6. The Challenge How do we support educators’ shift from knowledge providers to learning designers? How do we leverage design experiences as drivers of learning? 6 Despite the growing number of learning design tools, repositories of case studies and exemplars, standards and specifications, evidence of widespread uptake and adoption remains scattered and inconclusive. (Conole et al 2008)
7. A Culture of Learning Design How do we - Facilitate design-level conversation among educational practitioners? Represent design knowledge in (technology-enhanced) education? Enculturate educators as learning designers? Establish a discourse of learning design that is scientifically valid and yet widely accessible? 7
8. Today’s menu 8 Planet Facilitating design-level conversation PhD Representing design knowledge in TEL Courses Enculturating educators as learning designers LD-GRID Establishing a discourse of learning design
9. Pattern Language Network (Planet) 9 JISC (UK) Funded, 15 months, 26 workshops, 6 groups, ~100 case stories, ~30 patterns Directed by Prof. Janet Finlay My role: lead the methodology, facilitate workshops, technical development
10. Participatory Pattern Workshops Methodology Problem Acceleration -> need for effective protocols for sharing of design knowledge Context interdisciplinary communities of practitioners engaged in collaborative reflection on a common theme of their practice. blended setting: co-located meetings + on-line collaborative authoring system. 10
11. PPW framework 11 Co-authored with Niall Winters and Steven Warburton
12. Design Narratives Workshop 12 Engender collaborative reflection among practitioners by a structured process of sharing stories.
14. Pattern Mining Workshop 14 Shift from anecdotes to transferable design knowledge by identifying commonalities across case stories, and capturing them in a semi-structured form.
15. Future Scenarios Workshop 15 Validate design patterns by applying them to novel real problems in real contexts.
16. And the outcomes.. 16 Mor, Y. (2011). Embedding Design Patterns in a Methodology for a Design Science of e-Learning. In C. Kohls & J. Wedekind (Eds.), Problems Investigations of E-Learning Patterns: Context Factors Solutions. Mor, Y., Mellar, H., Pachler, N., & Daly, C. (2011). Formative e-Assessment: case stories, design patterns and future scenarios. In C. Kohls & J. Wedekind (Eds.), Problems Investigations of E-Learning Patterns: Context Factors Solutions Daly, C., Pachler, N., Mor, Y., & Mellar, H. (2010). Exploring formative e-assessment: Using case stories and design patterns. Assessment & Evaluation in Higher Education, 35(5), 619-636. Pachler, N., Daly, C., Mor, Y., & Mellar, H. (2010). Formative e-assessment: practitioner cases. Computers and Education, 54(3), 2010. Mor, Y. (2010). Guess my X and other patterns for teaching and learning mathematics. In T. SchĂĽmmer & A. Kelly (Eds.), Proceedings of EuroPLoP 2008 And hundreds of happy customers..
18. PhD 18 winner of the second TELEARC award for PhD excellence, 2011.
19. Design Experiment Cycle 19 (McKenney et al, 2006; Gravemeijer and Cobb, 2006; Cobb and Gravemeijer, 2008; Gorard, Roberts and Taylor, 2004; Cobb et al, 2003; Bannan-Ritland, 2003)
20. Representations of Design Knowledge in Education 20 Design Narratives (Barab et al, 2008; Bell, Hoadley and Linn, 2004) EML / IMS-LD (Koper & Tattersall, 2005; Koper & Olivier, 2004) Scripts (Miao et al., 2005; Kobbe et at., 2007) Design Principles (Fuhrmann, Kali and Hoadley, 2008; Kali, 2006; 2009; Bell, Hoadley & Linn, 2004) Design Patterns (Retalis et al, 2006; Haberman, 2006; Derntl & Motschnig-Pitrik, 2005; Goodyear et al. 2004) Activity Sequences (Dalziel 2006) (McAndrew, Goodyear, and  Dalziel, 2006)
21. Representations of Design Knowledge in Education 21 Design Narratives (Barab et al, 2008; Bell, Hoadley and Linn, 2004) EML / IMS-LD (Koper & Tattersall, 2005; Koper & Olivier, 2004) Scripts (Miao et al., 2005; Kobbe et at., 2007) Design Principles (Fuhrmann, Kali and Hoadley, 2008; Kali, 2006; 2009; Bell, Hoadley & Linn, 2004) Design Patterns (Retalis et al, 2006; Haberman, 2006; Derntl & Motschnig-Pitrik, 2005; Goodyear et al. 2004) Activity Sequences (Dalziel 2006)
22. A Design Narrative… Is an account of critical events in a design experiment from a personal, phenomenological perspective. Focuses 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. Portray the complete path leading to an educational innovation not just its final form – including failed attempts and the modifications they espoused. 22
23. A design narrative should.. Provide an account of an aspect of a design experiment, in the voice of the designer / researcher / participant. Clearly delineate the context of the design experiment and its educational goals. Present a documented record of the protagonists’ actions and their effect. Incorporate data collected and processed in appropriate scientific methods. Decouple reporting events from their interpretation. Be followed by a statement of the derived conclusions, linking them clearly and explicitly back to the narrative. 23
25. From Narratives to Design Patterns Identifya prominent design feature in a design narrative, linked to a desired outcome. Capture the design feature using a core template of Problem, Context, and Solution. Corroborate with other narratives. Express the problem as a configuration of forces. Define the context of the pattern by the situational characteristics common to all supporting narratives. Articulate the solution in the most specific detail that is still consistent with all supporting narratives. 25
26. 26 Qualities of Design Patterns Methods for Extracting Patterns from Narratives Design Pattern Template Design Narrative Template Types of Design Narratives Qualities of Design Narratives Methods for Aggregating Design Narratives Data Collection Methods
27. But is it practical?(does it affect practice?) 27
28. Game and learning course 2 terms (23 weeks each), 2010 / 2011 My role: Design Teach Develop the supporting environment Evaluate (ongoing) 28
29.
30. 22 students: all female, in-service teachers, age 25-40, 13 from Nazareth (Palestinian), 9 from Upper Nazareth (Jewish)
31. Aims to establish a group which will lead techno-pedagogical innovation in the two cities.29
34. To acknowledge the knowledge domain of digital games, and in particular their relationship to learning and teaching.
35. To gain practical skills for integrating digital games into educational activities.31
36. Violence: experience, read, debate 32 Play Quake live Watch / read about the medal of Honour controversy. Share your views in an on-line discussion
37. Oh really? Design & conduct mini-research 33 Examine beliefs of children’s attitude to games: Design and distribute a questionnaire. Design and conduct an observation and an interview. Compare and discuss findings.
38. Co-Construction of Knowledge Artefacts: Teachers’ Guide 34 Concluding task - collaboratively develop a “teachers’ guide”: A website introducing the theory and practice of the relationship between games and learning.
39. 2nd term: projects 35 10 projects (singles – pentas) Identify educational challenge, context, pedagogical approach Design and test: Implementation: use existing game, design activity. Development: create new game gamification: activity using game design principles.
40. 36 mLearning Course 13 weeks x 4 hours Project-based: Students – Form groups Identify an educational challenge Define a pedagogical approach Review case studies Design and implement a solution Evaluate and reflect
41. “Maths in the pocket”training teachers in using mobile maths apps 37