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POZZI F., PERSICO D., EARP J.



  1. (DRAFT) A MULTI-DIMENSIONAL SPACE FOR
LEARNING DESIGN REPRESENTATIONS AND TOOLS




                                   INTRODUCTION

One of the core activities teachers perform as part of their professional practice –
and a crucial aspect for successful attainment of teaching and learning objectives -
is sound conceptual preparation of educational interventions, whatever their form
or granularity (single activities, whole lessons, course modules, whole courses or
programmes, etc.).
   Over the ages, educators have adopted a variety of methods, processes and tools
for such preparation, and in most cases these entail production of an artifact of
some kind, from a few roughly sketched notes to more elaborate forms of
representation. Elucidating, shaping and crystallizing one‟s ideas in this way is a
process of design - formulation of the conceptual basis for the subsequent
enactment of the educational intervention. Representing one‟s thinking in such a
design (of whatever form) can be regarded as having a maieutic function, in that it
calls on the teacher to externalize, reflect on and assess her ideas for the subsequent
intervention. The design artifact then stands as a record of the author‟s (or
authors‟) intentions, serving as a possible reminder and support before, during or
after enactment. When set against the teacher‟s experience of how the intervention
actually unfolded, valuable insights can be gained which may well help to refine
the original design for possible reuse. Importantly, design artifacts can be shared
with others, especially among peers, to communicate information about
professional practice, a vital factor in a sector where practitioners have traditionally
operated in relative isolation, even when working in the room next door to each
other, day in day out. In all of these cases, the essential role of the design artifact is
communicating ideas to oneself and/or to others.
   Of course the advent of Information and Communication Technologies (ICT)
has had a profound effect on all aspects of social communication, and the fields of
endeavor addressed here, seen essentially as reflection and communication
processes, are no exception. The use of ICT in educational practices has opened up
new didactical opportunities while at the same time introducing an added degree of
complexity; this in turn calls on practitioners to reconsider and perhaps change the
approaches and tools they adopt for design, in a quest for more informed and
methodologically sound practice (Conole, 2012; Mor& Craft, 2012; Earp &Pozzi,
2006; Persico, 2006). This has led to considerable innovation in the field of
learning design, a field that (for the most part) is identified with employment of
methods, digital tools and resources to support a systematic approach to design.
POZZI F., PERSICO D., EARP J.

    This trend towards computer-supported learning design has helped to enrich,
diversify and extend the possibilities for communicating design ideas - and for
enhancing the above-mentioned maieutic process. Depending on their priorities,
practitioners may want to: record these ideas for reference and personal reuse;
convey them to (other) actors engaged in the enactment process such as learners,
facilitators, collaborating peers; pass them on to other practitioners and designers
for discussion and possible adaption/reworking towards reuse in other settings and
contexts; share them with researchers as part of pilots devoted to educational
innovation of some kind. Those same design ideas may be expressed in forms and
languages of different kinds, including machine-readable representations used to
automatically configure a digital learning environment in whichthe design can be
deployed and activities enacted. Currently, there exists awide variety of
representational forms conceived for different purposes, users and contexts, and
this may make it difficult for practitioners, especially novices, to orient themselves.
    This paper is an attempt to bring some order to the chaos of existing design
representations, even if the borders between the different categories identified is
rather blurred. We acknowledge that many of the considerations made herein
derive from the work carried out by the „Learning Design Grid‟ (LDG) STELLAR
Theme Team, which was active from Autumn 2011 to Spring 2012 and produced a
Practitioner‟s Guide to Learning Designi.
    There are a number of dimensions along which it is possible to classify existing
representations, tools and approaches in the field of design for learning. Gibbons et
al. (2008) identify 7 continuums along which it is possible to position the various
design languages: complexity – simplicity; precision – non precision; formality –
informality; personalization – sharedness; implicitness -                  explicitness;
standardization – non standardization; computability – non computability. Conole
(2010) also provides an overview of the range of representations used to describe
learning designs and other outcomes of the same process, showing how they can be
used to foreground different aspects of design development.
    The presentcontribution builds upon previous work in this area to propose a
multi-dimensional framework that is intended as a conceptual tool for classifying
different design approaches and representation forms. It may alsohelp toshed light
on areas where further research work is needed.

    FORMAT AND TYPES OF DESIGN REPRESENTATIONS: A FIRST OVERVIEW

Design representations can vary in format and type. Broadly speaking, formats fall
into two main categories: textual representations (languages) and visual
representations. According to Conole (2012), textual representations are expressed
in either artificial/formal or natural language (narratives), while visual
representations are basically in a graphical format.
   Textual representations in artificial languages describe the design in a highly
formalized way, usually so that it can be processed by a computer. This makes it
possible to deliver relevant components of a learning activity directly to learners or
provide for automatic configuration of a suitable computer-based learning


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A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS

environment in which the activity can take place. Describing a design through such
formal languages is usually a fairly technical matter. Consequently it may call for
involvement of a professional with the necessary technical competences to act as a
„bridge‟ between teacher and computer, or for a high-level interface that „masks‟
the technicalities and allows the teacher to focus on design considerations.
   Textual representations based on natural language, instead, are largely
„narratives‟, i.e. descriptions of designs, plans or experiences based on words. As
such they typically have a low degree of formalism. However they are often based
on a pre-defined skeletal structure, such as an organized schema of descriptors or
fields, for expressing various aspects of the design. This provides the designer with
guidance about the way the design is conceived and developed, the kind of choices
she needs to make and hence the information that the description is to contain, and
the level of detail required. In some narrative forms, basic and abstract information
about the design is given greater emphasis than contextual details, which may even
be excluded altogether. This facilitates instantiation of the design artifact in a
specific context and thus increases the potential for reuse. Other kinds of
narratives, as explained further hereunder, are intended to include more detailed
information, which may be related to the pedagogical rationale behind the
intervention and/or the details of the “enactment” phase. The latter may be
considered to “flesh out” the design skeleton with tangible description of the way
the learning activity has been or can be used, the context that the activity is
intended for, the target population to be addressed, prerequisites, etc.
   As to visual representations, these generally take the form of diagrams or
graphs, which convey an overall view of the design or specific aspects thereof,
such as the structure of the intervention, the learning objectives, the contents to be
addressed, the roles of the people involved, etc. Diagrams or graphs are a means to
represent the main entities within a design and their mutual relationships; they
include the likes of flow charts, content maps and swim lanes.
   Charts, on the other hand, are visual representations of quantitative data fromthe
intervention; bar or pie charts representing features of the learning process, based
on suitable indicators, are typical examples. These charts usually foster reflection
on the design by focusing attention on the specific aspects represented.
   As we will see in the following, textual and visual representations may in
principle be used autonomously, but often they are used in conjunction with one
another. This is because the single format alone is often insufficient for effectively
conveyingall the essential information, especially when the main purpose of
representing the design is to share it with others;a conjunction of the two often
proves more fruitful for communicating (Falconer et al., 2007).

                            PRODUCER AND END-USER

A learning design representation may be produced by an individual educator or by
teams of teachers and/or designers. As already mentioned, some representation
formsrequire the specific (technical) expertise of specialized learning designers,
while others are intended for educational practitioners generally. Unless „average


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POZZI F., PERSICO D., EARP J.

teachers‟ have recourse to a high-level tool, dealing with artificial languages for
example would probably not be cost-effective for them; they would likely feel
more at ease with narratives. In most cases, using an artificial language would
require the intervention of an intermediary to transform the teacher‟s design into
some sort of runnable code.
   Visual representations are typically adopted for the intuitive, user friendly
qualities they can bring to design and, provided the formalisms within them are not
too complicated, they can generally be used by any teacher/designer; indeed this is
precisely the objective in question.
   As already mentioned, design representations may be intended for other teachers
and practitioner/designers, but the targeted end-user group may also include
learners themselves.
   Lastly, those representations whose main/sole mission is to scaffold the design
process can be seen as half-baked artifacts for personal use only. These are not
intended for sharing with others and thus the final beneficiary is the producer
herself.

          „CONTINUUMS‟ FOR LEARNING DESIGN REPRESENTATIONS

In an attempt to map existing representation forms, it is possible to identify two
dimensions or „continuums‟ along which anyrepresentation can in principle be
placed.These arethe degree of formalism (somerepresentationsare characterized by
high levels of formalism, while others are fairly informal) and the degree of
abstraction (representations can provide very concrete or very abstract
information).
   The degree of formalism and the degree of abstraction are strictly intertwined
and often the level of one dimension influences the level of the other. In the
following the two dimensions are briefly described.

Degree of formalism
A representation‟s level of formalism regards the degree to which its use entails
observation of fixed syntactic and semantic „rules‟: some representations have very
strict rulesand are therefore highlyformalized, while others allow the producer to
create her own rules and - as a consequence - the meaning of the design will not be
free of ambiguities.
    Typically the degree of formalism is high for artificial languages such as IMS-
LD (Koper, 2006) and low for natural languages.
    For graphical representations, instead, the degree of formalism is typically
medium, although there is some variance. For example, some schematic diagrams
only use perfectly defined elements and are therefore highly formal, while others
use symbols whose semantics has not been formally provided and give rise to
much looser representations, so their level of formalism is typically lower.
    As already mentioned, though, we should not forget that in many cases visual
representations do not provide exhaustive information about the design and are

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A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS

therefore accompanied by narratives: this, of course, limitsthe degree of formalism
of the resulting representation.
   The degree of formalization is also related to the ease of automation; usually the
higher the former, the higher the latter. It is also associated to some extent to the
reusability of the design, which is generally high for highly formalized languages;
however the reverse is not necessarily true, since reusability does not depend on
formalization only.

Degree of abstraction
Another interesting dimension is the degree of abstraction. Butturi and Stubbs
(2008) distinguish between „sketch-oriented representations‟ that provide an
outline, and representations that enable details to be specified. In principle, the idea
is that the more abstract the design, the greater the scope for reusability. At the
same time, however, when details are missing, automation becomes impossible.
   As already mentioned, natural language representations may provide
considerable detail (encompassing information about the enactment phase, for
example) or may be focused at a more general level, providing only an abstract
idea of the nature of the proposed activity (Conole et al., 2011).
   Graphical representations tend to give rather abstract information, but it is not
unusual to see graphs of different kinds, like concept maps, used in conjunction
with texts; the graph provides an overall idea and more detailed narrative
information may beencapsulated within the single nodes/symbols for display when
a node is clicked.
   Artificial languages are usually created to convey very detailed information, so
the level of abstraction in these cases is low.
   Since the two dimensions (formalism and abstraction) are „continuums‟of sorts,
it is possible to see them as axes, along which one may locate the various
representations adopted in the field. For the sakeof simplicity and immediacy, we
have chosen to place the main representation types in Figure 1, instead of
individual representations; of course this is an over-simplification, but the idea here
is merelyto show that all the representations can in principle be mapped along the
two axes.




                                                                                      5
POZZI F., PERSICO D., EARP J.




       Figure 1.Representation typeswithin‘abstraction’ and ‘formalism’ dimensions

                         PURPOSES OF REPRESENTATIONS

Generally speaking, „design languages can be used to generate designs and as a
mechanism for interpreting and discussing them‟ (Conole, 2012).
   In a similar vein to the proposal made by Botturiand Stubbs (2008), who
distinguish between „finalist communicative languages‟ and „representative
languages‟, we contend that representations can be viewed in terms of purpose; in
some cases there is greater emphasis on – and support for - the actual design
process, while in others communicating design ideas through the sharing of design
representations is the main aim. A third type of purpose is that of supporting
automatic configuration of ready-to-use learning environments.
   Ideally we could distinguish between „representations aimed atpersonal use‟ (i.e.
representations used when the designer is generating the design and/or is reflecting
on it), and „representations aimed ata social use‟ (when the designer wants to
communicate/share her ideas with her colleagues and/or when she wants to deliver
the design to learners). Even if the borders between these two categories are rather
blurred, and representation forms are often blended to meet multiple purposes,
some representations seem better suited – and more effective – for supporting one
or the other.


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A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS




                      Figure 2. Representation typesand purposes

   Figure 2 sets the main representation types against the main purposes: while in
general representations based on natural languages serve the purposes of reflecting,
generating and/or sharing/communicatingthe design, mostartificial languages are
used to represent the design when the purpose is the delivery of an activity to
students. Diagrams can be used to reflect, generate and communicate the design to
others, while charts are often used as „a posteriori‟ tools to reflect on the design
choices.
   Again, it is worthwhile stressing here thatcombining different types of
representation is a fairly common practice and servesmultiple purposes.

    DISCUSSION: MAPPING REPRESENTATIONS WITHIN THE FRAMEWORK

In the following, we discuss the proposed framework using examples of existing
representations (or tools implementing specific representations) and seeking to
place thesewithinthe proposed dimensions. The list of representations chosen for
this exercise is not exhaustive; the selection has been made mainly on the basis of
the representations discussed within the LDG Theme Team, which inspired this
work.
   As a first example let‟s take so-called Design Narratives (Mor, 2011), which
areaccounts of critical events in a design experiment from a personal,
phenomenological perspective. Design Narratives are usually focused on design in
the sense of problem solving, describing a problem in the chosen domain, the
actions taken to resolve it and their unfolding effects. They provide an account of
the history and evolution of a design over time, including the research context, the
tools and activities designed, and the results of users‟ interactions with these. As

                                                                                  7
POZZI F., PERSICO D., EARP J.

such, the level of abstraction is fairly low, but – as a counterpart – the degree of
formalism of this representation is also low. The purpose of this text-based
representation can be both personal and social, as it can be used for bothreflection
and as a communication artifact. In the latter case,though, one should consider that
the level of reusabilityof narrative-based designs is not particularly high, at least
not „as they are‟; hpwever, they can be used as inspirational objects for the design
of new artifacts.
    Among the textual representations that lend themselves best to communicating
the overall design and sharing it with othersfor reuse, one that figures prominently
is the so-called „Pedagogical Pattern‟ (Anthony, 1996; Bergin 2002; Eckstein et al.,
2002). While patterns are also written descriptions and are based on a precise
descriptor schema (Problem, Forces, Solution, etc.), the aim here is to leave aside
any contextual information and consider the design as a general - and
generalizable - approach to a widely-occurring problem, thus facilitating its
application/reuse in as many different contexts as possible.
    So, comparing Design Narratives and Pedagogical Patterns via the proposed
framework,wesee that, even if theseare both text-based representations,
theyembody different levels of abstraction and have different purposes(mainly
reflection for the former and sharing and reuse for the latter).
    The textual format accompanied by given descriptor schemascan also be used to
scaffold the generation of designs. This is the case of those systems that present the
designer/teacher with a set of empty fields to fill with relevant information such as
intended learning objectives, features of the target population, tools required, etc.
Hints, prompts or suggestions may be on hand for completing the data; in some
cases the system may even present a closed set of values from which to choose,
e.g. target population = primary / secondary / higher education. The user is thus
guided through the design process, with the help of prompts intended to crystallize
design decisions and stimulate reflection. In this sense the descriptor schema
(through its structure and attendant prompts/values) acts as a maieutic tool (Olimpo
et al., 2010) that helps the unfolding of a complete and systematic description of
the learning intervention that the designer has (more or less) in mind (Britain,
2007): how it is structured, what the objectives are, what the learning outcomes
may be, what tasks learners will carry out in pursing the objectives, what materials
are to be used, what time schedule is foreseen, etc. Examples of these descriptor
schemas can be found in the Pedagogical Plan Manager ii (PPM), in Dialog Plusiii or
in Learning Designsiv. Although the descriptor schemas that these tools propose
present some slight differences, they all support the design process through the
definition of similar elements: the learning context, the intended aims, the
rationale, the tasks students should carry out, the resources needed, the educational
approach chosen, the evaluation methods, etc. Thus these kinds of representation
feature a low level of abstraction and – being based on natural language - the
degree of formalism is also fairlylow.Such representations can be easily handled by
an „average teacher‟, as they do not require particular technical skills and the end-
users of these objects are typically other teachers, even though the artifacts are
often shared with students too, to scaffold the learning process.


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A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS

   Among the wide range of existing tools to support learning design, many
propose visual representations as major communicative design vehicles. For
example, graphical design forms, swim-lanes and flow-charts are often used to
visualize an overall course structure (or aspects thereof). The main advantage here
is that they can be easily shared with other designers and practitioners, or
communicated directly to students. Examples of flow chart use areLAMS v
(Dalziel, 2003) and MOT+ (Paquette et al., 2008). Swim-lane learning designs can
focus on tasks, actors involved, learning objectives, and contents. Examples of
tools that adopt swim lane representations are:CompendiumLDvi, a very flexible
tool allowing swim-lanes of different kinds;CADMOSvii, which allows both swim
lanes and flow-charts in an effort to give different perspectives on the same
design;and LDSV (Agostinho, 2011). Hierarchies or tree structures can also be
used to display and communicate the overall structure of the envisaged
intervention. An example of these kinds of representation is implemented in the
Pedagogical Plan Manager (PPM). While in these cases the primary purpose of
diagrams and graphs isto share the design with others, some (depending on the
implementation tool in question) may also be used to scaffold reflection and/or for
the generation of new designs.
   In any case, since the degree of abstraction of these diagrams is usually fairly
high,given that information isprovided in a very synthetic way, they are often
accompanied by additional textual data. Indeed, all the tools listed above make use
– in one way or another – of textual information to integrate the overall view
provided by graphs. In the case of tools based on „double representations‟ (visual +
textual),positioning within the proposed framework is more complex and hence
somewhat problematic.
   Representations that scaffold decision making alsocomprise contents maps,
which are often used not only to provide an overview of the contents, but alsoto
reason and make choices about the content domain. Similarly, teachers alsouse
tools like concept maps or Petri Nets during the design phase to support the process
of eliciting the most important aspects of the design, as well as their relationships.
These representations may also be used later on forsharing purposes, given that
they are based on symbols and signs that can be easily interpreted by others
(medium/ high level of formalism).
   Furthermore, there are also diagrams that describe approaches and theoretical
frameworks underpinning the design. One prime example is the well-known
Activity Theory diagram (Engeström, 1999),which is often used as a basis for
representing learning activities inspired by that approach. Similarly, other
representations have been developed to support learning design with a specific
approach in mind,such as the 4Ts modelviii for online collaboration or the 4SPPIces
model (Sanagustin et al., 2012) for blended learning. In other cases, schematic
diagrams are used to describe the course map or the overall structure of an
intervention; two tools that adopt representations of this kind are Collage and
WebCollage, which represent cooperation techniques such as Jigsaw and
Pyramidix.



                                                                                    9
POZZI F., PERSICO D., EARP J.

   Another kind of representation capable of scaffolding reflection on data isthe
chart. Charts are generally used to analyse and reflect on aspects of a design a
posteriori,i.e. after the design has been completed or even deployed. Pie charts
may be employed, for example, as a means to reveal the balance between different
kinds of learning strategies adopted within a given intervention. The final aim may
be to fine tune the design or evaluate the learning experience. Examples of these
charts are implemented and used in the Learning Designer x. Here again the levels
of formalism and abstraction are at a medium stage.
   A last category of representation, mainly aimedatenactment, is the artificial
language: machine-readable artificial languages like IMS-LD, E2ML and LDL
(Martel et al., 2006) have the explicit purpose of allowing the production of
designs as computerized artifacts that are then delivered to learners. In these
representations formalism is of course at the highest levels.

                                    CONCLUSIONS

This contribution proposes and discusses a multi-dimensional framework for
positioning different learning design representations. The main aim of the
framework is to help practitioners orient themselves in the field and researchers to
identifyareas where further investigation is needed. An overarching ambition is to
provide a sound systematic basis for the process of designing for learning, and for
developing design tools that not only facilitate design representation, but also
support the critical decision-making typical of the design process.
   In order to illustrate the framework from both the conceptual and functional
viewpoints, an attempt has been made to position the representations adopted by
existing design tools within the proposeddimensions. The exercise indicated that
the framework is fairly sound, given thatwe were able to map the considered
representations easily enough.
   However, the joint use of two (or more)representation types(i.e. visual +
textual), a characteristic reified in some existing learning design tools, is not easily
captured by the proposed framework, which is more oriented to positioning
representations based on single types.
   This indicates the need for further work in the mapping/classification of
representations and evenof the tools reifying them, possibly resulting in their
integration within in a single environment. This need, together with that for a more
structured view of the tools, is the starting point for a new project called METIS,
which has just been funded by the EUunder the LLP Programme. METIS aims to
develop a learning design environment based on the integration of existing tools so
as toultimately provide a unique, more effective support to practitioners in the field
of learning design.


                                       NOTES
i
     http://www.ld-grid.org/guide


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A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS

ii
       http://ppm.itd.cnr.it
iii
       http://www.dialogplus.soton.ac.uk/
iv
       http://www.learningdesigns.uow.edu.au/
v
       http://www.lamsinternational.com/
vi
       http://compendiumld.open.ac.uk/
vii
       http://cosy.ds.unipi.gr/cadmos/
viii
       http://www.ld-grid.org/resources/representations-and-languages/4-ts-model
ix
       http://www.gsic.uva.es/collage/
x
       https://sites.google.com/a/lkl.ac.uk/ldse/


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Paquette, G., Léonard, M., and Lundgren-Cayrol, K.(2008).The MOT+ visual language for knowledge-
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                                          AFFILIATIONS

Francesca Pozzi, Donatella Persico, Jeffrey Earp
Istituto Tecnologie Didattiche,
Consiglio Nazionale delle Ricerche – Italy.




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A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS

  • 1. POZZI F., PERSICO D., EARP J. 1. (DRAFT) A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS INTRODUCTION One of the core activities teachers perform as part of their professional practice – and a crucial aspect for successful attainment of teaching and learning objectives - is sound conceptual preparation of educational interventions, whatever their form or granularity (single activities, whole lessons, course modules, whole courses or programmes, etc.). Over the ages, educators have adopted a variety of methods, processes and tools for such preparation, and in most cases these entail production of an artifact of some kind, from a few roughly sketched notes to more elaborate forms of representation. Elucidating, shaping and crystallizing one‟s ideas in this way is a process of design - formulation of the conceptual basis for the subsequent enactment of the educational intervention. Representing one‟s thinking in such a design (of whatever form) can be regarded as having a maieutic function, in that it calls on the teacher to externalize, reflect on and assess her ideas for the subsequent intervention. The design artifact then stands as a record of the author‟s (or authors‟) intentions, serving as a possible reminder and support before, during or after enactment. When set against the teacher‟s experience of how the intervention actually unfolded, valuable insights can be gained which may well help to refine the original design for possible reuse. Importantly, design artifacts can be shared with others, especially among peers, to communicate information about professional practice, a vital factor in a sector where practitioners have traditionally operated in relative isolation, even when working in the room next door to each other, day in day out. In all of these cases, the essential role of the design artifact is communicating ideas to oneself and/or to others. Of course the advent of Information and Communication Technologies (ICT) has had a profound effect on all aspects of social communication, and the fields of endeavor addressed here, seen essentially as reflection and communication processes, are no exception. The use of ICT in educational practices has opened up new didactical opportunities while at the same time introducing an added degree of complexity; this in turn calls on practitioners to reconsider and perhaps change the approaches and tools they adopt for design, in a quest for more informed and methodologically sound practice (Conole, 2012; Mor& Craft, 2012; Earp &Pozzi, 2006; Persico, 2006). This has led to considerable innovation in the field of learning design, a field that (for the most part) is identified with employment of methods, digital tools and resources to support a systematic approach to design.
  • 2. POZZI F., PERSICO D., EARP J. This trend towards computer-supported learning design has helped to enrich, diversify and extend the possibilities for communicating design ideas - and for enhancing the above-mentioned maieutic process. Depending on their priorities, practitioners may want to: record these ideas for reference and personal reuse; convey them to (other) actors engaged in the enactment process such as learners, facilitators, collaborating peers; pass them on to other practitioners and designers for discussion and possible adaption/reworking towards reuse in other settings and contexts; share them with researchers as part of pilots devoted to educational innovation of some kind. Those same design ideas may be expressed in forms and languages of different kinds, including machine-readable representations used to automatically configure a digital learning environment in whichthe design can be deployed and activities enacted. Currently, there exists awide variety of representational forms conceived for different purposes, users and contexts, and this may make it difficult for practitioners, especially novices, to orient themselves. This paper is an attempt to bring some order to the chaos of existing design representations, even if the borders between the different categories identified is rather blurred. We acknowledge that many of the considerations made herein derive from the work carried out by the „Learning Design Grid‟ (LDG) STELLAR Theme Team, which was active from Autumn 2011 to Spring 2012 and produced a Practitioner‟s Guide to Learning Designi. There are a number of dimensions along which it is possible to classify existing representations, tools and approaches in the field of design for learning. Gibbons et al. (2008) identify 7 continuums along which it is possible to position the various design languages: complexity – simplicity; precision – non precision; formality – informality; personalization – sharedness; implicitness - explicitness; standardization – non standardization; computability – non computability. Conole (2010) also provides an overview of the range of representations used to describe learning designs and other outcomes of the same process, showing how they can be used to foreground different aspects of design development. The presentcontribution builds upon previous work in this area to propose a multi-dimensional framework that is intended as a conceptual tool for classifying different design approaches and representation forms. It may alsohelp toshed light on areas where further research work is needed. FORMAT AND TYPES OF DESIGN REPRESENTATIONS: A FIRST OVERVIEW Design representations can vary in format and type. Broadly speaking, formats fall into two main categories: textual representations (languages) and visual representations. According to Conole (2012), textual representations are expressed in either artificial/formal or natural language (narratives), while visual representations are basically in a graphical format. Textual representations in artificial languages describe the design in a highly formalized way, usually so that it can be processed by a computer. This makes it possible to deliver relevant components of a learning activity directly to learners or provide for automatic configuration of a suitable computer-based learning 2
  • 3. A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS environment in which the activity can take place. Describing a design through such formal languages is usually a fairly technical matter. Consequently it may call for involvement of a professional with the necessary technical competences to act as a „bridge‟ between teacher and computer, or for a high-level interface that „masks‟ the technicalities and allows the teacher to focus on design considerations. Textual representations based on natural language, instead, are largely „narratives‟, i.e. descriptions of designs, plans or experiences based on words. As such they typically have a low degree of formalism. However they are often based on a pre-defined skeletal structure, such as an organized schema of descriptors or fields, for expressing various aspects of the design. This provides the designer with guidance about the way the design is conceived and developed, the kind of choices she needs to make and hence the information that the description is to contain, and the level of detail required. In some narrative forms, basic and abstract information about the design is given greater emphasis than contextual details, which may even be excluded altogether. This facilitates instantiation of the design artifact in a specific context and thus increases the potential for reuse. Other kinds of narratives, as explained further hereunder, are intended to include more detailed information, which may be related to the pedagogical rationale behind the intervention and/or the details of the “enactment” phase. The latter may be considered to “flesh out” the design skeleton with tangible description of the way the learning activity has been or can be used, the context that the activity is intended for, the target population to be addressed, prerequisites, etc. As to visual representations, these generally take the form of diagrams or graphs, which convey an overall view of the design or specific aspects thereof, such as the structure of the intervention, the learning objectives, the contents to be addressed, the roles of the people involved, etc. Diagrams or graphs are a means to represent the main entities within a design and their mutual relationships; they include the likes of flow charts, content maps and swim lanes. Charts, on the other hand, are visual representations of quantitative data fromthe intervention; bar or pie charts representing features of the learning process, based on suitable indicators, are typical examples. These charts usually foster reflection on the design by focusing attention on the specific aspects represented. As we will see in the following, textual and visual representations may in principle be used autonomously, but often they are used in conjunction with one another. This is because the single format alone is often insufficient for effectively conveyingall the essential information, especially when the main purpose of representing the design is to share it with others;a conjunction of the two often proves more fruitful for communicating (Falconer et al., 2007). PRODUCER AND END-USER A learning design representation may be produced by an individual educator or by teams of teachers and/or designers. As already mentioned, some representation formsrequire the specific (technical) expertise of specialized learning designers, while others are intended for educational practitioners generally. Unless „average 3
  • 4. POZZI F., PERSICO D., EARP J. teachers‟ have recourse to a high-level tool, dealing with artificial languages for example would probably not be cost-effective for them; they would likely feel more at ease with narratives. In most cases, using an artificial language would require the intervention of an intermediary to transform the teacher‟s design into some sort of runnable code. Visual representations are typically adopted for the intuitive, user friendly qualities they can bring to design and, provided the formalisms within them are not too complicated, they can generally be used by any teacher/designer; indeed this is precisely the objective in question. As already mentioned, design representations may be intended for other teachers and practitioner/designers, but the targeted end-user group may also include learners themselves. Lastly, those representations whose main/sole mission is to scaffold the design process can be seen as half-baked artifacts for personal use only. These are not intended for sharing with others and thus the final beneficiary is the producer herself. „CONTINUUMS‟ FOR LEARNING DESIGN REPRESENTATIONS In an attempt to map existing representation forms, it is possible to identify two dimensions or „continuums‟ along which anyrepresentation can in principle be placed.These arethe degree of formalism (somerepresentationsare characterized by high levels of formalism, while others are fairly informal) and the degree of abstraction (representations can provide very concrete or very abstract information). The degree of formalism and the degree of abstraction are strictly intertwined and often the level of one dimension influences the level of the other. In the following the two dimensions are briefly described. Degree of formalism A representation‟s level of formalism regards the degree to which its use entails observation of fixed syntactic and semantic „rules‟: some representations have very strict rulesand are therefore highlyformalized, while others allow the producer to create her own rules and - as a consequence - the meaning of the design will not be free of ambiguities. Typically the degree of formalism is high for artificial languages such as IMS- LD (Koper, 2006) and low for natural languages. For graphical representations, instead, the degree of formalism is typically medium, although there is some variance. For example, some schematic diagrams only use perfectly defined elements and are therefore highly formal, while others use symbols whose semantics has not been formally provided and give rise to much looser representations, so their level of formalism is typically lower. As already mentioned, though, we should not forget that in many cases visual representations do not provide exhaustive information about the design and are 4
  • 5. A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS therefore accompanied by narratives: this, of course, limitsthe degree of formalism of the resulting representation. The degree of formalization is also related to the ease of automation; usually the higher the former, the higher the latter. It is also associated to some extent to the reusability of the design, which is generally high for highly formalized languages; however the reverse is not necessarily true, since reusability does not depend on formalization only. Degree of abstraction Another interesting dimension is the degree of abstraction. Butturi and Stubbs (2008) distinguish between „sketch-oriented representations‟ that provide an outline, and representations that enable details to be specified. In principle, the idea is that the more abstract the design, the greater the scope for reusability. At the same time, however, when details are missing, automation becomes impossible. As already mentioned, natural language representations may provide considerable detail (encompassing information about the enactment phase, for example) or may be focused at a more general level, providing only an abstract idea of the nature of the proposed activity (Conole et al., 2011). Graphical representations tend to give rather abstract information, but it is not unusual to see graphs of different kinds, like concept maps, used in conjunction with texts; the graph provides an overall idea and more detailed narrative information may beencapsulated within the single nodes/symbols for display when a node is clicked. Artificial languages are usually created to convey very detailed information, so the level of abstraction in these cases is low. Since the two dimensions (formalism and abstraction) are „continuums‟of sorts, it is possible to see them as axes, along which one may locate the various representations adopted in the field. For the sakeof simplicity and immediacy, we have chosen to place the main representation types in Figure 1, instead of individual representations; of course this is an over-simplification, but the idea here is merelyto show that all the representations can in principle be mapped along the two axes. 5
  • 6. POZZI F., PERSICO D., EARP J. Figure 1.Representation typeswithin‘abstraction’ and ‘formalism’ dimensions PURPOSES OF REPRESENTATIONS Generally speaking, „design languages can be used to generate designs and as a mechanism for interpreting and discussing them‟ (Conole, 2012). In a similar vein to the proposal made by Botturiand Stubbs (2008), who distinguish between „finalist communicative languages‟ and „representative languages‟, we contend that representations can be viewed in terms of purpose; in some cases there is greater emphasis on – and support for - the actual design process, while in others communicating design ideas through the sharing of design representations is the main aim. A third type of purpose is that of supporting automatic configuration of ready-to-use learning environments. Ideally we could distinguish between „representations aimed atpersonal use‟ (i.e. representations used when the designer is generating the design and/or is reflecting on it), and „representations aimed ata social use‟ (when the designer wants to communicate/share her ideas with her colleagues and/or when she wants to deliver the design to learners). Even if the borders between these two categories are rather blurred, and representation forms are often blended to meet multiple purposes, some representations seem better suited – and more effective – for supporting one or the other. 6
  • 7. A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS Figure 2. Representation typesand purposes Figure 2 sets the main representation types against the main purposes: while in general representations based on natural languages serve the purposes of reflecting, generating and/or sharing/communicatingthe design, mostartificial languages are used to represent the design when the purpose is the delivery of an activity to students. Diagrams can be used to reflect, generate and communicate the design to others, while charts are often used as „a posteriori‟ tools to reflect on the design choices. Again, it is worthwhile stressing here thatcombining different types of representation is a fairly common practice and servesmultiple purposes. DISCUSSION: MAPPING REPRESENTATIONS WITHIN THE FRAMEWORK In the following, we discuss the proposed framework using examples of existing representations (or tools implementing specific representations) and seeking to place thesewithinthe proposed dimensions. The list of representations chosen for this exercise is not exhaustive; the selection has been made mainly on the basis of the representations discussed within the LDG Theme Team, which inspired this work. As a first example let‟s take so-called Design Narratives (Mor, 2011), which areaccounts of critical events in a design experiment from a personal, phenomenological perspective. Design Narratives are usually focused on design in the sense of problem solving, describing a problem in the chosen domain, the actions taken to resolve it and their unfolding effects. They provide an account of the history and evolution of a design over time, including the research context, the tools and activities designed, and the results of users‟ interactions with these. As 7
  • 8. POZZI F., PERSICO D., EARP J. such, the level of abstraction is fairly low, but – as a counterpart – the degree of formalism of this representation is also low. The purpose of this text-based representation can be both personal and social, as it can be used for bothreflection and as a communication artifact. In the latter case,though, one should consider that the level of reusabilityof narrative-based designs is not particularly high, at least not „as they are‟; hpwever, they can be used as inspirational objects for the design of new artifacts. Among the textual representations that lend themselves best to communicating the overall design and sharing it with othersfor reuse, one that figures prominently is the so-called „Pedagogical Pattern‟ (Anthony, 1996; Bergin 2002; Eckstein et al., 2002). While patterns are also written descriptions and are based on a precise descriptor schema (Problem, Forces, Solution, etc.), the aim here is to leave aside any contextual information and consider the design as a general - and generalizable - approach to a widely-occurring problem, thus facilitating its application/reuse in as many different contexts as possible. So, comparing Design Narratives and Pedagogical Patterns via the proposed framework,wesee that, even if theseare both text-based representations, theyembody different levels of abstraction and have different purposes(mainly reflection for the former and sharing and reuse for the latter). The textual format accompanied by given descriptor schemascan also be used to scaffold the generation of designs. This is the case of those systems that present the designer/teacher with a set of empty fields to fill with relevant information such as intended learning objectives, features of the target population, tools required, etc. Hints, prompts or suggestions may be on hand for completing the data; in some cases the system may even present a closed set of values from which to choose, e.g. target population = primary / secondary / higher education. The user is thus guided through the design process, with the help of prompts intended to crystallize design decisions and stimulate reflection. In this sense the descriptor schema (through its structure and attendant prompts/values) acts as a maieutic tool (Olimpo et al., 2010) that helps the unfolding of a complete and systematic description of the learning intervention that the designer has (more or less) in mind (Britain, 2007): how it is structured, what the objectives are, what the learning outcomes may be, what tasks learners will carry out in pursing the objectives, what materials are to be used, what time schedule is foreseen, etc. Examples of these descriptor schemas can be found in the Pedagogical Plan Manager ii (PPM), in Dialog Plusiii or in Learning Designsiv. Although the descriptor schemas that these tools propose present some slight differences, they all support the design process through the definition of similar elements: the learning context, the intended aims, the rationale, the tasks students should carry out, the resources needed, the educational approach chosen, the evaluation methods, etc. Thus these kinds of representation feature a low level of abstraction and – being based on natural language - the degree of formalism is also fairlylow.Such representations can be easily handled by an „average teacher‟, as they do not require particular technical skills and the end- users of these objects are typically other teachers, even though the artifacts are often shared with students too, to scaffold the learning process. 8
  • 9. A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS Among the wide range of existing tools to support learning design, many propose visual representations as major communicative design vehicles. For example, graphical design forms, swim-lanes and flow-charts are often used to visualize an overall course structure (or aspects thereof). The main advantage here is that they can be easily shared with other designers and practitioners, or communicated directly to students. Examples of flow chart use areLAMS v (Dalziel, 2003) and MOT+ (Paquette et al., 2008). Swim-lane learning designs can focus on tasks, actors involved, learning objectives, and contents. Examples of tools that adopt swim lane representations are:CompendiumLDvi, a very flexible tool allowing swim-lanes of different kinds;CADMOSvii, which allows both swim lanes and flow-charts in an effort to give different perspectives on the same design;and LDSV (Agostinho, 2011). Hierarchies or tree structures can also be used to display and communicate the overall structure of the envisaged intervention. An example of these kinds of representation is implemented in the Pedagogical Plan Manager (PPM). While in these cases the primary purpose of diagrams and graphs isto share the design with others, some (depending on the implementation tool in question) may also be used to scaffold reflection and/or for the generation of new designs. In any case, since the degree of abstraction of these diagrams is usually fairly high,given that information isprovided in a very synthetic way, they are often accompanied by additional textual data. Indeed, all the tools listed above make use – in one way or another – of textual information to integrate the overall view provided by graphs. In the case of tools based on „double representations‟ (visual + textual),positioning within the proposed framework is more complex and hence somewhat problematic. Representations that scaffold decision making alsocomprise contents maps, which are often used not only to provide an overview of the contents, but alsoto reason and make choices about the content domain. Similarly, teachers alsouse tools like concept maps or Petri Nets during the design phase to support the process of eliciting the most important aspects of the design, as well as their relationships. These representations may also be used later on forsharing purposes, given that they are based on symbols and signs that can be easily interpreted by others (medium/ high level of formalism). Furthermore, there are also diagrams that describe approaches and theoretical frameworks underpinning the design. One prime example is the well-known Activity Theory diagram (Engeström, 1999),which is often used as a basis for representing learning activities inspired by that approach. Similarly, other representations have been developed to support learning design with a specific approach in mind,such as the 4Ts modelviii for online collaboration or the 4SPPIces model (Sanagustin et al., 2012) for blended learning. In other cases, schematic diagrams are used to describe the course map or the overall structure of an intervention; two tools that adopt representations of this kind are Collage and WebCollage, which represent cooperation techniques such as Jigsaw and Pyramidix. 9
  • 10. POZZI F., PERSICO D., EARP J. Another kind of representation capable of scaffolding reflection on data isthe chart. Charts are generally used to analyse and reflect on aspects of a design a posteriori,i.e. after the design has been completed or even deployed. Pie charts may be employed, for example, as a means to reveal the balance between different kinds of learning strategies adopted within a given intervention. The final aim may be to fine tune the design or evaluate the learning experience. Examples of these charts are implemented and used in the Learning Designer x. Here again the levels of formalism and abstraction are at a medium stage. A last category of representation, mainly aimedatenactment, is the artificial language: machine-readable artificial languages like IMS-LD, E2ML and LDL (Martel et al., 2006) have the explicit purpose of allowing the production of designs as computerized artifacts that are then delivered to learners. In these representations formalism is of course at the highest levels. CONCLUSIONS This contribution proposes and discusses a multi-dimensional framework for positioning different learning design representations. The main aim of the framework is to help practitioners orient themselves in the field and researchers to identifyareas where further investigation is needed. An overarching ambition is to provide a sound systematic basis for the process of designing for learning, and for developing design tools that not only facilitate design representation, but also support the critical decision-making typical of the design process. In order to illustrate the framework from both the conceptual and functional viewpoints, an attempt has been made to position the representations adopted by existing design tools within the proposeddimensions. The exercise indicated that the framework is fairly sound, given thatwe were able to map the considered representations easily enough. However, the joint use of two (or more)representation types(i.e. visual + textual), a characteristic reified in some existing learning design tools, is not easily captured by the proposed framework, which is more oriented to positioning representations based on single types. This indicates the need for further work in the mapping/classification of representations and evenof the tools reifying them, possibly resulting in their integration within in a single environment. This need, together with that for a more structured view of the tools, is the starting point for a new project called METIS, which has just been funded by the EUunder the LLP Programme. METIS aims to develop a learning design environment based on the integration of existing tools so as toultimately provide a unique, more effective support to practitioners in the field of learning design. NOTES i http://www.ld-grid.org/guide 10
  • 11. A MULTI-DIMENSIONAL SPACE FOR LEARNING DESIGN REPRESENTATIONS AND TOOLS ii http://ppm.itd.cnr.it iii http://www.dialogplus.soton.ac.uk/ iv http://www.learningdesigns.uow.edu.au/ v http://www.lamsinternational.com/ vi http://compendiumld.open.ac.uk/ vii http://cosy.ds.unipi.gr/cadmos/ viii http://www.ld-grid.org/resources/representations-and-languages/4-ts-model ix http://www.gsic.uva.es/collage/ x https://sites.google.com/a/lkl.ac.uk/ldse/ REFERENCES/BIBLIOGRAPHY Agostinho, S. (2011).The use of a visual learning design representation to support the design process of teaching in higher education.Australasian Journal of Educational Technology, 27(6), 961-978. Anthony, D. L. (1996).Patterns for classroom education. Retrieved November 2012 from: http://ianchaiwriting.50megs.com/classroom-ed.html Bergin, J. (2002). Fourteen Pedagogical Patterns.Pedagogical Patterns Project.Retrieved November 2012 from:http://www.pedagogicalpatterns.org/ Botturi, L., & Stubbs, T. (2008).Handbook of Visual Languages for Instructional Design: Theories and Practices. Hershey, NewYork: Information Science Reference. Britain, S. (2007). Learning design systems: current and future developments. In H. Beetham ,& R. Sharpe(Eds.), Rethinking pedagogy for a digital age (pp.103-115). NewYork:Routledge. Conole, G. (2010).An overview of design representations. In L. Dirckinck-Holmfeld, V. Hodgson, C. Jones, M. de Laat, D. McCOnnell, & T. Ryberg (Eds.),Proceedings of the 7th International Conference on Networked Learning 2010. Retrieved November 2012 from: http://celstec.org/system/files/file/conference_proceedings/NLC2010_Proceedings/abstracts/PDFs/C onole_2.pdf Conole, G. (2012). Designing for learning in an Open World, New York: Springer. Conole, G., McAndrew, P., and Dimitriadis, Y. (2011).The role of CSCL Pedagogical Pattern as Mediating Artifacts for repurposing Open Educational Resources. In Pozzi, F. & Persico D. (Eds.),Techniques for fostering collaboration in online learning communities: Theoretical and practical perspectives. Hershey, New York: Information Science Reference. Dalziel, J. R. (2003). Implementing learning design: The learning activity management system (LAMS). Paper presented at the ASCILITE 2003 Conference, Adelaide, Australia. Earp, J., & Pozzi, F. (2006).Fostering reflection in ICT-based pedagogical planning. In R. Philip, A. Voerman, & J. Dalziel (Eds.), Proc. First Int. LAMS Conference 2006: Designing the future of learning.(pp. 35-44). Sydney: LAMS Foundation. Eckstein, J., Bergin, J., and Sharp, H. (2002).Patterns for Active Learning. Paper presented at the 9th Conference on Pattern Language of Programs, Monticello, Illinois. 11
  • 12. POZZI F., PERSICO D., EARP J. Engeström, Y., Punamäki-Gitai, R. L., and Miettinen, R. (1999).Perspectives on Activity Theory.Cambridge University Press. Falconer, I., Beetham, H., Oliver, R., Lockyer, L., and Littlejohn, A. (2007).Mod4L Final Report: Representing learning designs. Koper, R. (2006). Current research in learning design.Educational Technology & Society, 9(1), 13-22. Gibbons, A. S., Botturi, L., Boot, E., & Nelson, J. (2008). Design languages. In M. Discoll, M. D. Merill, J. v. Merrienboer& J. M. Spector (Eds.), Handbook of research for educational communications and technologies. Mahway, NJ: Lawrence Erbaum Associates. Martel, C., Vignollet, L.,Ferraris,C., and Durand,G. (2006). LDL: a language to model collaborative learning activities. Paper presented at EDMEDIA2006 - World Conference on Educational Multimedia, Orlando. Mor, Y. (2011). Design Narratives: An intuitive scientific form for capturing design knowledge in education. 6th Chais Conference - Learning in the Technological Era, (pp. 57-63), Open University, Israel. Mor, Y., & Craft, B. (2012). Learning design: reflections upon the current landscape.Research in Learning Technology – Supplement ALT-C 2012 Conference Proceedings.Retrieved November 2012 from: http://www.researchinlearningtechnology.net/index.php/rlt/article/view/19196 Olimpo, G., Bottino, R.M., Earp,J., Ott, M., Pozzi, F., Tavella, M. (2010).Pedagogical plans as communication oriented objects. Computers & Education, 55, 476-488. Paquette, G., Léonard, M., and Lundgren-Cayrol, K.(2008).The MOT+ visual language for knowledge- based instructional design. In L. Botturi and S.T. Stubbs (Eds.), Handbook of Visual Languages for Instructional Design: Theories and Practices, (pp. 133-154), Hershey, NewYork: Information Science Reference. Persico, D. (2006).Media selection from the teacher‟s point of view. In Cartelli A. (Ed.) Teaching in the Knowledge Society: New Skills and Instruments for Teachers, (pp.286-301),Hershey, PA USA: Information Science Publishing. Sanagustin, M.P., Emin, V., and Hernandez-Leo, D., (2012). Considering the Space in the Design of Learning Activities: The ISIS and 4SPPIces Models Applied to Science Inquiries. In: Proc. of the 2012 IEEE 12th International Conference on Advanced Learning Technologies (ICALT), pp.159- 163. AFFILIATIONS Francesca Pozzi, Donatella Persico, Jeffrey Earp Istituto Tecnologie Didattiche, Consiglio Nazionale delle Ricerche – Italy. 12