agentic-team-templates 0.15.0 → 0.17.0

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+ # Educator Development Guide
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+
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+ World-class guidelines for evidence-based teaching, learning retention, gamification, and assessment design.
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+
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+ ---
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+
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+ ## Overview
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+
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+ This guide 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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+ ### Key Principles
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+
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+ 1. **Backward Design** - Start with outcomes, then assessments, then instruction
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+ 2. **Active Learning** - Learners construct knowledge through doing, not listening
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+ 3. **Retrieval Practice** - Testing strengthens memory more than reviewing
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+ 4. **Scaffolding and Fading** - Support learners, then gradually remove support
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+ 5. **Universal Design** - Design for the margins to improve learning for everyone
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+
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+ ### Core 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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+ ---
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+
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+ ## Instructional Design
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+
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+ ### Backward Design (Wiggins & McTighe)
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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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+ ### Bloom's Taxonomy (Revised)
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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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+ Evaluate → Justify decisions
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+ Analyze → Break into parts, find relationships
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+ Apply → Use in new situations
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+ Understand → Explain ideas
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+ Remember → Recall facts
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+ ```
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+
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+ ### Writing Learning Objectives (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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+ ✅ "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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+ ❌ "Students will understand data quality."
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+ ```
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+
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+ ### Cognitive Load Theory
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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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+ ### Scaffolding (Vygotsky's ZPD)
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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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+ ---
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+
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+ ## Learning Retention
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+
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+ ### The Forgetting Curve
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+
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+ Without review, ~80% of material is forgotten within 2 days. Spaced review flattens the curve.
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+
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+ ### Spaced Repetition Schedule
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+
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+ ```
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+ Initial learning → Review after 1 day
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+ Review 1 (Day 1) → Review after 3 days
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+ Review 2 (Day 4) → Review after 7 days
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+ Review 3 (Day 11) → Review after 14 days
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+ Review 4 (Day 25) → Review after 30 days
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+ ```
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+
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+ ### Retrieval Practice
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+
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+ Actively recalling information from memory strengthens the memory trace far more than re-reading.
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+
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+ | Technique | Description |
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+ |-----------|-------------|
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+ | Free recall | Write everything you remember about a topic |
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+ | Practice testing | Low-stakes quizzes with feedback |
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+ | Concept mapping from memory | Draw relationships without notes |
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+ | Exit tickets | Brief end-of-class recall prompts |
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+
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+ ### Interleaving
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+
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+ Mix different topics within practice sessions rather than blocking.
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+
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+ ```markdown
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+ ❌ Blocked: AAAA BBBB CCCC
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+ ✅ Interleaved: ABCA BCAB CABC
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+ ```
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+
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+ ### Dual Coding
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+
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+ Combine verbal and visual representations to create two memory pathways.
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+ ### Desirable Difficulties
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+ Conditions that make learning feel harder often produce stronger long-term retention. Performance during learning ≠ learning itself.
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+
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+ ---
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+
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+ ## Assessment Design
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+
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+ ### Formative vs. Summative
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+ | Aspect | Formative | Summative |
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+ |--------|-----------|-----------|
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+ | Purpose | Guide instruction | Evaluate achievement |
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+ | Timing | During learning | After learning |
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+ | Stakes | Low (practice) | Higher (grading) |
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+ | Frequency | Every 10-15 min | End of unit/course |
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+ | Analogy | GPS during journey | Destination photo |
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+
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+ ### Rubric Best Practices
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+
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+ 1. Share rubrics before the assessment
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+ 2. Use descriptive language, not evaluative
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+ 3. Include examples at each level
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+ 4. Limit criteria to 3-6
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+ 5. Involve learners in co-creation when appropriate
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+
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+ ### Mastery-Based Progression
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+
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+ Learners advance when they demonstrate mastery (80-90% on core objectives), not when a calendar date arrives. Allow multiple attempts.
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+
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+ ### Feedback Design
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+
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+ ```markdown
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+ 1. What was done well (specific)
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+ 2. What needs improvement (specific)
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+ 3. Next step (actionable)
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+ ```
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+
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+ ---
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+
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+ ## Engagement and Motivation
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+
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+ ### Self-Determination Theory (Deci & Ryan)
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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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+ ### Growth Mindset (Dweck)
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+ ```markdown
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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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+ ```
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+
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+ ### Active Learning (10-Minute Rule)
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+
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+ ```
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+ [10 min input] → [5 min active processing] → [10 min input] → [5 min processing]
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+ ```
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+
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+ ### Gamification Elements
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+ | Element | Purpose |
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+ |---------|---------|
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+ | XP / progress bars | Track cumulative progress |
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+ | Badges | Recognize specific mastery milestones |
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+ | Quests | Frame tasks as narrative challenges |
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+ | Streaks | Encourage consistent practice |
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+
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+ ### Gamification Anti-Patterns
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+ - Points for attendance (rewards showing up, not learning)
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+ - Competitive leaderboards as primary motivator
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+ - Extrinsic rewards that crowd out intrinsic motivation
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+ - Badges for trivial achievements
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+
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+ ---
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+
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+ ## Accessibility and Inclusion
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+
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+ ### Universal Design for Learning (CAST)
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+ | Principle | Focus |
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+ |-----------|-------|
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+ | Multiple Means of Representation | The "what" of learning |
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+ | Multiple Means of Action & Expression | The "how" of learning |
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+ | Multiple Means of Engagement | The "why" of learning |
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+
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+ ### Learning Styles: The Myth
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+ The "learning styles" model (visual, auditory, kinesthetic) is NOT supported by research. What works: multiple representations for ALL learners (UDL), matching modality to CONTENT type.
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+
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+ ### Accessible Materials Checklist
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+
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+ - [ ] Sans-serif font, minimum 12pt, high contrast
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+ - [ ] Alt text for all meaningful images
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+ - [ ] Captions and transcripts for video/audio
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+ - [ ] Proper heading hierarchy
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+ - [ ] Multiple assessment formats available
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+
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+ ---
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+
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+ ## Curriculum Design
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+
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+ ### Spiral Curriculum (Bruner)
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+ Revisit key concepts at increasing levels of complexity throughout the curriculum.
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+ ### Sequencing Principles
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+ | Strategy | When to Use |
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+ |----------|-------------|
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+ | Simple → Complex | Skill-building, mathematics |
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+ | Concrete → Abstract | Conceptual understanding |
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+ | Known → Unknown | Connecting to prior knowledge |
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+ | Whole → Part → Whole | Systems thinking |
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+
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+ ### Continuous Improvement Cycle
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+
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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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+
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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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+ - [ ] Retrieval practice is embedded throughout
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+ - [ ] Spacing and interleaving are incorporated
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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 assessment
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+
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+ ---
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+
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+ ## Common Pitfalls
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+ ### 1. Coverage Over Depth
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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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+ ### 2. Activity-Driven Planning
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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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+ ### 3. Re-reading as Study Strategy
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+ ❌ "Read chapter 5 again for review"
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+ ✅ "Close the book and write down everything you remember from chapter 5"
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+ ### 4. Entertainment vs. Engagement
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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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+ ### 5. Participation ≠ Learning
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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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+
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+ ## Resources
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+ - [Make It Stick - Brown, Roediger & McDaniel](https://www.hup.harvard.edu/catalog.php?isbn=9780674729018)
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+ - [Understanding by Design - Wiggins & McTighe](https://www.ascd.org/books/understanding-by-design-expanded-2nd-edition)
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+ - [How Learning Works - Ambrose et al.](https://www.wiley.com/en-us/How+Learning+Works-p-9780470484104)
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+ - [Small Teaching - Lang](https://www.jamesmlang.com/small-teaching)
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+ - [Universal Design for Learning - CAST](https://www.cast.org/impact/universal-design-for-learning-udl)
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+ - [Visible Learning - Hattie](https://www.visiblelearning.com/)
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+ - [A Mind for Numbers - Oakley](https://barbaraoakley.com/books/a-mind-for-numbers/)
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+ - [Mindset - Dweck](https://mindsetonline.com/)
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+ # Accessibility
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+ Designing inclusive experiences that work for all users regardless of ability, device, or context.
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+ ## Core Principle
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+ **Accessibility is not a feature — it is a requirement.** An inaccessible product is a broken product. Design for the most constrained user and everyone benefits.
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+
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+ ## WCAG 2.2 AA — POUR Framework
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+ The Web Content Accessibility Guidelines organize requirements into four principles:
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+
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+ ### Perceivable
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+ Users must be able to perceive all information and UI components.
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+
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+ ```markdown
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+ Requirements:
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+ - Text alternatives for non-text content (alt text, aria-labels)
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+ - Captions and transcripts for audio/video content
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+ - Content adaptable to different presentations (screen reader, zoom, reflow)
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+ - Sufficient color contrast (4.5:1 for text, 3:1 for large text and UI components)
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+ - No information conveyed by color alone (add icons, text, patterns)
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+ - Text resizable up to 200% without loss of content or function
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+ - Content reflows at 320px width without horizontal scrolling
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+ ```
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+
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+ ### Operable
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+ Users must be able to operate all UI components and navigation.
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+
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+ ```markdown
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+ Requirements:
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+ - All functionality available via keyboard
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+ - No keyboard traps (users can always Tab/Escape out)
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+ - Skip navigation link as first focusable element
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+ - Visible focus indicators on all interactive elements
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+ - No time limits (or provide extend/disable options)
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+ - No content that flashes more than 3 times per second
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+ - Page titles describe topic or purpose
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+ - Focus order follows logical reading sequence
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+ - Link purpose clear from link text alone (no "click here")
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+ - Multiple ways to find pages (navigation, search, sitemap)
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+ - Touch targets minimum 24x24px (44x44px recommended)
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+ ```
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+
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+ ### Understandable
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+ Users must be able to understand the information and UI operation.
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+
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+ ```markdown
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+ Requirements:
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+ - Language of page declared in HTML lang attribute
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+ - Consistent navigation across pages
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+ - Consistent identification of UI components
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+ - Error identification with clear description
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+ - Labels or instructions for user input
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+ - Error prevention for legal/financial/data submissions (review before submit)
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+ - Context does not change unexpectedly on focus or input
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+ ```
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+
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+ ### Robust
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+ Content must work with current and future assistive technologies.
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+
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+ ```markdown
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+ Requirements:
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+ - Valid HTML with proper semantic structure
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+ - Name, role, value programmatically determinable for all UI components
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+ - Status messages communicated via ARIA live regions without focus change
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+ - Compatible with screen readers, voice control, switch devices, and magnification
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+ ```
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+
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+ ## Keyboard Navigation
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+ ```markdown
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+ Requirements:
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+ - Tab: Move forward through focusable elements
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+ - Shift+Tab: Move backward
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+ - Enter/Space: Activate buttons and links
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+ - Arrow keys: Navigate within components (tabs, menus, radio groups)
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+ - Escape: Close modals, dropdowns, popovers
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+ - Home/End: Jump to first/last item in a list or slider
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+
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+ Focus management:
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+ - Focus moves into modal when opened, returns to trigger when closed
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+ - Focus never gets lost or stuck
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+ - Focus indicators visible in all themes (light and dark)
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+ - Custom focus styles: minimum 2px solid outline with offset, 3:1 contrast ratio
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+
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+ Tab order:
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+ - Follows visual layout (left-to-right, top-to-bottom in LTR languages)
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+ - Skip hidden/inactive elements
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+ - tabindex="0" for custom interactive elements
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+ - tabindex="-1" for programmatic focus (not in tab order)
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+ - Never use tabindex > 0 (breaks natural order)
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+ ```
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+
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+ ## Screen Readers
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+
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+ ```markdown
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+ Semantic HTML:
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+ - Use <nav>, <main>, <header>, <footer>, <aside>, <section>, <article>
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+ - Headings form a logical outline (h1 → h2 → h3, no skipping levels)
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+ - Lists use <ul>/<ol>/<dl>, not styled divs
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+ - Tables use <th>, <caption>, and scope attributes
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+ - Forms use <label> associated with inputs via for/id
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+
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+ ARIA (Accessible Rich Internet Applications):
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+ - Use native HTML elements first; ARIA is a supplement, not a replacement
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+ - aria-label: Name an element when visible text is insufficient
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+ - aria-describedby: Associate additional descriptions
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+ - aria-live="polite": Announce dynamic content changes (toasts, status updates)
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+ - aria-live="assertive": Interrupt for urgent messages (errors)
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+ - aria-expanded: Communicate open/closed state of collapsibles
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+ - aria-hidden="true": Hide decorative content from assistive tech
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+ - role attributes: Only when native HTML semantics are insufficient
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+
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+ Testing:
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+ - Test with VoiceOver (macOS/iOS), NVDA or JAWS (Windows), TalkBack (Android)
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+ - Navigate the entire flow using only the screen reader
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+ - Verify all actions can be completed without visual reference
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+ ```
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+
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+ ## ARIA Authoring Practices Guide (APG)
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+
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+ Follow the WAI-ARIA APG patterns for complex components:
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+
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+ ```markdown
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+ Common patterns:
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+ - Accordion: aria-expanded, aria-controls, Enter/Space to toggle
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+ - Dialog (Modal): aria-modal, focus trap, Escape to close
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+ - Tabs: role="tablist"/"tab"/"tabpanel", Arrow keys to switch
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+ - Combobox: role="combobox", aria-autocomplete, list association
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+ - Menu: role="menu"/"menuitem", Arrow keys, Enter to select
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+ - Tooltip: role="tooltip", aria-describedby, Escape to dismiss
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+ - Disclosure: aria-expanded, controls relationship
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+
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+ Rules:
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+ - Follow the APG keyboard interaction patterns exactly
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+ - Test with assistive technology, not just keyboard
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+ - Complex widgets need comprehensive ARIA markup
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+ ```
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+
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+ ## Inclusive Design (Microsoft)
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+ Design for the full range of human diversity.
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+ ```markdown
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+ Disability spectrum:
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+ Permanent → Temporary → Situational
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+ One arm → Arm injury → Carrying a baby
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+ Blind → Eye surgery → Driving
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+ Deaf → Ear infection → Loud environment
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+ Non-verbal → Laryngitis → Non-native speaker
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+
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+ Principles:
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+ 1. Recognize exclusion (who can't use this?)
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+ 2. Learn from diversity (edge cases reveal design flaws)
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+ 3. Solve for one, extend to many (curb cuts help wheelchairs, strollers, bikes)
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+ ```
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+
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+ ## Cognitive Accessibility
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+
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+ ```markdown
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+ Guidelines:
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+ - Use plain language (aim for 8th-grade reading level)
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+ - Break content into short, scannable chunks
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+ - Use consistent and predictable patterns
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+ - Provide clear error messages with recovery instructions
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+ - Avoid time pressure (allow extended time or remove limits)
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+ - Support undo for destructive actions
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+ - Minimize required memory (show context, don't require recall)
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+ - Use familiar icons and established UI patterns
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+ - Progress indicators for multi-step processes
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+ - No unexpected changes in context
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+ ```
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+
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+ ## Testing Checklist
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+
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+ ```markdown
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+ Automated (catch ~30% of issues):
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+ - axe-core or Lighthouse accessibility audit
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+ - Color contrast checker
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+ - HTML validation
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+
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+ Manual (catch ~70% of issues):
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+ - Keyboard-only navigation (can you complete every task?)
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+ - Screen reader walkthrough (does every element announce correctly?)
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+ - Zoom to 200% (does content reflow without horizontal scroll?)
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+ - Color blindness simulation (is meaning preserved?)
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+ - Reduced motion test (does prefers-reduced-motion work?)
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+ - Touch target size verification (44x44px minimum)
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+ - Focus order verification (logical and predictable?)
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+ - Form error experience (clear, specific, recoverable?)
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+
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+ User testing:
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+ - Include users with disabilities in research participants
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+ - Test with the assistive technologies your users actually use
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+ - Observe real behavior, don't rely on automated reports alone
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+ ```
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+
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+ ## Anti-Patterns
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+
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+ ```markdown
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+ - Accessibility overlay widgets: Third-party "fix-it" overlays don't work and create new problems
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+ - Missing alt text: Images without alternatives are invisible to screen readers
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+ - Placeholder-only labels: Placeholders disappear on focus, leaving users without context
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+ - Focus suppression: outline: none without a replacement focus style
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+ - Mouse-only interactions: Drag-and-drop, hover reveals, or swipe without keyboard alternatives
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+ - CAPTCHAs without alternatives: Audio CAPTCHA or bypass for authenticated users
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+ - Auto-playing media: Audio or video that plays without user initiation
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+ - "Accessibility is done": It's never done — it requires ongoing testing and maintenance
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+ ```