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	<title>&quot;Good&quot; educational design - Revision history</title>
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	<updated>2026-06-14T09:13:23Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://lekb.org/index.php?title=%22Good%22_educational_design&amp;diff=3&amp;oldid=prev</id>
		<title>Drriel: 1 revision imported</title>
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		<updated>2024-02-09T00:10:16Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:10, 9 February 2024&lt;/td&gt;
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		<author><name>Drriel</name></author>
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	<entry>
		<id>https://lekb.org/index.php?title=%22Good%22_educational_design&amp;diff=2&amp;oldid=prev</id>
		<title>Drriel at 13:57, 11 June 2023</title>
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		<updated>2023-06-11T13:57:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;When we build [[Learning experience|learning experiences]] and [[Educational product|products]], we want to make sure that the things we make work well and go according to plan. We also want to make sure that we achieve our [[Learning objectives and outcomes|primary goal]] in any learning design, which is to &amp;#039;&amp;#039;&amp;#039;ensure that [[Learning effectiveness evaluation|people actually learn]] from the experience.&amp;#039;&amp;#039;&amp;#039; These are the main criteria for what makes a &amp;#039;&amp;#039;&amp;#039;&amp;quot;good&amp;quot; educational design&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
== Definition ==&lt;br /&gt;
We can define what makes a design &amp;#039;&amp;#039;good&amp;#039;&amp;#039; by simply whether it meets its [[Intentional design|intended goals]]. More specifically, we can also define &amp;#039;&amp;#039;good&amp;#039;&amp;#039; educational design as to whether it helps [[Participant, student, or learner|participants]] achieve and show [[evidence]] of [[Learning objectives and outcomes|learning objectives]]. Additionally, &amp;#039;&amp;#039;good&amp;#039;&amp;#039; design can be defined as whether people used the [[Educational technology|technologies]], designed [[Interaction|interactions]], or other [[Design feature|design features]] as [[Intention of designer|intended by the designer]].&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
When someone asks whether an educational experience was &amp;#039;&amp;#039;good,&amp;#039;&amp;#039; we should consider what &amp;#039;&amp;#039;good&amp;#039;&amp;#039; means from multiple perspectives. &lt;br /&gt;
&lt;br /&gt;
From a [[Participant, student, or learner|learner&amp;#039;s]] perspective, &amp;#039;&amp;#039;good&amp;#039;&amp;#039; can mean &amp;quot;good for the learner,&amp;quot; or that they felt like they got [[Participant satisfaction and value evaluation|value]] out of the experience, felt like they [[Learning effectiveness evaluation|learned something useful]] or [[Authenticity of learning|relevant]], or had high levels of satisfaction. &lt;br /&gt;
&lt;br /&gt;
From the perspective of a teacher, &amp;#039;&amp;#039;good&amp;#039;&amp;#039; can mean that the students who used the educational design actually learned from it, rather than it being a waste of time or an expensive exercise. &lt;br /&gt;
&lt;br /&gt;
From the perspective of a designer, &amp;#039;&amp;#039;good&amp;#039;&amp;#039; can mean both that (1) the [[Educational technology|technologies]], [[Interface|interfaces]], and [[Interactions and activities|designed interactions]] were all used as they intended  &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; (2) that people actually learned from using it.&lt;br /&gt;
&lt;br /&gt;
From the perspective of an organization&amp;#039;s decision-maker, administrator, or other person in charge (e.g., school or business), &amp;#039;&amp;#039;good&amp;#039;&amp;#039; can mean that the thing produced [[Participant Satisfaction and Value Evaluation|value for the learner]], as well as the organization. &amp;#039;&amp;#039;Good&amp;#039;&amp;#039; can also mean that the design performed better at achieving goals than [[Cost worthiness evaluation|alternative approaches]], giving the organization a good return on its investment in implementing the &amp;#039;&amp;#039;good&amp;#039;&amp;#039; educational design.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* When considering what is &amp;#039;&amp;#039;good&amp;#039;&amp;#039; in a [[learning experience]] or [[educational product]], think about the &amp;#039;&amp;#039;perspective&amp;#039;&amp;#039; you are taking to define &amp;quot;good&amp;quot; (e.g., the student, the teacher, the designer, or the organization)&lt;br /&gt;
* Anything that we define as &amp;#039;&amp;#039;good&amp;#039;&amp;#039; in design is usually tied to the [[Learning objectives and outcomes|learning objectives]] that are determined at the beginning of the [[The design process|design process]]. If your experience or product that you are designing meets your learning objectives, your design was good!&lt;br /&gt;
* Good design is also tied to whether the experience or product was used in the first place. You may want to consider whether people are [[Participation|participating]] with the design, including looking at how people participate with each specific [[design feature]] that you include.&lt;br /&gt;
&lt;br /&gt;
== Related Concepts ==&lt;br /&gt;
&lt;br /&gt;
* [[Learning objectives and outcomes|Learning objective]]&amp;lt;nowiki/&amp;gt;[[Learning objectives and outcomes|s]]&lt;br /&gt;
* [[Evaluation]] &lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* None yet, check back soon!&lt;br /&gt;
&lt;br /&gt;
== External Resources ==&lt;br /&gt;
&lt;br /&gt;
* None yet, check back soon!&lt;/div&gt;</summary>
		<author><name>Drriel</name></author>
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