preliminary flashcard design

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Flashcard Program Design August 1 Rev

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Page 1: Preliminary Flashcard Design

Flashcard Program Design

August 1 Rev

Page 2: Preliminary Flashcard Design

The Rubric

• Feedback• Sequencing and Spacing• Motivating and Engaging • Manages Cognitive Load• Learning Level Appropriate• Maximizes Academic Learning Time (ALT)

Page 3: Preliminary Flashcard Design
Page 4: Preliminary Flashcard Design

My Version of the List

July 29, 2010 Rev

Page 5: Preliminary Flashcard Design

Feedback

• Feedback is immediate • Feedback supplies correct response • Elaborative feedback is available for low

certitude responses • Data is available to track progress• Outcomes match learning goals

Page 6: Preliminary Flashcard Design

Sequencing and Spacing

• Sequencing reflects a scheduled framework (e.g., Leitner system)

• Factoid presentation is discrete in space and time

• Cramproof (At least one intersession interval of between one and thirty days)

Page 7: Preliminary Flashcard Design

Motivating and Engaging

• Design is engaging (visually, acoustically, tactilely and mentally)

• Design makes real-world connections to learning outcomes

• Design builds learner confidence (error free)• Design has a reward system

Page 8: Preliminary Flashcard Design

Manages Cognitive Load

• Design delivers information on both verbal and non-verbal input channels

• Design avoids cognitive overload • Design can be modified to accommodate

individual user profiles • Design enables learner to efficiently "chunk"

facts by connecting and sequencing information.

Page 9: Preliminary Flashcard Design

Learning Level Appropriate

• Design incorporates learner's prior knowledge • Design incorporates learner's goals• Design can be tuned to low prior-knowledge

students (response-contingent feedback) • Design can be tuned to high prior-knowledge

students (topic-contingent feedback) • Removed: Design facilitates open content (institutional bias)

Page 10: Preliminary Flashcard Design

Maximizes Academic Learning Time (ALT)

• Design is lean • Design is efficient

Page 11: Preliminary Flashcard Design

FeedbackSequencing and Spacing

Motivating and Engaging

Manages Cognitive Load

Learning Level Appropriate

Maximizes Academic

Learning Time

ImmediateFramework Visually

Multi-Channel Presentation

Incorporates Prior Knowledge

Lean

Correct Response

Space/Time Discrete

AcousticallyUser

Accommodations Available

Goal Specific Time Efficient

Elaborative Cramproof Tactilely Avoids Overload Tunable

Progress Data Mentally Chunking

Outcomes Match Goals

Real-World Connections

Error Free

Reward System

Rubric

Page 12: Preliminary Flashcard Design

Design

• http://www.multiplication.com/flashgames/SpaceRace.htm

Page 13: Preliminary Flashcard Design

FeedbackSequencing and Spacing

Motivating and Engaging

Manages Cognitive Load

Learning Level Appropriate

Maximizes Academic

Learning Time

Immediate Framework VisuallyMulti-Channel Presentation

Incorporates Prior Knowledge

Lean

Correct Response

Space/Time Discrete

AcousticallyUser

Accommodations Available

Goal Specific Time Efficient

Elaborative Cramproof Tactilely Avoids Overload Tunable

Progress Data Mentally Chunking

Outcomes Match Goals

Real-World Connections

Error Free

Reward System

Space Race Rubric

?

Page 14: Preliminary Flashcard Design
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The Epiphany

Page 16: Preliminary Flashcard Design

The EpiphanyThe Epiphany

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The EpiphanyMatch the Colors

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The EpiphanyMatch the Reward

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Motivating and Engaging

• Design is engaging (visually, acoustically, tactilely and mentally)

• Design makes real-world connections to learning outcomes

• Design builds learner confidence (error free)• Design has a reward system

Page 21: Preliminary Flashcard Design

Include Chunking

The FortThe Wooten House Hot Chocolate HouseBig Blue The MBA House

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Include Chunking

James Jonathan JordanJoshua Jacob

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The EpiphanyHalo File Matches

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Timing: Program Opens Every Morning

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Leitner-Programmed Timing

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The FortThe Wooten House Hot Chocolate HouseBig Blue The MBA House

Help (Ctrl1) flashes misplaces

Page 27: Preliminary Flashcard Design

The FortThe Wooten House Hot Chocolate HouseBig Blue The MBA House

Help (Ctrl2) flashes one house full

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The FortThe Wooten House Hot Chocolate HouseBig Blue The MBA House

Help (Ctrl3) shows it all

Page 29: Preliminary Flashcard Design

The FortThe Wooten House Hot Chocolate HouseBig Blue The MBA House

Game Choices

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The EpiphanyMatch the Mini-Reward

Page 31: Preliminary Flashcard Design

Help flashes misplaces

Page 32: Preliminary Flashcard Design

FeedbackSequencing and Spacing

Motivating and Engaging

Manages Cognitive Load

Learning Level Appropriate

Maximizes Academic

Learning Time

ImmediateFramework Visually

Multi-Channel Presentation

Incorporates Prior Knowledge

Lean

Correct Response

Space/Time Discrete

AcousticallyUser

Accommodations Available

Goal Specific Time Efficient

Elaborative Cramproof Tactilely Avoids Overload Tunable

Progress Data Mentally Chunking

Outcomes Match Goals

Real-World Connections

Error Free

Reward System

Rubric

Page 33: Preliminary Flashcard Design

FeedbackSequencing and Spacing

Motivating and Engaging

Manages Cognitive Load

Learning Level Appropriate

Maximizes Academic

Learning Time

ImmediateFramework Visually

Multi-Channel Presentation

Incorporates Prior Knowledge

Lean

Correct Response

Space/Time Discrete

AcousticallyUser

Accommodations Available

Goal Specific Time Efficient

Elaborative Cramproof Tactilely Avoids Overload Tunable

Progress Data Mentally Chunking

Outcomes Match Goals

Real-World Connections

Error Free

Reward System

Rubric

Page 34: Preliminary Flashcard Design

The Epiphany

Page 35: Preliminary Flashcard Design

The Epiphany

Page 36: Preliminary Flashcard Design

The Epiphany

Page 37: Preliminary Flashcard Design

The Epiphany

Page 38: Preliminary Flashcard Design

The Epiphany

Page 39: Preliminary Flashcard Design

The Epiphany

Page 40: Preliminary Flashcard Design

The Epiphany

Page 41: Preliminary Flashcard Design

The Epiphany

Page 42: Preliminary Flashcard Design

The Rubric

• Feedback• Sequencing and Spacing• Motivating and Engaging • Manages Cognitive Load• Learning Level Appropriate• Maximizes Academic Learning Time (ALT)

Page 43: Preliminary Flashcard Design

My Version of the List

July 29, 2010 Rev

Page 44: Preliminary Flashcard Design

Feedback

• Feedback is immediate • Feedback supplies correct response • Elaborative feedback is available for low

certitude responses • Data is available to track progress• Outcomes match learning goals

Page 45: Preliminary Flashcard Design

Sequencing and Spacing

• Sequencing reflects a scheduled framework (e.g., Leitner system)

• Factoid presentation is discrete in space and time

• Cramproof (At least one intersession interval of between one and thirty days)

Page 46: Preliminary Flashcard Design

Motivating and Engaging

• Design is engaging (visually, acoustically, tactilely and mentally)

• Design makes real-world connections to learning outcomes

• Design builds learner confidence (error free)• Design has a reward system

Page 47: Preliminary Flashcard Design

Manages Cognitive Load

• Design delivers information on both verbal and non-verbal input channels

• Design avoids cognitive overload • Design can be modified to accommodate

individual user profiles • Design enables learner to efficiently "chunk"

facts by connecting and sequencing information.

Page 48: Preliminary Flashcard Design

Learning Level Appropriate

• Design incorporates learner's prior knowledge • Design incorporates learner's goals• Design can be tuned to low prior-knowledge

students (response-contingent feedback) • Design can be tuned to high prior-knowledge

students (topic-contingent feedback) • Removed: Design facilitates open content (institutional bias)

Page 49: Preliminary Flashcard Design

Maximizes Academic Learning Time (ALT)

• Design is lean • Design is efficient

Page 50: Preliminary Flashcard Design

FeedbackSequencing and Spacing

Motivating and Engaging

Manages Cognitive Load

Learning Level Appropriate

Maximizes Academic

Learning Time

ImmediateFramework Visually

Multi-Channel Presentation

Incorporates Prior Knowledge

Lean

Correct Response

Space/Time Discrete

AcousticallyUser

Accommodations Available

Goal Specific Time Efficient

Elaborative Cramproof Tactilely Avoids Overload Tunable

Progress Data Mentally Chunking

Outcomes Match Goals

Real-World Connections

Error Free

Reward System

Rubric

Page 51: Preliminary Flashcard Design

List by Committee

22 July 2010 Rev

Page 52: Preliminary Flashcard Design

Providing Feedback

• After each response, feedback is immediate. • Includes knowledge-of-correct-response feedback (e.g.,

including response accuracy verification, providing correct answers, etc.)

• Elaborative feedback is available for low certitude responses • Periodic feedback relates tracked data to learner goals (e.g.,

learning/achievement is definable (either by designer or user, i.e. five correct iterations)

• Results of learning session are related to learner goals.

Page 53: Preliminary Flashcard Design

Scheduling Sequence and Spacing

• Sequencing reflects a scheduled framework (e.g., Leitner system)

• Presentation of each item is discrete and spaced. • Design provides for at least one intersession interval

of anywhere between one and thirty days (no "cramming").

• . •

Page 54: Preliminary Flashcard Design

Motivating and Engaging

• Design captures learners' interest (e.g., use simple unexpected events like a loud whistle or an upside-down word in a visual, etc.).

• Design stimulates learners' inquiry (e.g., give mentally stimulating problems that engage a deeper level of curiosity, etc.).

• Design maintains learners' attention (e.g., utilize variation). • Design makes learning outcomes relevant to students (e.g., connect

content to learner goals, interests, learning styles, etc.). • Design builds learner confidence (e.g., providing examples of acceptable

achievement). • Design promotes student satisfaction (e.g., provides recognition and

evidence of success, practical application, etc.).

Page 55: Preliminary Flashcard Design

Managing Cognitive Load• Design takes advantage of verbal (text, narration,

etc.) and non-verbal (photographs, illustrations, diagrams, etc.) input channels

• Design avoids cognitive overload (e.g., text in close spatial proximity to visuals to avoid split attention cognitive load concerns).

• Design acknowledges and adapts to limitations of audience (i.e. universal design and accessibility)

• Design enables learner to efficiently "chunk" facts by identifying, connecting (grouping), and sequencing information.

Page 56: Preliminary Flashcard Design

Determining Prior Knowledge• Design determines learner's prior knowledge and goals (e.g.,

pre-assessment, iterations of a Leitner system, etc.) • Design facilitates open content (e.g., user-generated content,

sharing of content and results, user-user or user-population comparisons of results, etc.)

• Design provides low prior-knowledge students with response-contingent feedback (e.g., system explains reasons for correct/incorrect responses)

• Design provides high prior-knowledge students with topic-contingent feedback (e.g., system directs learners to find the correct response or a path to additional information).

Page 57: Preliminary Flashcard Design

Maximizing Academic Learning Time (ALT)

• Design ensures all instructional activities support desired learning outcomes.

• Design ensures waiting and transitional time is minimized.

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