pedagogical-frameworks

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Quick-reference for evaluating and creating educational materials against pedagogical frameworks (UDL, Bloom's Taxonomy, SAMR, Backward Design, GRR, PRIMM). Includes review checklists, common mistakes, red flags, and a framework selection matrix. Use when applying or checking pedagogical frameworks in any educational material.

zarify By zarify schedule Updated 4/10/2026

name: pedagogical-frameworks description: Quick-reference for evaluating and creating educational materials against pedagogical frameworks (UDL, Bloom's Taxonomy, SAMR, Backward Design, GRR, PRIMM). Includes review checklists, common mistakes, red flags, and a framework selection matrix. Use when applying or checking pedagogical frameworks in any educational material.

Pedagogical Frameworks — Agent Reference

Purpose: Quick-reference for evaluating and creating educational materials. Each framework includes actionable review criteria. Not all frameworks apply to every material — check the "When to apply" field.


Universal Design for Learning (UDL)

What it is: A framework from CAST for designing flexible learning experiences that accommodate learner variability from the outset. It is built on three principles that map to the why, what, and how of learning. UDL is proactive — it designs in flexibility rather than retrofitting accommodations.

When to apply: All lesson plans, worksheets, assessments, and instructional materials. UDL is always relevant.

Structure:

Principle Focus Key question
Engagement (the why) Motivation, self-regulation, sustaining effort Why would a learner care about this?
Representation (the what) Perception, language/symbols, comprehension Can learners access the content in more than one way?
Action & Expression (the how) Physical action, expression/communication, executive function Can learners show what they know in more than one way?

Key checkpoints for material design:

  • Engagement: Provides options for recruiting interest; supports self-regulation and coping skills; varies demands and resources to optimise challenge.
  • Representation: Offers alternatives for visual and auditory information; clarifies vocabulary and symbols; activates or supplies background knowledge.
  • Action & Expression: Varies methods for response and navigation; provides tools for construction and composition; supports goal-setting and planning.

Review checklist:

  • At least two means of engagement are present (choice, relevance, collaboration, challenge)
  • Content is represented in more than one modality (text + visual, audio + diagram, etc.)
  • Vocabulary and symbols are defined or scaffolded where needed
  • Students have more than one way to demonstrate understanding
  • Executive function is supported (checklists, graphic organisers, rubrics, goal-setting)
  • Background knowledge is activated or explicitly provided

Common mistakes:

  • Treating UDL as "just add a video" — bolting on one alternative format is not multiple means of representation
  • Ignoring engagement entirely — a perfectly accessible lesson that nobody is motivated to do still fails UDL
  • Providing options only for representation while leaving action & expression as a single fixed pathway

Red flags:

  • Single modality throughout (text-only worksheet with no visual support)
  • No choice or variation in how students engage or respond
  • Material assumes specific background knowledge without checking or providing it

Bloom's Taxonomy (Revised)

What it is: A hierarchy of cognitive processes revised by Anderson & Krathwohl (2001) from Bloom's original 1956 taxonomy. It classifies thinking from simple recall to complex creation. Used to ensure lessons include appropriate cognitive demand and that assessments match intended learning.

When to apply: All learning objectives, lesson activities, assessment tasks, and questioning sequences.

Structure (lowest → highest cognitive demand):

Level What the learner does Key verbs
Remember Retrieve knowledge from memory list, name, recall, identify, define, match
Understand Construct meaning from information explain, summarise, paraphrase, classify, compare
Apply Use a procedure in a given situation solve, demonstrate, use, implement, calculate
Analyse Break into parts; determine relationships compare, contrast, differentiate, organise, distinguish
Evaluate Make judgements based on criteria justify, critique, judge, assess, argue, defend
Create Put elements together to form something new design, construct, produce, plan, compose, invent

Review checklist:

  • Learning objectives use precise verbs that indicate the intended cognitive level
  • Activities target the cognitive level stated in the objective (not lower)
  • Assessment tasks are at or above the level of the learning objective
  • There is a spread of cognitive demand — not all Remember/Understand
  • Higher-order tasks are scaffolded (students aren't asked to evaluate without first understanding)
  • The cognitive demand is appropriate for the year group and prior knowledge

Common mistakes:

  • Entire lesson stays at Remember/Understand — students list, define, and recall but never apply or analyse
  • Labelling "discuss" as higher-order when students are really just recalling facts to each other
  • Writing objectives with vague verbs ("understand", "know", "learn about") that can't be observed or assessed
  • Jumping to Create without building through lower levels first

Red flags:

  • All verbs in objectives are Remember-level (list, name, define) for students who should be working higher
  • Assessment asks students to evaluate or create, but instruction only covered recall
  • Year 9+ lesson with no thinking above Understand

SAMR Model

What it is: A four-level model by Ruben Puentedura for classifying how technology is used in teaching. The levels range from direct substitution (no functional change) to redefinition (tasks that were previously inconceivable). It helps evaluate whether technology is adding genuine pedagogical value.

When to apply: Only when materials involve technology — digital tools, apps, online platforms, coding environments, interactive media. Skip this framework for purely non-digital materials.

Structure:

Level Description Example
Substitution Tech replaces a tool with no functional change Typing an essay instead of handwriting it
Augmentation Tech replaces with functional improvement Using spell-check and word count while typing
Modification Tech allows significant task redesign Collaborating on a shared document in real time
Redefinition Tech enables previously inconceivable tasks Publishing to a global audience and receiving peer feedback from another school

The first two levels are Enhancement; the last two are Transformation.

Review checklist:

  • Technology use is identified and its SAMR level is clear
  • The technology serves a pedagogical purpose (not tech for tech's sake)
  • If at Substitution level, there is a valid reason (accessibility, efficiency, logistics)
  • If claiming Modification/Redefinition, the task genuinely could not be done the same way without the tech
  • The SAMR level is appropriate for the learning goal — higher is not always better

Common mistakes:

  • Calling a PDF worksheet "technology integration" — that is barely Substitution
  • Assuming Redefinition is always the goal; sometimes Substitution is the right choice
  • Using technology to make a task flashier without changing the cognitive demand
  • Confusing the novelty of a tool with pedagogical transformation

Red flags:

  • Technology is listed as a feature but adds no learning value
  • Lesson claims "technology-enhanced" but students are just reading a screen instead of paper
  • A complex tech setup that actually reduces learning time or adds unnecessary cognitive load

Understanding by Design (Backward Design)

What it is: A curriculum planning framework by Wiggins & McTighe that reverses the traditional planning sequence. Instead of starting with activities, teachers start with the desired learning outcomes, then design assessments, then plan instruction. The core idea: if you don't know where you're going, any activity will seem fine.

When to apply: Unit plans, lesson plans, assessment design, and any material where learning outcomes and assessment should be aligned.

Structure:

Stage Focus Key question
Stage 1: Identify desired results What should students know, understand, and be able to do? What are the big ideas and essential questions?
Stage 2: Determine acceptable evidence How will we know students have achieved the outcomes? What does success look like?
Stage 3: Plan learning experiences What activities and instruction will get students there? What sequence of learning builds toward the outcomes?

Review checklist:

  • Learning outcomes/intentions are clearly stated before activities are described
  • Outcomes are specific and assessable (not "students will understand…" with no way to check)
  • Assessment is explicitly designed to measure the stated outcomes
  • Every major activity connects to at least one stated outcome
  • There are no "orphan activities" (fun but unconnected to outcomes)
  • The sequence of learning experiences logically builds toward the outcomes

Common mistakes:

  • Activity-first planning — choosing a fun activity then retrofitting a learning intention to justify it
  • Assessment that doesn't align to outcomes (objective says "analyse" but test asks students to "list")
  • Vague learning intentions that can't be assessed ("students will appreciate…", "students will explore…")
  • Multiple outcomes crammed in with no time to actually achieve any of them

Red flags:

  • Activities are described in detail but learning outcomes are vague or missing
  • Assessment tasks don't match the stated learning objectives
  • The lesson plan reads as a sequence of activities with no clear throughline to an outcome
  • "Success criteria" are actually just task completion steps, not evidence of learning

Gradual Release of Responsibility (GRR)

What it is: An instructional framework by Fisher & Frey that scaffolds learning from teacher-led to student-led through four phases. It ensures students receive adequate modelling and guided practice before being expected to work independently. The responsibility for thinking shifts gradually from teacher to student.

When to apply: Lesson plans and instructional sequences, particularly when new skills or concepts are introduced. Relevant whenever there is explicit instruction.

Structure:

Phase Who leads What happens
Focused instruction (I Do) Teacher Teacher models thinking, demonstrates the skill, explains the concept
Guided instruction (We Do together) Teacher + students Teacher works with small groups, prompts, questions, scaffolds
Collaborative learning (You Do together) Students + peers Students practise together, discuss, problem-solve with peer support
Independent practice (You Do alone) Student Students apply learning independently to demonstrate mastery

Note: The phases are not always strictly linear — lessons may loop back to guided instruction as needed.

Review checklist:

  • New content or skills are explicitly modelled before students are asked to practise
  • There is a guided practice phase where students try with teacher support
  • Collaborative or peer-supported practice is included before independent work
  • Independent practice is present and students get to apply learning on their own
  • The transition between phases is logical (not jumping from I Do to You Do alone)
  • The balance of time across phases is reasonable (not 80% teacher talk)

Common mistakes:

  • Skipping guided practice — jumping from "I Do" straight to "You Do alone"
  • Spending the entire lesson in "I Do" mode (teacher talks, students listen, bell rings)
  • Confusing "We Do" with the teacher doing it while students watch
  • No independent practice — students never get to try on their own

Red flags:

  • Lesson is entirely teacher-led with no student practice of any kind
  • Students are asked to do something independently that was never modelled or practised
  • "Guided practice" section describes the teacher demonstrating again, not students trying
  • The only student activity is the final 5 minutes of a 60-minute lesson

PRIMM

What it is: A structured approach by Sentance, Waite & Kallia specifically for teaching programming. Students work through five phases — Predict, Run, Investigate, Modify, Make — that move from reading and understanding existing code to writing new code. It is grounded in the principle that students should read code before writing it.

When to apply: Digital Technologies / computing lessons that involve programming or coding. Skip this framework for non-coding materials.

Structure:

Phase What students do
Predict Read a piece of code and predict what it will do before running it
Run Execute the code and compare the output to their prediction
Investigate Explore the code structure — trace variables, identify patterns, answer questions about how it works
Modify Change the existing code to alter its behaviour or extend its function
Make Write new code independently, applying the concepts explored in earlier phases

Review checklist:

  • Students encounter existing code to read before being asked to write new code
  • There is a prediction activity before code is run
  • Students run code and compare output to their prediction (not just told the answer)
  • Investigation of code structure is included (tracing, annotating, answering questions)
  • Modification tasks are scaffolded (change one thing, then two, then more)
  • "Make" tasks build on the concepts practised in earlier phases
  • The code examples used in Predict/Run/Investigate are relevant to the Make task

Common mistakes:

  • Jumping straight to Make — students are told to "write a program that…" with no prior code reading
  • Skipping Predict — students run code without first thinking about what it will do
  • Investigation is superficial ("look at this code" with no specific questions or tasks)
  • Modification and Make tasks are unrelated to the code studied earlier

Red flags:

  • A coding lesson where students never read any existing code
  • The first activity is "write a program from scratch" with no scaffolding
  • Predict phase is missing entirely — students just run code and observe
  • Code examples are shown but students are never asked to do anything with them before moving on

Quick-Reference: Framework Selection

Material type Always apply Apply if relevant
Lesson plan UDL, Bloom's, Backward Design, GRR SAMR (if tech used), PRIMM (if coding)
Worksheet / task sheet UDL, Bloom's Backward Design (check alignment)
Assessment Bloom's, Backward Design UDL (accessibility)
Unit plan UDL, Bloom's, Backward Design SAMR, GRR, PRIMM
Coding lesson UDL, Bloom's, Backward Design, GRR, PRIMM SAMR
Slide deck / presentation UDL, Bloom's GRR (check lesson flow), SAMR
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