Learning/Principles

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Design Principles

The Principles guiding our work:

Learning to make by making. Less yak, more hack.
  • Built around tools and making exercises that 'help teach'
  • Learning is a byproduct of making
Help people hack on things they care about at the core.
  • Support/encourage interest-based learning
  • Have meaningful, authentic making (vs. arbitrary tasks or overly sandboxed environments)
  • i.e. For StoryThing for journalists, we have them build out their stories online and in the process, learn HTML, CSS, etc.
More pathways == better. Avoid, and even fight, one prescribed way to learn.
  • Leverage existing content and pathways, don't reinvent the wheel where we don't have to.
  • Balance self-driven options, authority/faciliated options, peer options (Ultimately: choose your own adventure approach!)
  • Offer multimedia options where possible (online, offline, synchronous, asynchronous, etc.)
  • Support various levels / entry points (age, skill level, learning types, etc), embrace role fluidity
Support / encourage the social aspect.
  • Encourage social interaction, peer learning and sharing
  • Leverage peer assessments and mentorship
Build in fun / play.
  • Explicit fun in cases where it makes sense, but also implicit fun (interest based learning)
  • Promote / support interest-driven learning
  • Capitalize on intrinsic motivations already existing
Embed assessments in the learning and learning in the assessments.
  • Be innovative about assessment - honor the nature of the learning experience / making
  • Authentic and relevant assessments built into the learning experience
  • People should be able to learn more through taking the assessment as well as assessing other people's work
Support graceful degradation - Fail well
  • Help users when they get stuck. -- and make it as easy as possible for their friends (or volunteers) to help them out when this happens
  • Build in trial and error as much as possible
  • Congratulate people for failing; congratulate people for trying alternative methods
Build in recognition.
  • Legitimize this learning - make it count beyond the learning experience
  • Build badges into our learning experiences
Design for extensibility / scale beyond ourselves.
  • Make it easy to run events around learning content - event kit + plug and play content
  • Modularity
  • Mentorship and teach the teachers, nurture a community that can run itself
Reveal the universe.
  • Show people everything there is to learn and how - let them see where they fit into it and where they can go.
Produce consumer grade web experiences and software.
  • High quality, authentic experiences