Learning Experience (LX) Designer - (Remote work)
Learning experience designers (LX) work on the team designing learning experiences, including curriculum design, learning activities development, and the design of professional development materials for teachers. They will also assist in the design of learning-centric software and the incorporation of hardware for use in learning. LX Designers provide leadership in the development and promotion of socially constructionist learning methodologies and serve as advocates for constructionist approaches in schools, at educational conferences and trade shows, and in various media.
Learning experience designers report to the Director of Learning and Research.
Work location is open, but designers will be expected to collaborate and meet regularly via video chat and other digital means.
Our clients mission isn’t just to change the face of Science, Technology, Engineering, Arts & Math (STEAM) in schools, it’s to change the education system itself.
In many classrooms, people learn by 'instructionism’ - teachers deliver information to learners who have to memorise it and repeat it back later in some sort of test. This isn’t learning, it’s remembering, and it’s useless for equipping people with the practical skills and experience they need to face an ever-changing world.
Social Constructionism is a learning-centred approach that prioritises exploring, making and iterating real-life STEAM projects in a social, collaborative way.
ESSENTIAL FUNCTIONS AND RESPONSIBILITIES
- Works closely with the Director of Learning and Research, with other LX designers, and with the Learning Research Lead to meet educational needs and to develop constructionist learning materials and approaches;
- Designs assignments, projects, learning experiences, curricula, and learner scaffolding materials, writing and developing in a variety of media as part of this work;
- Produces professional development materials in various media for teachers in order to support socially constructionist methodologies and the learning materials designed;
- Stays current in educational and learning theory and observes model practices at schools, maker spaces, museums, and other learning venues;
- Actively drives the development of new learning approaches by incorporating research, neuroscientific discovery, and up-to-date pedagogical and learning approaches, identifying and implementing emerging learning practices to ensure ongoing validity, on-trend practices, and continuing business success;
- Works with hardware and software teams to achieve learning and business goals;
- Works with sales and marketing teams to craft learning messages and highlight positive learning examples;
- Works with pi-top users and "champions" to develop and refine teaching excellence and to "train the trainers" who will develop and conduct professional development activities and workshops;
- Manages multiple tasks and responsibilities in high-pressure environments demonstrating self-direction and initiative;
- Demonstrates a strong desire to improve the learning experience for learners and teachers.
- Strong interpersonal skills to interact productively with colleagues, cross-functional teams, and third parties;
- Strong drive to collaborate and work collegially while also demonstrating independence and self-motivation;
- Excellent verbal, written, and media communication skills with the ability to contribute productively to self-managed and team-based projects and to produce high-quality learning materials in a variety of media;
- Ability to provide meaningful evaluative feedback and to receive evaluative feedback and make appropriate changes in materials being developed;
- Strong commitment to staying current in learning theory and learning technology with the ability to comprehend complex theoretical, scientific, and technological discoveries and developments and translate them into approachable,
- comprehensible, productive curricular and professional development materials;
- Expertise in socially constructionist learning methodologies as manifest through one or more of the following teaching and learning areas: early years learning, primary learning, late primary learning, secondary learning, tertiary learning, vocational and technical learning, special needs learning, accessibility;
- Expertise in curricular development and creation of media materials for learning.
- Extensive experience in teaching or direct work with learners;
- Strong experience in learner-directed, 'maker,’ or constructionist learning environments involving the design or implementation of those environments;
- Proven experience in the design of technology-enhanced learning environments, maker spaces, and/or technology integration projects for teaching and learning;
- Publication demonstrating evidence of broad fluency in teaching and learning theory and in current teaching and learning practice;
- Advanced degree(s), qualification(s), specialised training, or comparable experience in teaching, a teaching field, or learning theory;
- Strong assessments of teaching capabilities, including teaching awards, membership in honorary teaching organisations, or positive endorsements on student/parent/school evaluations;
- Strong creativity, interpersonal skills, collaborational facility, emotional intelligence, fluency in theory, and technical acumen;
- Entrepreneurial instincts, self-direction, confidence, and ability to take initiative.
Candidates should submit a curriculum vitæ, a philosophy of learning, and at least 2 examples of curricular or learning materials
- Technical Learning
- Learning Experience
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