Below are 6 principles that inform my design practice:
References
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Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT02-2017-0009
Baker III, F. W., & Moukhliss, S. (2020). Concretising design thinking: A content analysis of systematic and extended literature reviews on design thinking and human‐centred design. Review of Education, 8(1), 305-333. https://doi.org/10.1002/rev3.3186
Berg, P., & Pietrasz, C. (2017). Turning classroom failure into student success: The value of integrating resiliency building activities in the academic classroom. Management Teaching Review, 2(4), 299-311. https://doi.org/10.1177/2379298117710780
Bycraft, M. (2019, November 26). How to create a classroom that’s a safe space for failure. Edsurge. https://www.edsurge.com/news/2019-11-26-how-to-create-a-classroom-that-s-a-safe-space-for-failure
Chapman, J. R., & Rich, P. (2017). Identifying motivational styles in educational gamification. In Proceedings of the 50th Hawaii International Conference on System Sciences. IEEE Computer Society. https://doi.org/10.24251/hicss.2017.157
Cousin, G. & Deepwell, F. (2005). Designs for network learning: A communities of practice perspective. Studies in Higher Education, 30(1), 57-66. https://doi.org/10.1080/0307507052000307795
Kalyuga, S., & Singh, A.M. (2016). Rethinking the boundaries of cognitive load theory in complex learning. Educational Psychology Review, 28(4), 831-852. https://doi.org/10.1007/s10648-015-9352-0
Kiefer, S. M., Alley, K. M., & Ellerbrock, C. R. (2015). Teacher and peer support for young adolescents’ motivation, engagement, and school belonging. Research in Middle Level Education, 38(8), 1-18. https://doi.org/10.1080/19404476.2015.11641184
Principle of least astonishment. (2022, January 3). In Wikipedia. https://en.wikipedia.org/w/index.php?title=Principle_of_least_astonishment&oldid=1063549544
Rosala, M. (2020, November 29). User control and freedom (usability heuristic #3). Nielson Normal Group. https://www.nngroup.com/articles/user-control-and-freedom/
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