Guides / Craft map
Educational technology as a craft
Educational technology is often treated as the intersection of two areas: education and technology.
All guides
In practice, consequential work requires a much broader set of literacies.
Someone designing a national learning platform may need to reason about
- cognition
- curriculum
- interaction design
- accessibility
- research
- data
- organisational change
- software delivery
- teacher practice
- implementation
- policy
- measurement
… sometimes within the same decision. No individual masters all of these equally.
The useful question is not
What does an educational technologist know?
But
What forms of judgement does the work repeatedly require?
The craft map
Six regions of judgement
Six cards, one for each region. Turn a card over to see its places: the guides that teach it, or the nearest page or glossary entry where no guide covers it alone.
Where next
Follow this idea
Operationalise it
Pathways through the guidesPage
Related argument
The designed conditions of learningDomain
Follow the concept
The craft glossaryGlossary
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