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Planet / Handheldlearning, Oct 2008
Planet: bringing learning design knowledge to the forefront
Yishay MorHandheldlearning, London, Oct. 2008
Planet / Handheldlearning, Oct 2008
Note I: Acceleration
Son, this was my dad's mobile. I want you to have it.
The world is changing. Fast. Faster. Teachers are learners. Students are researchers. We are all designers of
our and our peer's learning.
Planet / Handheldlearning, Oct 2008
Note II: The design divide
the gap between those who have the expertise to develop high-quality tools and resources and those who don’t (Mor & Winters, 2008*)
Low cost, mobile, connected devices create a potential of a level playing field – but also an illusion of one.
The critical obstacle to development is not lack of means of production, but lack of knowledge how to use them.
* http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=223
Planet / Handheldlearning, Oct 2008
Note III: The void
The Prophetswill tell you what should be done
The Explorerswill tell you what they did
Current discussion of learning and technology alternates between the abstract theoretical and the anecdotal.In between there is a shortage of design-level discourse.
?
Planet / Handheldlearning, Oct 2008
Where am I? What do I do now?
You're in a hot air balloon You should find where you want to go
and land there.
Did I tell about the time I crossed the
Himalayas in a Zeppelin?
Planet / Handheldlearning, Oct 2008
Wanted: a design science of learning
A science of design has - A value dimension A functional axis of decomposition Attention to representation
(Mor & Winters, 2007)
Herbert Simon (1969): we need a scientific study of the man-made. At its core, the science of design. “everyone designs who devises courses of action aimed at changing existing situations into desired ones”
Planet / Handheldlearning, Oct 20087
The Design Knowledge Problem
Expert := one who solves problems in a
particular domain
Expert := has domain design knowledge
Experts do,Consultants talk
Experts talk in jargon
But..
Planet / Handheldlearning, Oct 2008
Solution: sharing stories
Stories (narratives) are a fundamental form of generating / sharing knowledge. (Bruner)
Thick descriptions of problems & solutions. Everyone likes a good story.
http://www.slideshare.net/yish/case-study-how-to-presentation
Planet / Handheldlearning, Oct 2008
But..
Narratives are not enough: The Aha! Factor
How do we identify the key design element in a story?
The fantasy factor How do we know its true?
The (cognitive) load factor The world is changing too fast for us to take in all
the good stories.
Planet / Handheldlearning, Oct 200810
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
Planet / Handheldlearning, Oct 200811
ProblemKeep the rain out
ContextCold, wet, poor.
Method of solutionThatched roof
RelatedTimber frame, Slanted roof,Chimney
Planet / Handheldlearning, Oct 200812
example: activity nodes
Design problemCommunity facilities scattered individually through the city do nothing for the life of the city.
Design solutionCreate 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
Planet / Handheldlearning, Oct 200813
The Planet way
Planet / Handheldlearning, Oct 2008
Experience -> narratives -> patterns
Planet / Handheldlearning, Oct 2008
How it works
Tell me a story. The three hats. What do you see? Make it a pattern. Connect, refactor, refine, repeat. Back to the field: scenarios.
Planet / Handheldlearning, Oct 2008
Tell me a story Situation
Set the scene (I wasn't there)
Task What problem where you trying to solve?
Actions What did you do?
Results What happened?
Reflections
Planet / Handheldlearning, Oct 2008
The three hats
Work in small groups One tells a story, second writes it down, third
presents it.
Planet / Handheldlearning, Oct 2008
What do you see?
After a case story is presented, ask the audience to identify the primary points from their perspective.
What is the key message you take from this story?
Planet / Handheldlearning, Oct 2008
Make it a pattern
C o n t e x t
Problem Solution
When, Where, Who
Collision of forces
Cookbook: ingredients, procedure, expected
outcomes
Planet / Handheldlearning, Oct 2008
Connect, refactor, refine, repeat
C o n t e x t
Problem Solution
C o n t e x t
Problem Solution
C o n t e x t
Problem Solution
C o n t e x t
Problem Solution
C o n t e x t
Problem Solution
Patterns thrive in languages
Planet / Handheldlearning, Oct 2008
Scenarios
The ultimate proof of a pattern language is in its effectiveness as a tool for design.
Ask participants to tell as “fantasy story”: a current design challenge as an “I wish” case story.
Apply patterns to derive solution.
Planet / Handheldlearning, Oct 2008
Conclusions
Learning as a design science Need an Algebra for ↑ Case stories, patterns, scenarios Work in progress but promising results so
far. Come to our workshops!
Planet / Handheldlearning, Oct 200823
Thank you
The pattern language network project:http://patternlanguagenetwork.org
Participate:http://snipurl.com/planet-workshops
Yishay Mor
http://www.lkl.ac.uk/people/mor.html
This presentationhttp://www.slideshare.net/yish/planethandheldlearning08-presentation/