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5.4 Learner-Centered Design                                     85
              away time or to procrastinate, when they are confronted with a task that they are
              not familiar or unprepared for. The educational software should be designed to
              support the learner’s wavering motivation.
            3. Diversity is the Norm. Learners who use the specific tool are often from a
              diverse set of backgrounds, with various interests, skills, abilities, learning
              styles, etc. “One size fits all” will not satisfy the various needs of diverse
              learners.
            4. Growth is the Challenge. Learners can be very different from day 1 to day 100.
              They may have learned quite a bit about a problem domain and might have
              developed a set of skills and practices in that domain; however, most of the
              software doesn’t change and grow. The individual has changed, but the
              knowledge and the specific practices of a task in the software haven’t.

              Therefore, learner-centered design must follow these basic tenets:

            • Take learner’s understanding as the result (through coaching, modeling, and
              critiquing).
            • Create and maintain learner’s motivation (through low cognitive load and
              immediate success feedback).
            • Offer a wide range of learning techniques (by using different media and
              different ways of expression).
            • Encourage the learner’s growth (through an adaptable product). In other
              words, good scaffolding should be designed for students, and the scaffolding is
              available when the student needs it, but not when they want to study inde-
              pendently. Motivation can also be sustained by putting learners in the context of
              doing, developing software that enables them to construct artifacts and com-
              municate with others about those artifacts.

              Another theory should be mentioned for designing learning experience, the
            universal design for learning (UDL), which is a framework to improve and optimize
            teaching and learning for all people based on scientific insights into how humans
            learn. Recognizing that the way individuals learn can be unique, the UDL frame-
            work drew upon from neuroscience and education research, was first defined by
            David H. Rose in the 1990s (Rose and Meyer, 2002). UDL is a framework for
            developing lesson plans and assessments based on the following three main prin-
            ciples (Meyer, Rose, and Gordon, 2014):

            • Provide multiple means of engagement (the “why” of learning): UDL
              encourages teachers to look for multiple ways to motivate students. Letting kids
              make choices and giving them assignments that feel relevant to their lives are
              some examples of how teachers can sustain students’ interest. Other common
              strategies include making skill building feel like a game and creating opportu-
              nities for students to get up and move around the classroom.
            • Provide multiple means of representation (the “what” of learning): UDL
              recommends offering information in more than one format. For example,
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