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Iconic notions in e-learning: Expanding the Planet Project's pattern language

This project explores the pattern language in e-learning, inspired by the PLANET project. It delves into creating a holistic framework for learning scenarios, clients, cognitive science tasks, and more. By following Alexander's approach to design from a pattern language perspective, it aims to shape successful practices and buildable structures within web 2.0 communities. The narrative of lifelong learning and the learning arcs framework is also explored, with a focus on user experiences and open learning environments. The paradigm shift towards user identity and the dynamics of the learner-designer interaction are examined to enhance the perception of knowing and practice in e-learning.

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Iconic notions in e-learning: Expanding the Planet Project's pattern language

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  1. Iconic notions in e-learning: Expanding the Planet Project's pattern language Lawrie Hunter Kochi University of Technology lawriehunter.com Search for a CALL pattern language. Best found example: The PLANET project inspired by often without SHARING Characterizations of: -knowledge scenario -client -learning theory -cogsci task framework In the framework: Situation Task Actions Results Lessons learned of patterns consisting of 'tasks' in an excellent network Alexander et al's "A Pattern Language" for the holistic creation of dwellings http://patternlanguagenetwork.org/ http://patternlanguagenetwork.myxwiki.org/ http://patternlanguagenetwork.org/

  2. Designing for an entire domain start from the whole language :Hunter Alexander: always choose elements of the pattern language choose patterns compress purpose purpose shape the project you are making form a project

  3. Alexander Planet town or community community of web 2.0 practitioners shape of groups of buildings, and individual buildings collection of successful practices how to make a buildable building directly from this rough scheme of spaces how to make a successful practice Before you lay out structural details, establish a philosophy of structure which will let the structure grow directly from your plans and your conception of the buildings. A sense of something missing

  4. content Alexander town or community set of ideas / beliefs clusters of learnables how to make a learnable shape of groups of buildings, and individual buildings clientele abstract design society individual clusters of perceptions/ retentions/skills how to shape a perception/ retention/skill how to make a buildable building directly from this rough scheme of spaces harmony of life process clusters of arcs enactments of arcs Before you lay out structural details, establish a philosophy of structure which will let the structure grow directly from your plans and your conception of the buildings. Views of e-learning

  5. Design-side speculation LEARNER SIDE "TEACHING" SIDE KNOWING ARC SITUATING ACQUISITION ARC DESIGN SIDE ORCHESTRATING FRAMING of practice LEARNING ARC PRACTICE: clusters of concepts/ skills TRAINING CONCEPTS, SKILLS

  6. SEARCH: what is the whole domain? Digitalnative Back to narrative? or on to 5? Socialliteracies: mobs/crowds User Digital immigrant Learner 4.Theoreticculture Textfragments(database) Web/infoliteracies body/mind Hyper-text 3.Narrative culture “Student” Literacy mind Lineartext Designed body Learnercentered Curriculumcentered Findability, tags, folksonomies Searcha- bility(database) Paradigm palette Statictext Control groupresearch Rotemethod-ology Ethno-graphicresearch SLATheory CALLgizmos Design-basedresearch Learningmanagementmethodology Learningtheories Userexperienceresearch Virtuallearningenvironments Emergence CognitiveScience Open learning commons Socialsoftwarereality Expanding the paradigm palette (Hunter, 2006)

  7. Arcs in the narrative of lifelong learning Watts' “Eight-Point Story Arc” 1. Stasis 2. Trigger 3. The quest 4. Surprise 5. Critical choice 6. Climax 7. Reversal 8. Resolution Novice y = tension y = tension real-world application How many learning arcs are there? trial & error perception of mastery success x = time x = time Expert search for analogies y = tension selection of close fit generalizable solution characterizing problem x = time

  8. Paradigm shift: user identity POV

  9. Quantum levels of the 'help you learn' game Player (Learner/client) Designer Metalanguage Perception of knowing (how) Perception of practice Framing of practice Scenario life Clustering of concept/ skills Perception of 'learned' Perception of knowledge Interaction design Task design Perception of task Perception of learning Towards a CALL pattern language inspired by Planet

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