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Design patterns - closing the gap between practice and theory Yishay Mor,  London Knowledge Lab Showcase Event, May 2009
Coming from: ,[object Object],[object Object],[object Object],[object Object],[object Object]
Basic Claim: Education = Designed Learning
Educational Research as Design Science ,[object Object],[object Object],[object Object],[object Object],"everyone designs who devises courses of action aimed at changing existing situations into desired ones" (Herbert Simon, 1969, p 129)
The “gap” Theory  (abstractions) Practice (anecdotes) Design Knowledge
Design Knowledge is.. ,[object Object],[object Object],[object Object],[object Object]
Wanted: an “algebra” for a design science of learning ,[object Object],[object Object],[object Object],[object Object],ab + (a-b) 2 /4 = (a+b) 2 /4 A notational framework  that enables:
Solution...
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) ‏ C o n t e x t Problem Solution
Problem Keep the rain out Context Cold, wet, poor. Method of solution Thatched roof Related Timber frame,  Slanted roof, Chimney
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
Example pattern: Mathematical game pieces Mathematical content is often injected artificially into games or other activities, as  sugar-coating . This has a dual effect of ruining the game and alienating the mathematics. By contrast, for many mathematicians, mathematics  is  the game.  Problem / Intent Context Games for mathematical learning.
Mathematical game pieces (II)‏ ,[object Object],[object Object],[object Object]
Mathematical game pieces: examples
Example Pattern: Objects to talk with ,[object Object],Problem / Intent interfaces which allow learners to converse about a common activity.  Context
Objects to talk with (II)‏ ,[object Object],[object Object]
Objects to talk with: Example ,[object Object],I made the fatal mistake of thinking it started at zero. I also said it wouldn’t go over 100, which was very wrong.
Example pattern: try once, refine once Problem Lack of immediate feedback for students leads to fossilisation of errors and misconceptions providing immediate feedback in an iterative fashion can also hinder effective learning since students are able to "grope their way" step-by-step to a correct solution without necessarily having to think about each answer as a whole.
Context ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Solution http://www.slideshare.net/harvey_mellar/dylan-wiliam-1374282 http://purl.org/planet/Patterns/t1r1
Problem: telling a good story is not so easy ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Three hats
Thank you Yishay Mor http://people.lkl.ac.uk/yishay yishaym@gmail.com  This presentation http://www.slideshare.net/yish/lkl-showcase-yishay-mor

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Lkl Showcase Yishay Mor

  • 1. Design patterns - closing the gap between practice and theory Yishay Mor, London Knowledge Lab Showcase Event, May 2009
  • 2.
  • 3. Basic Claim: Education = Designed Learning
  • 4.
  • 5. The “gap” Theory (abstractions) Practice (anecdotes) Design Knowledge
  • 6.
  • 7.
  • 9. 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) ‏ C o n t e x t Problem Solution
  • 10. Problem Keep the rain out Context Cold, wet, poor. Method of solution Thatched roof Related Timber frame, Slanted roof, Chimney
  • 11. 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
  • 12. Example pattern: Mathematical game pieces Mathematical content is often injected artificially into games or other activities, as sugar-coating . This has a dual effect of ruining the game and alienating the mathematics. By contrast, for many mathematicians, mathematics is the game. Problem / Intent Context Games for mathematical learning.
  • 13.
  • 15.
  • 16.
  • 17.
  • 18. Example pattern: try once, refine once Problem Lack of immediate feedback for students leads to fossilisation of errors and misconceptions providing immediate feedback in an iterative fashion can also hinder effective learning since students are able to "grope their way" step-by-step to a correct solution without necessarily having to think about each answer as a whole.
  • 19.
  • 21.
  • 23. Thank you Yishay Mor http://people.lkl.ac.uk/yishay yishaym@gmail.com This presentation http://www.slideshare.net/yish/lkl-showcase-yishay-mor