EVENTS | Masterclass​

“Enough”: A New Design Principle for Learning

Much of modern education is organized around optimization: more engagement, more achievement, more productivity, more performance.

But what if one of the most useful questions instructional designers can ask is simply: What is enough?

This session explores “Enough” as a design principle for learning. Participants will examine how concepts such as Good Enough, resilience, accountability, mastery, learner support, and instructional risk interact within learning environments.

Drawing on instructional design, game design, psychology, and educational practice, the session challenges participants to rethink assumptions about perfection, success, assessment, and learner growth.

The result is a practical framework for designing learning experiences that remain rigorous while supporting human learners as they navigate uncertainty, mistakes, setbacks, and growth.

Participants will leave with new ways of thinking about instructional design and a set of practical questions that can be applied immediately to their own projects.

LANGUAGE & INTERPRETATION: Presented in English with French interpretation​

ORGANIZER: ACCP-CAID​​

DATE:

January 12, 2027

TIME:

12:00 pm (ET)

AVAILABLE TO:

Certified Members, Non-Certified Associates, Community Access, General Public

COST:

Certified Members: Included
Non-Certified Associates: $25.00
Community Access: $50.00
General Public: $50.00

PRESENTER:

Katrin Becker

Katrin Becker, PhD, is an award-winning instructional designer, educator, author, and internationally recognized expert in learning design, serious games, and gameful learning. She holds two degrees in Computer Science, a PhD in Educational Technology, a Graduate Certificate in Serious Game Design and Research, and is a Certified Instructional Designer.

Over a career spanning more than thirty-five years, Katrin has taught computer science, video game design, digital game-based learning, technical writing, and educational technology at both the undergraduate and graduate levels. Her teaching innovations have received national and international recognition, and she has presented her work throughout North America and internationally.

Her research and writing explore the intersection of learning, motivation, instructional design, games, resilience, and human behaviour. She is particularly interested in how learning environments can be designed to support curiosity, persistence, agency, and meaningful growth without sacrificing rigor.

Katrin is the author of four books: Gamification 101: How to Bring Joy Back to Learning by Making Your Classroom Gameful (Tellwell, 2024); Choosing and Using Digital Games in the Classroom: A Practical Guide (Springer, 2016); The Guide to Computer Simulations and Games (Wiley, 2011); and Reni, the memoir of her mother’s experiences growing up in wartime Berlin.

To balance a highly digital professional life, Katrin operates a small farm where she has raised rabbits, waterfowl, and other livestock for more than thirty years. The farm has inspired educational initiatives, writing projects, and ongoing explorations into learning, stewardship, resilience, and the art of being Good Enough.