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The pattern workshop model of the Learning Patterns project (http://lp.noe-kaleidoscope.org). …

The pattern workshop model of the Learning Patterns project (http://lp.noe-kaleidoscope.org).

Presentation given at the 2007 Openlearn conference.

http://www.open.ac.uk/openlearn/openlearn2007/programme.php

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  • 1. Participatory design in open education: a workshop model for developing a pattern language Niall Winters and Yishay Mor London Knowledge Lab Openlearn conference 2007
  • 2. Overview
    • The problem: collaborative, distributed construction of design knowledge.
    • The learning patterns project.
    • Typologies, cases, patterns.
    • The workshop model .
    • Conclusions and implications.
  • 3. design …
    • “ everyone designs who devises courses of action aimed at changing existing situations into desired ones ” (Simon, 1969, p 129).
  • 4. … based research
    • Design based research is a methodology for the study of function.
    • Often referred to as design research or design experiments.
    • Concerned with the design of learning processes, taking account of the involved complexities, multiple levels and contexts of educational settings.
    • The primary aim is to develop domain-specific theories in order to understand the learning process.
    • (Mor & Winters, 2006)‏
  • 5. Design patterns [describe] a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice (Alexander et al., 1977)‏
  • 6. example: activity nodes Design problem Community facilities scattered individually through the city do nothing for the life of the city. Design solution Create nodes of activity throughout the community, spread about 300 yards apart. http://www.uni-weimar.de/architektur/InfAR/lehre/Entwurf/Patterns/030/ca_030.html
  • 7.  
  • 8. Learning patterns
  • 9. Learning Patterns
    • “ Learning patterns for the design and deployment of mathematical games”
    • Kaleidoscope JEIRP: 1 year, 15-20 members, 7 institutes, 6 countries
    • ~24 case studies, ~150 patterns
  • 10. a language of patterns ~100 patterns (today we'll see 2)‏
  • 11. pattern structure
    • Problem / intent
    • Context
    • the Pattern
    • Examples
    • Related patterns
    • Notes
  • 12. Example pattern: guess my X (GmX)‏
    • The problem / intent
    • Sustaining a mathematical discussion is vital to the establishment of socio-mathematical norms and to the collaborative construction of knowledge.
    • This goal is difficult to achieve in geographically distributed communities.
  • 13. The problem / intent Sustaining a mathematical discussion is vital to the establishment of socio-mathematical norms and to the collaborative construction of knowledge. This goal is difficult to achieve in geographically distributed communities. GmX : context
    • Assumes a degree of social and technical sophistication.
    • Suitable for young teens and above.
    • Requires flexibility in time.
    • Suitable for concrete, well-bounded content domains.
  • 14. GmX : the pattern A Challenge exchange of Build this puzzles, using a League chart to orchestrate social interaction.
  • 15. GmX : the pattern (2) ‏
    • Challenges come from peers.
      • ownership, motivation, self-regulation.
    • Criteria of equivalence intentionally vague.
      • need to collaboratively construct domain concepts.
    • Post ludus discussion.
      • doing it is not enough.
  • 16. Challenges
    • how can design knowledge be shared in an open way between participants?
    • how can design processes be scaffolded to support sustainable collaboration across communities?
  • 17. pattern workshops
  • 18. the pattern workshop model
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  • 25. From: &quot;Yishay Mor&quot; <yishaym@gmail.com> To: workshopX.lp@noe-kaleidoscope.org Subject: Designing and Deploying Games for Learning at Online Educa Berlin 2006: Preparing for the workshop Hi all and thanks for registering for the workshop! If the rest of this mail does not display correctly, you can view it on-line at: http://lp.noe-kaleidoscope.org/workspace/educa/ Our time at EDUCA is limited. To make the most of it, please try to do the following before the event: * Post your personal profile on the group blog. This should only take a few minutes, and the sooner you do it - the better! * Read: Yishay Mor and Niall Winters (in press), Design approaches in technology enhanced learning. Interactive Learning Environments, Taylor & Francis. ( PDF). This paper lays out the theoretical background for the project. We want to leave as much time as possible for hands-on experience on the day, so we will assume you have read this paper and only provide a very brief review. If you have any questions, please post them on the group blog or email us. * Have a look at the case studies and let us know if you would like to add one for us to analyse on the day. * You can have a look at videos from previous workshops to get a better sense of our approach. Please do not hesitate to contact us with any questions or comments you may have. All the best,
  • 26.  
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  • 29. pattern-based participatory design Use Evaluate Analyse Theory Design Develop P P Deploy P P
  • 30.
    • Project website
    • http://lp.noe-kaleidoscope.org
    • Niall
    • [email_address]
    • Yishay
    • [email_address]
    • Winters, N. and Mor, Y. (in press / Spring 2008). IDR: a participatory methodology for interdisciplinary design in technology enhanced learning. Computers and Education, Elsevier. PDF
    • Mor, Y. and Winters, N. (2007). Design approaches in technology enhanced learning. Interactive Learning Environments, 15(1): 61-75. PDF