Gerald Ajam

Two collections for anyone working in, with or around educational technology

The craft guides cover the practices behind learning products. The context primers cover the professional knowledge of education that those products land in. Start from the craft map, or from the path for your job.

Guides

The craft map

Educational technology as a craft

What forms of judgement does the work repeatedly require? Six regions of judgement, one card each. Turn a card over to see the guides that teach it.

Read the whole 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.

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.

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

Pathways

Find a path through the two collections

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 thinkingSystems thinking
  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 thinkingSystems thinking
  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. Making sense of 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 other half: guides for policy, design and media
Singapore