Gerald Ajam

Things that might be useful

The form a principle has to take before anyone can use it.

A guide is the working version of a domain. Same material, numbered, sourced and short enough to keep open while you build. A position I can argue in a meeting is no use to the person who has to make the thing.

Home

What a guide is

A domain page sets out what I’ve come to believe and what I’d still argue about. That’s the right form for a position and the wrong form for someone with a deadline. A guide turns the same material into something you can work from: numbered items, each stating what it claims and where the claim comes from, arranged so you can find the one you need without reading the rest.

Every guide keeps the same rules. Each item names its source. Where the source is narrower than the advice usually drawn from it, the guide says so. A body of knowledge that can’t grade itself is a reading list with ambitions. Nothing is in because it’s well known. Several well-known things are missing, and a few are here to be corrected.

Each guide is one file that opens in a browser. It reads as a document and presents as a deck, so it can be handed on, projected, marked up or argued with by someone I’ll never meet.

Why I make them

Research becomes a principle, a principle becomes a tool, and a tool becomes a changed practice. The last step is the one that fails, and I’ve written about why. The step most often skipped is the middle one. A principle tells you what to optimise for and leaves you to work out what to do. Making it usable is unglamorous, so it usually goes undone. What gets passed around instead is the principle, on the assumption that conviction travels. It doesn’t.

These guides are that middle step, done on purpose. Each takes a body of evidence I could otherwise only gesture at and puts it in a form that survives being handed over. That means it has to be specific, easy to find and honest about what it stands on.

They’re also a discipline on me. Writing sixty items down with a source attached to each is a reliable way to find out which of your convictions have anything behind them. Not all of mine did.

Pathways

Find a path through the guides

Any guide can be read on its own. Some work better in order. Each path below starts from a different kind of job.

Path 1 · 8 steps

Designer entering education

You can design a product. Learn what changes when its job is learning.

Start here if you know digital design and want to know what changes when the product has to teach.

  1. How learning worksPedagogy: the approaches and the evidence (opens in a new tab)
  2. Learning-science foundationsPrinciples for designing learning materials (opens in a new tab)
  3. Discovery researchDiscovery research: interviews, observation and context (opens in a new tab)
  4. Interaction designUX foundations and design systems (opens in a new tab)
  5. AccessibilityInclusion, diversity and special educational needs (opens in a new tab)
  6. Designing learning activitiesInteractive learning experiences
  7. ExperimentationExperimentation and product analytics (opens in a new tab)
  8. Learning analyticsLearning analytics (opens in a new tab)

Path 2 · 7 steps

Educator entering product development

You know how learning works. Learn how products get made.

Start here if your expertise is teaching, curriculum or pedagogy and you’re starting to work with digital product teams.

  1. Product managementDigital product management (opens in a new tab)
  2. Design thinkingDesign thinking, used honestly (opens in a new tab)
  3. User researchDiscovery research: interviews, observation and context (opens in a new tab)
  4. Interaction designUX foundations and design systems (opens in a new tab)
  5. Agile deliveryAgile and Scrum in practice (opens in a new tab)
  6. AnalyticsExperimentation and product analytics (opens in a new tab)
  7. Adoption and implementationAdoption and change in schools (opens in a new tab)

Path 3 · 8 steps

Product leader

You decide what gets built. Learn to know whether it worked.

Start here if you’re accountable for what a learning product is for, and whether it’s working.

  1. Product strategyDigital product management (opens in a new tab)
  2. Service designService design and systems thinking (opens in a new tab)
  3. Systems thinkingThe Atlas & Loom framework
  4. ResearchEvaluative research: usability testing, surveys and UX metrics (opens in a new tab)
  5. ExperimentationExperimentation and product analytics (opens in a new tab)
  6. Data governanceData strategy and governance (opens in a new tab)
  7. AdoptionAdoption and change in schools (opens in a new tab)
  8. MeasurementBasic statistics for educational technologists (opens in a new tab)

Path 4 · 7 steps

School or system leader

You decide what a school adopts. Learn how it lands.

Start here if you decide what a school or system adopts, and have to live with how it lands.

  1. Learning sciencesPedagogy: the approaches and the evidence (opens in a new tab)
  2. Service designService design and systems thinking (opens in a new tab)
  3. Systems thinkingThe Atlas & Loom framework
  4. Professional learningProfessional learning that changes practice (opens in a new tab)
  5. AdoptionAdoption and change in schools (opens in a new tab)
  6. Evidence of learningEvidence of learning
  7. Feedback loopsSupport and feedback loops (opens in a new tab)

Path 5 · 7 steps

Curriculum or resource developer

You write what teachers teach from. Learn to know it works.

Start here if you write the lessons, units or national resources teachers pick up and use, on paper or on a platform.

  1. Designing learning materialsPrinciples for designing learning materials (opens in a new tab)
  2. How learning worksPedagogy: the approaches and the evidence (opens in a new tab)
  3. Formative assessmentFormative assessment and feedback (opens in a new tab)
  4. Accessibility and inclusionInclusion, diversity and special educational needs (opens in a new tab)
  5. PrototypingDesign methods II: sketching, prototyping and critique (opens in a new tab)
  6. Evaluative researchEvaluative research: usability testing, surveys and UX metrics (opens in a new tab)
  7. AI in learning productsAI in learning products (opens in a new tab)

Path 6 · 7 steps

Teacher-leader or coach

You change practice from inside. Learn how change holds.

Start here if you lead change inside one school (a department, a programme or colleagues’ practice) without a product team behind you.

  1. Design thinkingDesign thinking, used honestly (opens in a new tab)
  2. Thinking tools for changeThe Atlas & Loom framework
  3. Professional learningProfessional learning that changes practice (opens in a new tab)
  4. Adoption and changeAdoption and change in schools (opens in a new tab)
  5. Communicating changeCommunicating change to schools (opens in a new tab)
  6. Evidence of learningEvidence of learning
  7. Feedback loopsSupport and feedback loops (opens in a new tab)

The craft map

Educational technology as a craft

What forms of judgement does the work repeatedly require? Six regions of judgement, each linked to the guides that teach it.

Explore the craft map

A series of twenty-two

Craft guides for educational technologists

Twenty-two short, sourced guides to the practices behind learning products, for the people who fund, build and run them in schools. All twenty-two are written. The introduction sets out how the series is organised and where to start; the glossary is the quick way to look up a term and find where the guides use it.

Why build
What to build
How to build
How to improve
How to measure & scale
Colour marks the stage of a product’s life

A series of twenty-four

Understanding the Context of Education

Twenty-four short, sourced primers on the professional knowledge of education, for anyone who works in or on it. All twenty-four are written. The introduction sets out how the series is organised and where to start; the glossary is the quick way to look up a term and find where the primers use it.

Purposes
Teaching
Settings
Curriculum
Evidence
Colour marks the part of the field

A set of five

The field guides

Five catalogues of the ways reasoning fails, in the order the trouble arrives: inside one mind, inside a group, inside a discussion, inside the rules chosen to prevent it, then inside one field’s beliefs about learning. Each opens in its own tab, and each guide’s own index is a page of its own. The fifth, and its index, ask for a password.

A set of nine

The phrasebooks

Four toolkits of working vocabulary, cut into nine volumes: the words, the page, the software and the screen. For people who brief and review work they were never trained to make. Each volume opens in its own tab, and each toolkit’s A to Z is a page of its own.

To take away

A guide that changes nothing has failed, however well it reads.

Start with the pathway for your role. Read one guide to the end, then change one thing in the next piece of work you hand over. That’s the test every guide here is written to pass.

Singapore