<aside> <img src="/icons/exclamation-mark_pink.svg" alt="/icons/exclamation-mark_pink.svg" width="40px" /> This learning experience design and delivery guide is a support to help us design and deliver learning experiences the ‘CAST way’.

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At CAST, we design and deliver a wide range of learning experiences, from brief, light-touch interactions like a short workshop to in-depth, multi-month programmes. Each type has different aims: shorter experiences serve as teasers or springboards for future learning and introductions to CAST, while longer programs aim for deeper learning.

How to use this guide:

<aside> <img src="/icons/exclamation-mark_pink.svg" alt="/icons/exclamation-mark_pink.svg" width="40px" /> We aim to keep this document updated with new research as it emerges and as we draw learning from programme design and delivery.

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Principles

It all starts with principles - they help us, new staff and partners create and deliver effective learning experiences. They are distilled from our team's knowledge, experience, and existing research on cognition and learning efficacy.

When you engage with these principles it will become apparent that they are all interconnected — understanding one more deeply enhances your grasp of others as well.

Implementation of these principles depends on various factors, including available funding, experience length, participant type and capacity, compensation, and the specific goals of a learning experience.

The principles below are useful for both designing experiences as well as reflecting on those we've delivered.

They are designed to be flexible. How they will be applied depends on things like the size of a group and the amount of flexibility we have in the design - whether we’re creating a learning event or whether we’re joining someone else’s as well as other factors.

What the final design looks like will also be guided by the funding available, type of participants, their capacity and if they get paid to take part, as well as of course what our particular aim is for a learning experience.

We start with the participants

Learning is creation not consumption