Browse Books by Keyword: "Design Case"
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Learning technologies should be designed in a way that facilitates student knowledge construction. While much of the learning technology literature often focuses on retention of content, less is known about the theories and models that influence how …

Gamification is defined as the “use of game design elements in non-game contexts” (Deterding et al., 2011, p.10) with the goal of promoting user engagement. Didactic courses that incorporate game elements such as rulebooks, elements of surprise, …

This design case documents the inception, development, and installation of a virtual exhibit on ethical use of learning analytics (LA) for the Museum of Instructional Design (MID), hosted in Mozilla Hubs. Tension emerged as the design team attempted …

This design case documents how a K-12 district took steps to systemically support virtual student wellness and belonging. Plans for course design to support social-emotional-academic learning (SEAL) competencies, increase perception of belonging, and…