This document discusses different ways of representing learning designs. It defines learning design as a methodology for helping teachers make more informed pedagogical decisions when designing learning activities and entire curriculums using appropriate technologies and resources. The document outlines several types of design representations including case studies, lesson plans, patterns, models, mind maps, and technical diagrams. These representations can be used at different levels of granularity from individual activities to full curriculums. The representations foreground different aspects of the design to support sharing and improving the design process.
Asld2011 ryberg buus_georgsen_nyvang_davidsenYishay Mor
Thomas Ryberg, Lillian Buus, Marianne Georgsen, Tom Nyvang and Jacob Davidsen: Introducing the Collaborative E-learning Design method (CoED)
http://www.ld-grid.org/workshops/ASLD11
Asld2011 ryberg buus_georgsen_nyvang_davidsenYishay Mor
Thomas Ryberg, Lillian Buus, Marianne Georgsen, Tom Nyvang and Jacob Davidsen: Introducing the Collaborative E-learning Design method (CoED)
http://www.ld-grid.org/workshops/ASLD11
preparing student teachers to integrate ICT in classroom practice: a synthesi...Vrije Universiteit Brussel
The need to better align teachers’ preparation in the integration of ICT with pedagogical issues and curriculum integration is well understood. Practical experiences from across the world sustain such viewpoints while at the same time emphasising the difficulties and challenges faced in the implementation of such programmes. Therefore, it is of great importance to understand the effectiveness of strategies to prepare student teachers. Given the lack of a comprehensive review about these strategies, the purpose of this study is to reveal the most useful strategies for contemporary ICT integration in student teacher education programmes. More specifically, a synthesis of qualitative research was used to locate, critically appraise and synthesise the evidence base (cf. Petticrew, 2001) for interventions to effectively prepare student teacher to integrate ICT in classroom practices.
Asld2011 prieto dimitriadis_villagrá-sobrinYishay Mor
Luis Pablo Prieto, Yannis Dimitriadis and Sara Villagrá-Sobrin: Representing learning design and classroom orchestration through atomic patterns
http://www.ld-grid.org/workshops/ASLD11
Architectural education has evolved to integrate innovative technological tools in alignment with rapidly shifting global market behaviors. The use of innovative technological tools in seminar and studio environments must encourage students to work more collaboratively yet foster autonomy. Though new media technologies may encourage students in architectural education programs to collaborate more effectively, their ability to produce sustainable outcomes depends on how strongly instructors emphasize a goal-directed problem-solving approach to produce sustainable outcomes in seminar and studio environments. Since the effects of technology on architectural education remain profound, students and instructors must work stridently towards closing theoretical and practical knowledge gaps to produce more sustainable outcomes. In sum, the effects of technology on architectural education remain profound insofar as instructors and students may emphasize the utility of ICTs integrated into seminar and studio environments. Regardless of the drive towards integrating technological innovation, the theoretical paradigms adopted by instructors and students must have direct real-world implications for informing decision-making processes, fostering improvements to problem-solving skills, and enhancing professional development. Because the effects of technology on architectural education will maintain their profundity, instructors must continue to reinforce the benefits of communication to enhance collaborative decision-making processes as well as engage in theory-building.
Online Course Design for Active Learning within the UDL FrameworkSandra Annette Rogers
2019 Keynote presentation to the faculty and staff at the University of Houston for their Innovative Teaching and Learning at a Distance (ITLD) Conference
An overview of design-based research, design experiments, educational design research. What it is, where it came from, and how to apply it to improve teaching and learning.
Bridging the ‘missing middle’: a design based approach to scalingdebbieholley1
Holley, D., Peffer, G. Santos, P., and Cook, J. (2014). Bridging the ‘missing middle’: a design based approach to scaling. Presented to the ALT-Conference, September 2014
A paper contributing to EU learning layers project,:Scaling up Technologies for Informal Learning in SME Clusters
A 9.9 million EU Framework Project (2012-2016)
Abstract
Taking innovation from concept through to scalable delivery is complex, contested and an under-theorised process. In this paper we outline approaches to scaling that have influenced in our work in the EU Learning Layers Integrating Project, a consortium consisting of 17 institutions from 7 different countries. The two industries identified for the initial work are the Health sector in the UK, and the Construction sector in Germany. The focus of the EU project is scaling informal learning in the workplace through the use of technologies; the focus of our paper, the ‘Help Seeking’ tool, an online tool developed by co-design with GP Practice staff in the North of England. Drawing upon three Scaling taxonomies to underpin our work, we map the complex and interrelated strands influencing scaling of the ‘Help-Seeking’ tool, and go on to suggest that the typical measure of scaling success ‘by number’ needs a more nuanced analysis. Furthermore, we will propose that the emerging framework enables the orchestration of team discourse about theory, the production of artefacts as tools for design discourse, the identification of scalable systemic pain points, and is thus throwing light on the ‘missing middle’ (where key scaling factors reside between top down strategy and bottom up initiatives).
Cross-Cultural UX Pedagogy: A China–US Partnershipcolin gray
Presented at LearnxDesign 2021
Paper available at: https://www.dropbox.com/s/43n726gpz7vnat1/2021_Lietal_LxD_CrossCulturalUXPedagogy.pdf?dl=0
Abstract: The recent emergence of new undergraduate and graduate design programs with a focus specific to User Experience (UX) offers new opportunities to engage with the complexity of these educational practices. In this paper, we report on a series of ten interviews with students and faculty to describe cross-cultural connections between two UX-focused programs, one in China and one in the United States. Our study includes the perspectives of students who engaged in intercultural UX experiences, as well as the perspectives of the faculty who designed those student experiences through an inter- cultural partnership. We report on how each program was created, developed, and iterated upon, describing program goals and student experiences across both programs from student and instructor perspectives. We demonstrate the complexity of UX educational experiences on an international scale, concluding with opportunities for intercultural engagement and the potential for links among education, profession, culture, and pedagogy.
preparing student teachers to integrate ICT in classroom practice: a synthesi...Vrije Universiteit Brussel
The need to better align teachers’ preparation in the integration of ICT with pedagogical issues and curriculum integration is well understood. Practical experiences from across the world sustain such viewpoints while at the same time emphasising the difficulties and challenges faced in the implementation of such programmes. Therefore, it is of great importance to understand the effectiveness of strategies to prepare student teachers. Given the lack of a comprehensive review about these strategies, the purpose of this study is to reveal the most useful strategies for contemporary ICT integration in student teacher education programmes. More specifically, a synthesis of qualitative research was used to locate, critically appraise and synthesise the evidence base (cf. Petticrew, 2001) for interventions to effectively prepare student teacher to integrate ICT in classroom practices.
Asld2011 prieto dimitriadis_villagrá-sobrinYishay Mor
Luis Pablo Prieto, Yannis Dimitriadis and Sara Villagrá-Sobrin: Representing learning design and classroom orchestration through atomic patterns
http://www.ld-grid.org/workshops/ASLD11
Architectural education has evolved to integrate innovative technological tools in alignment with rapidly shifting global market behaviors. The use of innovative technological tools in seminar and studio environments must encourage students to work more collaboratively yet foster autonomy. Though new media technologies may encourage students in architectural education programs to collaborate more effectively, their ability to produce sustainable outcomes depends on how strongly instructors emphasize a goal-directed problem-solving approach to produce sustainable outcomes in seminar and studio environments. Since the effects of technology on architectural education remain profound, students and instructors must work stridently towards closing theoretical and practical knowledge gaps to produce more sustainable outcomes. In sum, the effects of technology on architectural education remain profound insofar as instructors and students may emphasize the utility of ICTs integrated into seminar and studio environments. Regardless of the drive towards integrating technological innovation, the theoretical paradigms adopted by instructors and students must have direct real-world implications for informing decision-making processes, fostering improvements to problem-solving skills, and enhancing professional development. Because the effects of technology on architectural education will maintain their profundity, instructors must continue to reinforce the benefits of communication to enhance collaborative decision-making processes as well as engage in theory-building.
Online Course Design for Active Learning within the UDL FrameworkSandra Annette Rogers
2019 Keynote presentation to the faculty and staff at the University of Houston for their Innovative Teaching and Learning at a Distance (ITLD) Conference
An overview of design-based research, design experiments, educational design research. What it is, where it came from, and how to apply it to improve teaching and learning.
Bridging the ‘missing middle’: a design based approach to scalingdebbieholley1
Holley, D., Peffer, G. Santos, P., and Cook, J. (2014). Bridging the ‘missing middle’: a design based approach to scaling. Presented to the ALT-Conference, September 2014
A paper contributing to EU learning layers project,:Scaling up Technologies for Informal Learning in SME Clusters
A 9.9 million EU Framework Project (2012-2016)
Abstract
Taking innovation from concept through to scalable delivery is complex, contested and an under-theorised process. In this paper we outline approaches to scaling that have influenced in our work in the EU Learning Layers Integrating Project, a consortium consisting of 17 institutions from 7 different countries. The two industries identified for the initial work are the Health sector in the UK, and the Construction sector in Germany. The focus of the EU project is scaling informal learning in the workplace through the use of technologies; the focus of our paper, the ‘Help Seeking’ tool, an online tool developed by co-design with GP Practice staff in the North of England. Drawing upon three Scaling taxonomies to underpin our work, we map the complex and interrelated strands influencing scaling of the ‘Help-Seeking’ tool, and go on to suggest that the typical measure of scaling success ‘by number’ needs a more nuanced analysis. Furthermore, we will propose that the emerging framework enables the orchestration of team discourse about theory, the production of artefacts as tools for design discourse, the identification of scalable systemic pain points, and is thus throwing light on the ‘missing middle’ (where key scaling factors reside between top down strategy and bottom up initiatives).
Cross-Cultural UX Pedagogy: A China–US Partnershipcolin gray
Presented at LearnxDesign 2021
Paper available at: https://www.dropbox.com/s/43n726gpz7vnat1/2021_Lietal_LxD_CrossCulturalUXPedagogy.pdf?dl=0
Abstract: The recent emergence of new undergraduate and graduate design programs with a focus specific to User Experience (UX) offers new opportunities to engage with the complexity of these educational practices. In this paper, we report on a series of ten interviews with students and faculty to describe cross-cultural connections between two UX-focused programs, one in China and one in the United States. Our study includes the perspectives of students who engaged in intercultural UX experiences, as well as the perspectives of the faculty who designed those student experiences through an inter- cultural partnership. We report on how each program was created, developed, and iterated upon, describing program goals and student experiences across both programs from student and instructor perspectives. We demonstrate the complexity of UX educational experiences on an international scale, concluding with opportunities for intercultural engagement and the potential for links among education, profession, culture, and pedagogy.
Social media business stories is about some interesting case studies and how one can gain market share and mind space by leveraging this powerful yet new media.
Matt's presentation from the October '09 OpenMic session.
A short slideshow on the RoboThespian, an interactive, and remote-controllable robot designed by Engineered Arts.
The purpose of this paper is to present a research proposal as a response to the need for inquiry on new participatory approaches of learning design in higher education. Learning scenarios are required that better connect with the skills and interests of specific groups of students, both in regard to the methodological strategies and the uses of supporting technological tools proposed
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
1. An overview of design representations
Gráinne Conole
The Open University, UK
Abstract
This paper provides an overview of the range of representations that can be used to describe
learning designs. It provides a definition for learning designs and demonstrates how the different
representations can be used for different levels of granularity and to foreground different aspects
of the design process.
Keywords
Learning design, representation, design methods, visualisation
Understanding the design process
New technologies have the potential to enhance the student learning experience significantly; offering new
ways in which students can communicate and interact with each other and with their tutors. However, the
sheer variety of new technologies available now is bewildering. Those tasked with designing the learning
experience need new forms of guidance to take advantage of the affordances of new technologies and to
make pedagogically informed design decisions. Learning design as a research field has emerged in the last
five years, as a methodology for both articulating and representing the design process and providing tools
and methods to help designers in their design process (see Beetham and Sharpe, 2007; Lockyer et al., 2008
edited collections). This paper looks at a particular sub-section of learning design research; namely the area
looking at design representations (see Botturi and Stubbs, 2008 for an edited collection on visual design
languages). The paper will begin by looking at existing practices in designing learning activities and whole
curricula and will argue that on the whole, such design practice tends to be implicit and practice-based. I
will put forward the argument that there is a value in making designs more explicit and formalised and will
go on to describe a range of design presentations. I will provide examples of each representation and will
discuss how different representations can be used. The paper is intended to act as a positional piece
alongside the other papers presented in this symposium.
The OU Learning Design Initiative
The work presented in this paper comes out of the OU Learning Design Initiative (OULDI)
(http://ouldi.open.ac.uk), which is developing an empirically based methodology for learning design, which
aims is to produce a range of tools, methods and approaches to help teachers make more informed design
decisions. Tools produced include a visualisation tool (CompendiumLD and Cloudworks, a site for sharing
and discussing learning and teaching ideas and designs. The work is underpinned by empirical work, aimed
at getting a richer understanding of educational design processes. Data collected includes interviews,
surveys, observations, web statistics, focus groups, as well as gathering data at workshops and other events
we run. The empirical data informs the 3 main strands of our work: representing pedagogy, guiding the
design process and facilitating the sharing and discussing of designs. Conole (2009) describes the origins of
OULDI. Conole, Brasher et al. (2008) describe CompendiumLD and how it can be used to help make
designs more explicit. Conole and Culver (2008) describe the design and evaluation of the Cloudworks site.
Related to this work is the OLnet initiative (http://olnet.org), which aims to provide a global network of
support for researchers and users of Open Educational Resources (OER). An important strand of OLnet’s
work is to apply learning design and pedagogical patterns research to an OER context. Initial findings from
are described elsewhere (Conole and McAndrew, 2009; Dimitriadis et al., 2009; Conole et al., submitted).
1
2. The problem with design
I have argued (Conole, 2008a) that there is a gap between the potential of technologies for learning and
their actual use in practice. Teachers lack the necessary skills to make informed judgements about how to
use technologies and are bewildered by the possibilities. In a series of interviews with teachers, focusing on
their design practices, we gained a richer understand of existing design practice (Cross et al., 2008). What
is evident is that design is a creative, messy and iterative process. Teachers rely heavily on prior knowledge
and experience in their design practice and rarely follow any kind of formal design method process. This
isn’t problematic in situations where the teachers are working within known parameters, but is problematic
when they need to derive new designs within an increasingly complex learning context, where there is an
almost infinite number of resources and tools they can draw on. Indeed closer scrutiny of a learning activity
reveals that it is made up of a significant number of sub-components, which need to be considered in the
design process (Conole, 2008). These include the type of pedagogy being used, the context in which the
learning activity will be enacted, the types of intended learning outcomes associated with the activity, the
nature and number of tasks to be undertaken by the learner, the associated tools and resources they will use
and any formative or summative assessment. Furthermore each of these sub-components have inter-
dependencies; the kinds of pedagogy chosen will influence the tasks undertaken by the student; different
tools have different affordances and will influence the learning experience, assessment is often a key driver
in learning and hence the nature of the assessment has a significant influence on the way in which the
learner will engage with the learning activity.
Learning Design as a term originated in the technical community and began to gain prominence around
2004, following the development of the educational mark-up language at the Open University of the
Netherlands. Since then others have appropriated it in a much broader sense, shifting to the notion of
'Designing for Learning'. Cross and Conole (2008) provide a simple overview of the field. The focus of the
research is to both better understand and represent design processes, along with developing tools and
methods to hep practitioners create better designs. A number of benefits of adopting a more formal and
rigorous approach to design have been identified (Conole, 2009). In terms of the OULDI research work, we
define learning design as:
A methodology for enabling teachers/designers to make more informed decisions in how they go about
designing, which is pedagogically informed and makes effective use of appropriate resources and technologies.
This includes the design of resources and individual learning activities right up to whole curriculum level design.
A key principle is to help make the design process more explicit and shareable. Learning design as an area of
research and development includes both gathering empirical evidence to better understand the design process as
well as the development of a range of resource, tools and activities.
We see ‘learning design’ as an all encompassing term to cover the process, representation, sharing and
evaluation of designs from lower level activities right up to whole curriculum level designs. In previous
work (Conole and Jones, 2009) we identify three levels of design: micro, meso and macro, drawing on
Bielaczyc (2006) and Jones (2007). In our terms, the micro-level refers to learning activities (typically a
few hours worth of activity), the meso-level to aggregations of activities or blocks of activities (weeks or
months worth of activity) and the macro-level to whole curriculum designs. As part of their Curriculum
Design programme the Joint Information Systems Committee (JISC) provide the following definition in
terms of curriculum (JISC, nd):
‘Curriculum design’ is generally understood as a high-level process defining the learning to take place within a
specific programme of study, leading to specific unit(s) of credit or qualification. The curriculum design process
leads to the production of core programme/module documents such as a course/module description, validation
documents, prospectus entry, and course handbook. This process involves consideration of resource allocation,
marketing of the course, and learners’ final outcomes and destinations, as well as general learning and teaching
approaches and requirements. It could be said to answer the questions ‘What needs to be learned?’, ‘What
resources will this require?’, and 'How will this be assessed?'
Types of representation
2
3. Learning designs can be ‘represented’ or ‘codified’ in various ways; each representation will articulate
particular aspects of the learning that the designer anticipates will take place. Each design representation
foregrounds different aspects of the inherent ‘master’ design. These forms of representation range from rich
contextually located examples of good practice (case studies, guidelines, etc.) to more abstract forms of
representation that distil out the ‘essence’ of good practice (models or patterns). This section describes
what is meant by ‘design representation’. It gives an overview of the different types of representations; the
formats they can be presented in, the level of granularity of design they portray and an indicate of the
particular ‘lense’ each representation provides on the inherent ‘master design’. Conole and Mulholland
(2007) outlined a number of common representations. These included essentially practice-focussed
representations (e.g. case studies, lesson plans and patterns), conceptual representations (e.g. mind maps
and models), more abstract representations (e.g. and vocabulary) and technically orientated representations
(e.g. UML diagrams). There are a number of uses of these, to enable: educational researchers to analyse
and develop educational innovations, teachers to plan lessons, software designers to instantiate lesson
designs in software or learners to understand what they are doing. The type of representation is crucially
dependent on its purpose.
This paper builds on this work and describes
different types of representations and how they
can be used. This figure provides a more
generic description of the types of
representation. Four main types of
representations are identified: verbal, textual,
visual, or data-based. A range of tools is now
available to help visualise designs and in some
cases, actually implement designs. Four
examples are shown. LAMS (http://lams.org)
uses a link and node visualisation, but because
LAMS sequences are ‘runnable’ the basic
components of the system are tool-focussed.
CompendiumLD (http://compendiumld.open.ac.uk) is also link and node based, but can be used across a
broader range of granularity of designs, CompendiumLD maps can be exported in a variety of formats, but
are not directly runnable. MOT+ is a graphical language and editor, which helps define activity sequences,
actors and tools (Paquette et al., 2008). Finally WebCollage visualises pedagogical patterns taking a
metaphorically based approach to visualise designs around their description, such as ‘pyramid’ or ‘jigsaw’
(Hernández et al. 2005, 2006). Many representations are primarily practice-orientated in nature, however
some have a particular theoretical basis. For example, designs which explicit align with a particular
pedagogical perspective such as constructivism or pedagogical patterns which have a prescribe format and
are based on an underlying theoretical perspective based on the work of Alexander (see for example
Alexander et al, 1977; Goodyear, 2005). Vocabularies (see for example Conole, 2008a) and abstract
representations such as design schema (see for example Conole, 2008b) and pedagogical models, such as
Laurillard’s conversational framework (Laurillard, 2002) are also examples of representations that are
based on theoretical perspectives. Whilst clearly this is not a perfect classification it does give some
indication of the breadth of types of representation that are possible.
Representations can have different formats, can be used to describe different aspects of the design lifecycle
and can provide different lenses on the inherent design, foregrounding specific aspects:
• Formats: these can include different types of text-based representations (e.g. case studies or narratives),
visualisation representations (e.g. node-link types representations, design schema or metaphorical),
numerically focussed (e.g. pie or bar charts based on underlying numerical data), representations based
on other forms of media (e.g. audio or video) or representations can be a combination of the above.
• Levels: Designs can describe small-scale learning activities (which might describe a few hours worth
of learning) or scale up to a description of a whole curriculum (across a three-year undergraduate
degree course or a one-year masters course)
• Lenses: The focus might be on the nature of the tasks being undertaken and associated tool and
resources, on the overarching pedagogical principles, mapping different components of the design or
relating to specific data (such as financial or student performance data).
3
4. •
Conole and Mulholland (2007) further classified representations into three levels.
At a simplistic level this has an educational component (the pedagogical intention and aspiration) and a
technological component (what technologies will be used, how and their associated affordances). A meditational
layer, which describes the process or operational dimension, provides the link between these.
They go on to suggest that the educational view provides the underlying pedagogical/inquiry model (such
as the learning outcomes and pedagogical approach). The Process-based/Operational view focuses on
enactment of the design. Examples include representations that are essentially stage-based (where the focus
is on what is happening in a temporal sequence), or schema-based (which not only outlines the sequential
set of tasks, but also the and associated roles, resources, tools and outputs). The final technical view, they
argue, provides the ‘technical implementation blueprint’ and the rule-based/runtime of the data flow.
Examples of different types of representation
This section describes a set of recent representations that we have developed as part of learning design
research. It will describe each representation, provide an illustrative example and suggest how that
representation can be used. The 7 representations presented here are not intended to be comprehensive, but
to give a flavour of the variety of representations and an indication of their uses. They cover the spectrum
of different types of format, level and lenses described earlier (Table 1).
Representation Format Level Lens
Textual summary Text Macro Descriptive overview
Content map Node-link Meso, macro Content hierarchy & structure
Task swimlane Node-link Micro Tasks breakdown: roles, tasks, associated tools/resources
Pedagogy profile Bar chart Design method: student tasks
Principles matrix Matrix Design method: principles overview
Component map Node-link Meso Map of aims & course cohesion
Course map Pyramid Macro Pedagogy overview
1. Textual
This is the standard ways in which course are represented. It can range from a brief textual overview plus
descriptive keywords through to more a more detailed breakdown of the curriculum covered. Such textual
representations are common and form the basis of most course descriptions. Textual descriptions can also
be used to indicate the pedagogical intent of the course or can be aligned to a particular theoretical basis, as
is the case with pedagogical patterns, which follow a particular style and format.
2. Content map
Another common way of representing designs is in terms of content.
Content can be organised in a number of ways, but a particularly helpful
one is to organise it into a series of themes and sub-themes, although
alternatives are possible that can be temporally based or metaphorically
based for example. Buckingham Shum and Okada (2007; 2008) show
how the Compendium software tool can be used to represent content
(See http://openlearn.open.ac.uk/course/view.php?id=2824#section-4).
The textual and content mapping representations are probably the most
common ways in which teachers think about their designs. However,
taking a more activity-focussed approach about using different
tools/resources requires other representations.
3. The Task swimlane representation
Representation at the level of learning activity was now fairly well understood. Our own representation at
the activity level is based on an underlying learning activity taxonomy (Conole, 2008), which describes the
components that need to be addressed when designing at this level (such as the tools and resources involved
4
5. in the activity, the kinds of task the students will do, the roles of those involved, etc.). Whilst some of these
components scale up to the level of curriculum design, this level brings additional levels of complexity –
how can you map across the design process, what are the relationships between the different components at
this level and what are the interdependencies?
The task swimlane representation is useful in terms of designing
at the learning activity level. The figure shows a simple task
swimline representation drawn in CompendiumLD. Each role has
an associated line of tasks and associated tools and resources.
This is an example of what McKim (1980) categorises as link-
node diagrams, where concepts/entities are represented as nodes
and where the connections between the nodes have meaning. In
our work so far nodes and links have been given equal weight,
but it is also possible to use size or boldness as a means of
conveying relative importance. The core learning design icon set
in the tool are derived from an underlying learning activity
taxonomy (Conole, 2008a). The tool also includes embedded help
features and can be exported in a number of formats (see Conole
et al. 2008 for more on CompendiumLD). Task swimlines can
also be used to describe activities based on specific design types.
For example the ‘Think-pair-share’ pedagogical pattern
represented by Hernández et al. (2005) as a metaphorical
visualisation, can also be represented as a task swim-line ( http://cloudworks.ac.uk/cloud/view/1800).
4. Design method: the pedagogy profile
The pedagogy profile is a worked up version of the media
advisor toolkit developed some years ago (Media Advisor,
nd; Conole and Oliver, 1998), modernised against task types
developed as part of recently developed learning activity
taxonomy (Conole, 2008). In essence there are six types of
tasks learners can do:
• Assimilative – reading, listening, viewing
• Information handling – manipulating data or text
• Communicative – discussing, critiquing, etc
• Productive – an essay, architectural model, etc
• Experiential – practising, mimicking, applying, etc
• Adaptive – modelling or simulation
In addition, learners undertake some form of assessment activities. You can then use these to create a
pedagogy profile for a course – indicating the proportion of each type of tasks. An interactive pedagogy
widget is now also available in the Cloudworks site (http://cloudworks.ac.uk/index.php/cloud/view/2459)
5. Design method: Principles/pedagogy matrix
This representation articulates the pedagogical
approach being adopted by the course and the
overarching principles (See Conole, 2008b for more
details). It provides a matrix that maps the principles
of the course against four macro-level aspects of
pedagogy. Principles might be generated/articulated
by the course team (for example getting the students
to reflect on experience and show understanding or
incorporating frequent interactive exercises and
feedback across the course) or might be derived
from theory or empirical evidence (for example the
5
6. REAP assessment principles (Nicol, 2009).
Variants on the matrix are also possible. For example mapping principles to course activities, or mapping
the principles to a different set of pedagogical characteristics (for example Bloom’s educational taxonomy,
the REAP principles or Laurillard’s conversational framework).
6. Component based map
In addition to mapping at the level of individual activities
it is also important to be able to map at the meso- and
macro-level in terms of mapping different components of
the course; such as learning outcomes, content, activities
and assessment. Standard mind mapping and concept
mapping tools can be really helpful in laying out and
making these kinds of connections. A number of different
configurations and layouts can be envisaged. The figure
shows a mapping of learning outcomes to activities for a
recently run blended design workshop (see the following
set of web pages
http://cloudworks.ac.uk/index.php/cloudscape/view/1912
for more details on the workshop and activities).
Sherborne (2008) argues that ‘concept mapping could
help curriculum developers and teachers at various stages
of the [design] process. The ability of maps to focus on
key ideas and their connections may help curriculum
designers to survive better the translation into classroom
experience and promote collaborative working methods.’
7. Course map
The course map representation gives an ‘at a glance’ overview of the course. The representation is based on
articulation of the gross-level aspects of what the learner is doing and how they are learning
(information/experience, communication/interaction and thinking/reflection), the guidance/ support they
receive and the way in which they are expected to evidence/
demonstrate their learning. A 3D-representation of the
course map nicely illustrates the relationship between the
three aspects of student learning and the overall
guidance/support and the ultimate evidence/demonstration
of their understanding. The representation enables you to
describe the course in terms of the types of learning
activities the learner is undertaking as well as the guidance
and support provided and the nature of any assessment. The
table below describes the five facets of the representation in
more detail. Essentially the guidance and support acts as the
‘learning pathway’ and might include details on the course structure and timetable or links to a course
calendar or study guide. Information/experience translates to the content of the course and what the learners
are doing, communication/interaction to the social dimensions of the course and thinking/reflection to
meta-cognition. Finally it may take the form of diagnostic, formative or summative assessment.
The representations presented here have been
trialled in a number of venues and appear to
provide robust and useful representations.
Representations 1 and 2 are fairly well established,
but as discussed earlier new visualisation tools are
enabling practitioners to represent content in ever
more creative ways. The task swimlane
representation for example has been used
extensively and is built into our visualisation tool
6
7. CompendiumLD (Conole et al. 2008). The pedagogy planner and the course map representations were used
at a Blended Design Challenge workshop, to help guide teams to design
(http://cloudworks.ac.uk/cloud/view/2640). A 3D ‘task-in-context to pedagogy’ map has been produced,
based on earlier work (see Conole et al., 2004 and Conole, 2008) and we have also being exploring data-
derived representations such as views based on financial data for a course or student performance data (See
http://cloudworks.ac.uk/index.php/cloudscape/view/1907 for more details). We have also evaluated a series
of workshops exploring the use of these design representations with pedagogical patterns work (Dimitriadis
et al. 2009; Conole et al. 2010).
Towards a more coherent classification of representations
Representing design in a range of formats, beyond simple text can help practitioners to think more
creatively about their designs and can lead to new insights and understandings. There are parallels with
Vygotsky’s notions of language as a mediating artefact, ‘thought is not merely expressed in [drawings], it
comes into existence through them’ (quoted in Stubbs and Gibbons, 2008: 37). This paper has attempted to
categorise and outline a number of representations and their purposes. The selection chosen attempts to
cover the full spectrum of designs: from learning activities to whole curriculum designs. But as Stubbs and
Gibbons (2008: 46) point out ‘As important as drawing may be to the design process, it rarely stands alone.
Design drawings are nearly always accompanied by narrative, which supplements and adds meaning.’ They
quote Bruner ‘We organise our experiences and our memory of human happenings mainly in the form of
narrative – stories, excuses, myths, reasons for doing and not doing and so on.’ whereas visual
representations, on the other hand, ‘can render phenomena, relationships and ideas visible, allowing
patterns to emerge from apparent disorder to become detectable and available to our senses and intellect.’
This paper has described some of the recent work we have been doing in terms of describing designs. It has
contextualised this in broader work in the field. It is evident that there is currently a lot of interest in this
area and that we are moving towards a clearer understanding of different types of representations and how
they can be used. This section puts forward a draft classification of these representations.
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Acknowledgements
This work is part of a broader set of research at the Open University: Andrew Brasher, Paul Clark, Gráinne
Conole, Simon Cross, Juliette Culver, Rebecca Galley, Mike Jones, Paul Mundin.
Contact details:
Gráinne Conole, The Open University, UK, email: g.c.conole@open.ac.uk
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