│ Home: Practice│ │ Class: Active│
|
|
198
|
+
│ (alone) │ │ Practice │
|
|
199
|
+
│ │ │ (with support)│
|
|
200
|
+
└──────────────┘ └──────────────┘
|
|
201
|
+
|
|
202
|
+
Key insight: Move the hard part (application) to where
|
|
203
|
+
support is available (class time with the instructor).
|
|
204
|
+
```
|
|
205
|
+
|
|
206
|
+
### Flipped Classroom Best Practices
|
|
207
|
+
|
|
208
|
+
- Pre-class videos should be **under 10 minutes**
|
|
209
|
+
- Include **embedded questions** in videos (accountability)
|
|
210
|
+
- Start class with **retrieval** on pre-class material
|
|
211
|
+
- Use class time for **application, analysis, and creation** (higher Bloom's levels)
|
|
212
|
+
- Provide **accountability checks** so students actually prepare
|
|
213
|
+
|
|
214
|
+
## Common Engagement Pitfalls
|
|
215
|
+
|
|
216
|
+
### 1. Entertainment vs. Engagement
|
|
217
|
+
|
|
218
|
+
```markdown
|
|
219
|
+
❌ "Students loved the activity" (fun but no learning)
|
|
220
|
+
✅ "Students wrestled with the concept and showed growth" (productive struggle)
|
|
221
|
+
|
|
222
|
+
Engagement = cognitive investment in learning goals
|
|
223
|
+
Entertainment = enjoyment without cognitive investment
|
|
224
|
+
```
|
|
225
|
+
|
|
226
|
+
### 2. Over-Reliance on Extrinsic Rewards
|
|
227
|
+
|
|
228
|
+
```markdown
|
|
229
|
+
❌ "Do this for extra credit / candy / prize"
|
|
230
|
+
✅ "This skill will help you [authentic outcome]"
|
|
231
|
+
|
|
232
|
+
Extrinsic rewards can undermine intrinsic motivation
|
|
233
|
+
when the task is already interesting (overjustification effect).
|
|
234
|
+
```
|
|
235
|
+
|
|
236
|
+
### 3. Participation ≠ Learning
|
|
237
|
+
|
|
238
|
+
```markdown
|
|
239
|
+
❌ "Everyone raised their hand, so they must understand"
|
|
240
|
+
✅ Check actual understanding with retrieval practice
|
|
241
|
+
|
|
242
|
+
Active hands ≠ active minds. Verify with evidence.
|
|
243
|
+
```
|