๐Ÿ”ฌ Research Foundation

Evidence-based design principles behind the Dimensional Literacy Platform

๐ŸŽฎ Play-Based Learning Research

The Science Playground and interactive modules are built on decades of cognitive science research showing that active exploration beats passive consumption for deep understanding.

Key Research References

Source Finding Our Application
Hirsh-Pasek et al. (2009) Playful learning activates deeper encoding than direct instruction Simulations before explanations; "aha" moments over lectures
Chi & Wylie (2014) - ICAP Framework Interactive > Constructive > Active > Passive for learning outcomes Every concept has an interactive component, not just reading
Bransford et al. (2000) - "How People Learn" Prior knowledge activation essential for new learning Curiosity hooks ("What if...?") before formal concepts
Fisher et al. (2013) - "Taking Shape" Spatial play improves math/science outcomes Physics simulations are fundamentally spatial reasoning tools
Montessori Method Child-directed exploration with prepared environment No forced paths; "Browse all" always visible; learner chooses

โฑ๏ธ Exposure Timing Research

Learning isn't about cramming everything at once. Our module release strategy and session design follow evidence on optimal spacing.

Principle Research Basis Implementation
Spacing Effect Cepeda et al. (2006) - Optimal gaps between learning sessions Don't push all simulations at once; introduce gradually
Interleaving Rohrer & Taylor (2007) - Mixing topics beats blocking Multiple pillars visible together, not isolated silos
Incubation Sio & Ormerod (2009) - Breaks improve insight problem-solving Sessions designed for 10-20 min, not hour-long marathons
Sleep Consolidation Walker (2017) - "Why We Sleep" No pressure to "finish"; progress saves naturally
Core Principle: Each module should be genuinely useful before integration, not just "technically complete." Quality exposure over quantity.

๐Ÿง  Age-Appropriate Cognitive Load

Working memory capacity changes with development. Our interface adapts accordingly.

Age Working Memory UI Implications Mode
4-7 ~2-3 chunks Icons only, no text, 3 options max ๐ŸŽˆ Play
8-12 ~4-5 chunks Simple words, 6 buttons, no numbers ๐Ÿงช Explore
12-16 ~5-7 chunks Sliders, real terms, some formulas ๐Ÿ”ฌ Discover
16+ ~7+ chunks Full controls, equations, data export ๐ŸŽ“ Learn

Source: Cowan (2001) - "The Magical Number 4"; Gathercole & Alloway (2008) - "Working Memory and Learning"

๐Ÿšซ What Research Says NOT To Do

Anti-Pattern: Gamification rewards for learning
Why it fails: Deci & Ryan - undermines intrinsic motivation
Our avoidance: No XP visible to kids in Explore mode; tracking is silent
Anti-Pattern: Immediate feedback on "wrong" answers
Why it fails: Kills exploration; creates fear of failure
Our avoidance: No wrong way to play; moments celebrate discovery, not correctness
Anti-Pattern: Linear progression requirements
Why it fails: Removes agency; breeds resentment
Our avoidance: Skip to any experiment; no unlocking gates
Anti-Pattern: Information before experience
Why it fails: Kills curiosity; "school-ifies" play
Our avoidance: Experience first, explanation after ("What just happened?")

๐Ÿ”— Module Integration Principles

Cross-Module Dependencies

Pillars connect to playground simulations. Each pillar page links to relevant interactive experiences.

Pillar Playground Experiments Connection
1. Scale & Proportion Gravity Drop, Size Comparison Experience magnitude viscerally
2. Emergence & Complexity Pendulum Waves, Boids Flocking Simple rules โ†’ complex patterns
3. Systems & Interdependence Projectile Lab, Buoyancy Multiple variables interacting
4. Energy & Transformation Collision Physics, Pendulum Energy transfer visualization
5. Probability & Uncertainty Random Walk, Diffusion Stochastic processes in action
6. Information & Patterns Signal Noise, Pattern Detection Information vs noise distinction
7. Time & Change Decay Simulation, Growth Models Temporal dynamics
8. Consciousness & Observation Observer Effect, Attention Lab Self-reference and awareness
Good Pattern: Each pillar concept page ends with "Experience This" linking to 2-3 relevant playground experiments. Learning flows from concept โ†’ simulation โ†’ reflection.

๐Ÿ“Š Metadata & Learning Analytics

Progress tracking is designed to inform, not judge. All data stays local unless explicitly shared.

What We Track (Silently)

What We Don't Track

Philosophy: Analytics serve the learner, not the platform. If a metric doesn't help someone learn better, we don't collect it.

๐Ÿ“š Further Reading

For those wanting to dive deeper into the research:

HQ Ecosystem