<rdf:RDF xmlns:community="http://www.bibsonomy.org/ontologies/2008/05/community#" xmlns:foaf="http://xmlns.com/foaf/0.1/" xmlns:owl="http://www.w3.org/2002/07/owl#" xmlns:admin="http://webns.net/mvcb/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:syn="http://purl.org/rss/1.0/modules/syndication/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" xmlns:cc="http://web.resource.org/cc/" xmlns:xsd="http://www.w3.org/2001/XMLSchema#" xmlns:swrc="http://swrc.ontoware.org/ontology#" xmlns:rdfs="http://www.w3.org/2000/01/rdf-schema#" xmlns="http://purl.org/rss/1.0/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xml:base="http://www.bibsonomy.org/tag/cal09-patterns"><owl:Ontology rdf:about=""><rdfs:comment>BibSonomy publications for /tag/cal09-patterns</rdfs:comment><owl:imports rdf:resource="http://swrc.ontoware.org/ontology/portal"/></owl:Ontology><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2dea6e9bcf73fecbf6004c78aa714d5d3/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2dea6e9bcf73fecbf6004c78aa714d5d3/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=1195"/><swrc:date>Fri Feb 04 12:21:27 CET 2011</swrc:date><swrc:journal>Computers and Education</swrc:journal><swrc:number>2</swrc:number><swrc:pages>579-600</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Elsevier"/></swrc:publisher><swrc:title>IDR: a participatory methodology for interdisciplinary design in technology enhanced learning</swrc:title><swrc:volume>50</swrc:volume><swrc:year>2008</swrc:year><swrc:keywords>CERME-6-patterns IDR KalDesignResearch LDSE LP asld-book asld2011 cal09-patterns design designpatterns eLPBookMor edid9 education haifa-edtech iterative jime08 ldg learning learningdesigngrid lgcbook lp methodology my myown mythesis olnet patterns pedagogicalpatterns polonsky postdocapplication research </swrc:keywords><swrc:abstract>One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein &amp; Ishikawa, 1977) and the design research paradigm (DiSessa &amp; Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants. </swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Niall Winters"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Yishay Mor"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2ac5f7552c7d03c7811c9ca8d2daac021/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2ac5f7552c7d03c7811c9ca8d2daac021/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://jime.open.ac.uk/2008/13/"/><swrc:date>Fri Feb 04 12:20:04 CET 2011</swrc:date><swrc:journal>Journal of Interactive Media</swrc:journal><swrc:title>Participatory design in open education: a workshop model for developing a pattern language</swrc:title><swrc:year>2008</swrc:year><swrc:keywords>Architecture4Participation CERME-6-patterns CaseStudies Games IDR JIME Learning Mathematics OER PatternLanguages asld-book asld2011 cal09-patterns casestudies contel11 design designpatterns eLPBookMor edid9 education educational elp-feasst haifa-edtech jime08 language ldg learning learningdesigngrid lgcbook lp mathgamespatterns methodology my myown mythesis olnet open opencontent openeducationalresources opensource participatory patternlanguagenetwork patternlanguagenetworkpublications patterns planetpublications polonsky ppw selected top tuebingenfeasst wleformativeeassessment workshops </swrc:keywords><swrc:abstract>Technologically enhanced learning environments raise complex challenges for their designers, developers and users. Design patterns and pattern languages have recently emerged as a potential framework for addressing some of these challenges. However, the uptake of design patterns has been slow outside of the computer science community. We argue that this is largely a consequence of a weak positioning of pattern languages, as a form of delivering expert knowledge to layperson, and suggest an alternative view: the development of a pattern language as a community endeavour. In terms of open education, the workshop model can be viewed as an open production process for developing educational resources, in our case design patterns. We propose a model of pattern elicitation workshops, in which collaborative development of a pattern language provides a framework for sharing design knowledge within interdisciplinary communities. This model was iteratively developed at five international conferences. It was then postulated as a design pattern itself, encompassing a series of practices and a set of supporting tools.  We believe this model could be applied in a broad range of communities concerned with the development of open digital educational resources.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Yishay Mor"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Niall Winters"/></rdf:_2></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Patrick McAndrew"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Steve Godwin"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Ale Okada"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Andreia Santos"/></rdf:_4></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/270782f4ed3df5a7684e1dab800443e6f/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/270782f4ed3df5a7684e1dab800443e6f/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.informaworld.com/smpp/content~db=all~content=a776621948"/><swrc:date>Fri Feb 04 12:18:15 CET 2011</swrc:date><swrc:journal>Interactive Learning Environments</swrc:journal><swrc:number>1</swrc:number><swrc:pages>61-75</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Taylor &amp; Francis"/></swrc:publisher><swrc:title>Design approaches in technology enhanced learning</swrc:title><swrc:volume>15</swrc:volume><swrc:year>2007</swrc:year><swrc:keywords>CERME-6-patterns CnE07 Design Designpatterns GLiSL IJCEELL ILE Interactive KalDesignResearch LDSE Technology WLEFormativeEAssessment asld-book asld2011 cal09-patterns cerme6 chais2007 contel11 design designpatterns eLPBookMor edid9 education emdp enhanced environments experiments gamesresearch haifa-edtech jime08 jls10 ldg learning learningdesigngrid lgcbook lp methodology my myown mythesis olnet patternlanguagenetwork patterns polonsky postdocapplication research science selected top </swrc:keywords><swrc:abstract>Design is a critical to the successful development of any interactive learning environment (ILE). Moreover, in technology enhanced learning (TEL), the design process requires input from many diverse areas of expertise. As such, anyone undertaking tool development is required to directly address the design challenge from multiple perspectives. We provide a motivation and rationale for design approaches for learning technologies that draws upon Simon&#039;s seminal proposition of Design Science (Simon, 1969). We then review the application of Design Experiments (Brown, 1992) and Design Patterns (Alexander et al., 1977) and argue that a patterns approach has the potential to address many of the critical challenges faced by learning technologists.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Yishay Mor"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Niall Winters"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2f2018a22b4ed51b994d72e9f6b3c3a37/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2f2018a22b4ed51b994d72e9f6b3c3a37/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InCollection"/><swrc:date>Tue Sep 16 01:38:46 CEST 2008</swrc:date><swrc:address>Acapulco</swrc:address><swrc:booktitle>Proceedings of the Americas Conference on Information Systems</swrc:booktitle><swrc:title>Cognitive Load Reduction Through the Use of Building Blocks in the Design of Decision Support Systems</swrc:title><swrc:year>2006</swrc:year><swrc:keywords>BuildingBlocks CognitiveLoad DecisionSupportSystems Design Expertisereversaleffect Modeling cal09-patterns designpatterns designresearch eLPBookMor effectiveness empirical evidence patternlanguagenetwork </swrc:keywords><swrc:abstract>Processes and tasks in organizations become increasingly complex and dynamic. This requires managers of expert teams to
quickly gain knowledge and insight outside their prime area of expertise. In these situations analysis tools and decision
support tools are required. Often, such tools are used by experts to compose models that managers can use to gain specific insight in complex tasks and decisions. An observed paradox in this process is that once the first model is made, the insight into the system reveals the “real problem” and thus several iterations of the analysis, design and modeling are required to create a model that provides the required support. A proposed solution to increase the efficiency of re-designing is the use of patterns, also named building blocks. This allows the expert to re-use components to accommodate new requirements. However, the advantage of building blocks goes beyond re-use, design efficiency and flexibility. This paper argues that in addition to the benefits described above, there is a specific added value for the use of  building blocks by novices to acquire analysis, modeling and design skills. We propose that building blocks decrease the cognitive load of both the design task and the effort of acquiring these skills. We use cognitive load theory from educational psychology to theoretically underpin this proposition. Empirical evidence is presented through two exploratory experiments.
</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Gwendolyn Kolfschoten"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Edwin Valentin"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Gert-Jan de Vreede"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Alexander Verbraeck"/></rdf:_4></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2cda40a05c96ced0a70c86c55d09eadc2/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2cda40a05c96ced0a70c86c55d09eadc2/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://css.cscl2005.org/DownloadFile.aspx?p=169"/><swrc:date>Fri Sep 05 01:04:05 CEST 2008</swrc:date><swrc:address>Mahwah, NJ</swrc:address><swrc:booktitle>Computer support for collaborative learning: The Next 10 Years! Proceedings of CSCL 2005 (Taipei, Taiwan)</swrc:booktitle><swrc:publisher><swrc:Organization swrc:name="Lawrence Erlbaum Associates"/></swrc:publisher><swrc:title>Design principles for online peer-evaluation: Fostering objectivity</swrc:title><swrc:year>2005</swrc:year><swrc:keywords>CERME-6-patterns KalDesignResearch WLEFormativeEassessment cal09-patterns design designpatterns designprinciples eLPBookMor emdp haifa-edtech learning mathgamespatterns research </swrc:keywords><swrc:abstract>Peer-evaluation is a powerful method for fostering learning in a variety of contexts. Yet challenges of application in contexts involving personal values received little attention. This study used a design-based research approach to explore such challenges in an undergraduate educational-philosophy course. The study was organized in three design-and-implementation iterations of a peer evaluation activity. Discrepancies between student and instructor scores were explained by bias due to non-objective student personal stands. Refinements to the design, based on emerging design principles a) assisted students to better differentiate between objective criteria and personal opinions, b) increased learning gains, and c) decreased tensions between different cultural groups.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="519589" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Yael Kali"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Miki Ronen"/></rdf:_2></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="T. Koschmann"/></rdf:_1><rdf:_2><swrc:Person swrc:name="D. D. Suthers"/></rdf:_2></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/28873b1343e01b2287052eae885c89024/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/28873b1343e01b2287052eae885c89024/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://hdl.handle.net/1820/361"/><swrc:date>Thu Aug 28 21:25:20 CEST 2008</swrc:date><swrc:title>Learning Design Patterns: Exploring an inductive analysis approach</swrc:title><swrc:year>2005</swrc:year><swrc:keywords>CERME-6-patterns KalDesignResearch WLEFormativeEAssessment cal09-patterns design designpatterns learning patternlanguagenetwork patterns pedagogicalpatterns pedagogy </swrc:keywords><swrc:abstract>Learning design patterns assist the development of effective courses, because patterns capture successful solutions. Pedagogical patterns are commonly created by human cognitive processing in &#034;writer&#039;s workshops&#034;. Inductive techniques could be used to detect or determine patterns in existing data, or learning designs. This assumes that the learning designs are available in a format that is machine interpretable. The IMS Learning Design specification enables the formal coding of learning designs. We explain that we expect patterns to occur in the method section of a learning design and in particular in acts. We explore several inductive techniques that could be applied to existing learning designs in order to detect and determine patterns and discuss how these could be applied to create new learning designs.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Francis Brouns"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Rob Koper"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Jocelyn Manderveld"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Jan Van Bruggen"/></rdf:_4><rdf:_5><swrc:Person swrc:name="Peter Sloep"/></rdf:_5><rdf:_6><swrc:Person swrc:name="Peter Van Rosmalen"/></rdf:_6><rdf:_7><swrc:Person swrc:name="Colin Tattersall"/></rdf:_7><rdf:_8><swrc:Person swrc:name="Hubert Vogten"/></rdf:_8></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/27dca8cac373086803b2054ff1f0e26dd/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/27dca8cac373086803b2054ff1f0e26dd/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://dx.doi.org/10.1016/j.ijhcs.2006.02.006"/><swrc:date>Thu Jul 17 16:21:10 CEST 2008</swrc:date><swrc:journal>International Journal of Human-Computer Studies</swrc:journal><swrc:number>7</swrc:number><swrc:pages>599-610</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Elsevier"/></swrc:publisher><swrc:title>Groupware development support with technology patterns</swrc:title><swrc:volume>64</swrc:volume><swrc:year>2006</swrc:year><swrc:keywords>CERME-6-patterns Development Education OSDP Oregon Process Software cal09-patterns design designpatterns groupware jime08 learning patternlanguagenetwork patterns pedagogicalpatterns </swrc:keywords><swrc:abstract>Groupware development support should educate developers on how to design groupware applications and foster the reuse of proven solutions. Additionally, it should foster communication between developers and end-users, since they need a common language and understanding of the problem space. Groupware frameworks provide solutions for the development of groupware applications by means of building blocks. They have become a prominent means to support developers, but from our experience frameworks have properties that complicate their usage and do not sufficiently support groupware developers. We argue for a pattern approach to support the technical aspects of groupware development. Patterns describe solutions to recurring issues in groupware development. They serve as educational and communicative vehicle for reaching the above goals. In this article, we provide a pattern language focusing on technical issues during groupware development. Experiences when using the language in an educational setting and a product development setting have shown that the patterns are a supportive means for the proposed goals.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Stephan Lukosch"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Till Schümmer"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2964218adcc854e7688ef4ac788a54a1a/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2964218adcc854e7688ef4ac788a54a1a/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://csis.pace.edu/~bergin/PedPat1.3.html#earlybird"/><swrc:date>Fri May 30 01:30:11 CEST 2008</swrc:date><swrc:address>Irsee, Germany</swrc:address><swrc:booktitle>Proceedings of the Fifth European Conference on Pattern Languages of Programs</swrc:booktitle><swrc:title>Fourteen Pedagogical Patterns</swrc:title><swrc:year>2000</swrc:year><swrc:keywords>CERME-6-patterns CSPedPats CiHB CnE07 KalDesignResearch WLEFormativeEAssessment cal09-patterns chais2007 design designapproaches designpatterns emdp jime08 mathgamespatterns mythesis patterns pedagogical pedagogicalpatterns </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="494651" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Joseph Bergin"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2faa6dabe886ca9955948c5b72a88ce25/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2faa6dabe886ca9955948c5b72a88ce25/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.leaonline.com/doi/abs/10.1207/s15327809jls1301_4?journalCode=jls"/><swrc:date>Fri May 30 00:57:07 CEST 2008</swrc:date><swrc:journal>Journal of the Learning Sciences</swrc:journal><swrc:number>1</swrc:number><swrc:pages>77-103</swrc:pages><swrc:title>Ontological Innovation and the Role of Theory in Design Experiments</swrc:title><swrc:volume>13</swrc:volume><swrc:year>2004</swrc:year><swrc:keywords>CERME-6-patterns CiHB CnE07 KalDesignResearch asld-book asld2011 cal09-patterns cerme6 design designapproaches designresearch eLPBookMor education jls10 ldg learning learningdesigngrid mathgamespatterns mythesis postdocapplication research </swrc:keywords><swrc:abstract>(doi:10.1207/s15327809jls1301_4)

Ontological Innovation and the Role of Theory in Design Experiments

Andrea A. diSessa​‌
Graduate School of Education, University of California, Berkeley
Paul Cobb​‌
Peabody College, Vanderbilt University



The motivation for this article is our belief that theory is critically important but currently underplayed in design research studies. We seek to characterize and illustrate a genre of theorizing that seems to us strongly synergistic with design-based research. We begin by drawing contrasts with kinds of theory that are relevant but, we contend, by themselves inadequate. A central element of the type of productive design-based theorizing on which we focus is &#034;ontological innovation,&#034; hypothesizing and developing explanatory constructs, new categories of things in the world that help explain how it works. A key criterion to which we adhere when discussing ontological innovations is that theory must do real design work in generating, selecting and validating design alternatives at the level at which they are consequential for learning. Developing and refining an ontological innovation is challenging and requires the kind of extensive, iterative work that characterizes design experiments more generally. However, the pay-off in terms of clarity of focus and explanatory power can be great. We present two case studies that illustrate the development, refinement, extension, and instructional application of ontological innovations.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="478628" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="&#034;Design studies, or design experiments, are iterative, situated, and theory-based attempts simultaneously to understand and improve educational processes (Brown,

1992; Cobb, Confrey, diSessa, Lehrer, \&amp; Schauble, 2003; Collins, 1992; Edelson,

2002).&#034; (p. 80)

---

&#034;Instead, we aim only to accomplish the following:

We will argue briefly that theory is important. Then, our principal thrust

will be to characterize roughly elements of a genre of theory that has been underplayed

in design experiments but that can, we believe, be productively developed,

tested, revised, and elaborated while conducting such studies.&#034; (p 79)

---

Provide a classification of theories:



Grand Theories, e.g. &#034;Piaget’s theory of intellectual development (Gruber \&amp; Voneche, 1977), Skinner’s behaviorist theory of learning (Skinner, 1974), or Newell’s “unified theories of cognition” (Newell, 1990).&#034; (p 81)



Orienting Frameworks: such as &#034;&#034;Constructivist theory&#034; or &#034;cultural-historical theory&#034; are often appealed to as the basis for instructional design. &#034; ... &#034;Yet, much that is involved in developing specific designs does not follow

from these orientations. What happens when “building on student ideas”

seems to fail to work? How, exactly, should one build on student ideas?&#034; (p 82) 



Frameworks for Action: more or less general prescriptions of pedagogical strategies. Examples include Papert’s “constructionism” (Papert \&amp; Harel, 1991), Ann Brown and Joe Campione’s “fostering a community of learners”

(Brown \&amp; Campione, 1996) and Ann-Marie Palincsar’s “reciprocal teaching”

(Palincsar \&amp; Brown, 1984). Marcia Linn talks about “scaffolded knowledge integration” (Linn \&amp; Hsi, 2000). In some of our own work (diSessa, 1992) we advocate “learning by designing” as a powerful framework for instruction.&#034; (p 83) 



Domain specific instructional theories

---

Raise the fundemental issue of the gap between theory and practice, and suggest that design studies can help to &#034;manage the gap&#034; by describing it and offering Onthological inovations (p 83)

---

&#034;The idea behind ontological innovation is deceptively simple. Science needs its own set of terms or categories to pursue its work. Again, this has always been true of developed sciences: “force,” “gene,” “natural selection,” “molecule,” “element,” “catalyst.” The process of creating such categories, however, is far more complicated than writing downa definition, or finding a relevant meaning in a dictionary. Instead, defining the technical terms of science is more like finding and validating a new category of existence in the world; hence we use the term ontological innovation.



The essential challenge can be expressed simply enough. Scientific terms must

“cut nature at its joints.” That is, they must make distinctions that really make a difference, ignore the ones that prove to be inconsequential, and enable us to deepen our explanations of the phenomena of interest.We must develop theoretical constructs that empower us to see order, pattern, and regularity in the complex settings in which weconduct design experiments. Ontological innovations are attributions we make to

the world that necessarily participate in our deepest explanatory frameworks.&#034; (p 84)

---

Present two case studies, indicative both of the practice of design experniments and of the kind of onthological inovations it may generate. 



The first describes the formulation of the concept of &#034;meta-representational competence&#034;: students&#039; substantial expertise in inventing, evaluating, and refining a variety of representational forms.



The second regards the concept of socio-mathemtical norms.



---

Conclussions:



&#034;We have attempted to illustrate the role of a particular class of theories in design experiments—those involving ontological innovation.4 We argued that although grand theory, orienting frameworks, frameworks for pedagogical action, and domain specific instructional theories are useful to the conduct of design studies, they

do not provide an adequate theoretical basis for design research in the long term. Ontological innovation illustrates a kind of theory building that has been underplayed in design research but that is, we believe, well suited to being developed in and to contributing to design studies. Of course, we do not mean to imply that all theories involving ontological innovation are “good” or useful, nor that useful theories that do not involve ontological innovation are impossible.&#034; (p 98)



&#034;design experiments



1. Promote grounding of theoretical constructs in real-world experiences.



2. Foster the development of useful constructs.



3. Provide multiple exposures to empirical test that aid in the difficult and extended work of refinement.



4. By the same token, help develop constructs that are robust in their application across variations in context.&#034; (p 99)



&#034;We have taken pains to acknowledge that an ontological innovation stands at

some distance from many elements of instructional design. “Managing the gap”

between theory and what we must do to teach is an essential part of the task. It does not advance either science or instruction to pretend that theories are encompassing and highly prescriptive of instruction. As we have argued, theory development in general, and ontological innovations in particular, are nonetheless critical for the long-term scientific health and practical power of design-related educational research.&#034; (p 99)" swrc:key="comment"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="10.1207/s15327809jls1301_4" swrc:key="doi"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Andrea A. Disessa"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Paul Cobb"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2909d1d15129da7fd1dd4f22292dbd686/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2909d1d15129da7fd1dd4f22292dbd686/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://www.lmu.ac.uk/ies/comp/research/isle/patterns/papers/hci.pdf"/><swrc:date>Fri May 30 00:56:49 CEST 2008</swrc:date><swrc:booktitle>People and Computers XVII: Memorable yet Invisible, Proceedings of HCI&#039;2002</swrc:booktitle><swrc:pages>159-174</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Springer Verlag"/></swrc:publisher><swrc:title>Patterns Languages in Participatory Design</swrc:title><swrc:year>2002</swrc:year><swrc:keywords>CERME-6-patterns KalDesignResearch LDSE alexander cal09-patterns christopher design designapproaches designpatterns eLPBookMor emdp language languages mathgamespatterns mythesis participatory participatorydesign pattern pedagogicalpatterns </swrc:keywords><swrc:abstract>In recent years the Human–Computer Interaction community has
witnessed a growing interest in the use of ‘design patterns’ and ‘pattern
languages’, a representation for design knowledge based on the work
of the architect Christopher Alexander. In this paper, we re-examine
Alexander’s work, highlighting his participatory approach to design,
his use of patterns in design generation and his ethical commitment to
designing life-enhancing artefacts. Based on this review, we report on
three studies exploring the use of pattern languages as tools to support a
participatory approach to interactive systems design. Our results suggest
that pattern languages can enable users to participate in a generative
design process but that issues of form and facilitation need careful
consideration.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="493792" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="Dearden, Finlay, Allgar \&amp; Mcmanus (2002; 2002b) Point at the strong ideological and methodological parallels between Alezander&#039;s original vision of pattern language and the paradigm of participatory design. Pattern languages were concieved as a means of making expert knowledge accesible to naive planners, and enable educated and informed designers to work with naive users in collaboration. By contrast, in practice many pattern languages have taken a highly specialized form, and have become part of a professional jargon.



As an alternative, Dearden et al propose the &#039;facilitation&#039; model developed by Alexander et al (1985) in the Mexicali project. In that project, an &#039;Architect-builder&#039; worked with a family to enable them to design and build their own house. The pattern language was shared by the designer and the family, and used to present and discuss design problems and solutions. The family could refer to the pattern even when choosing an alternative design. 



One of the studies Dearden at al report uses Bergin&#039;s language pedagogical patterns to support the participatory design of an elearning web-site. The design was produced by a group of students and practicing teachers and facilitated by an experiences designer. They report that using this approach empowered the practitioners and enabled them to produce quality designs. This approach also enabled the facilitator to structure the design process and communicate complex issues. On the cautionary side, practitioners reported initial difficulties and even stress associated with learning such a new approach. They also tended not to question the patterns, relying on them as given truths. These issues place extra responsibility in the role of the facilitator. 



We see such an approach as very promising in the context of designing pedagogical practices for the mathematical classroom. In such a model, researchers and designers contribute their specialist knowledge, while teachers bring their practical experience and awareness of real-world constraints. Using a suitable pattern language can enable such a diverse community to pool knowledge and collaboratively design innovative, effective and realistic educational practices.



---

&#034;All users were able to develop a viable design using the patterns approach. All were positive about the process by the end of the session, although all also admitted that they initially found the exercise difficult and in two cases ‘stressful’. ...



The pattern language also enabled the facilitator to structure the collaborative session, ensuring a coherent and systematic process. The structure of the session

reflected the organisation of the pattern language, suggesting that this too is important to a successful participatory process.



Again users used the patterns to explore the design space. Even users with some

experience ofWeb design indicated that the patterns gave them new ideas and helped them organise their thoughts. One of the more experienced users felt the pattern language helped him design more quickly and reliably. Again, users challenged the patterns and suggested potential patterns that were missing from the language, for example, accessibility issues. This mirrors our experience with the travel pattern 

language and is consistent with Alexander’s view of pattern languages as evolving artefacts.



However, it became clear that some users tended to rely on the patterns. One user spoke of ‘trusting the patterns’ and several others indicated that their confidence in their design was due to the fact that the patterns were ‘correct’. This has important

implications for the development and validation of pattern languages. If users are going to be able to rely on the pattern languages, we have a responsibility to ensure

they represent reliable claims about design.&#034; (pp. 181)" swrc:key="comment"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Andy Dearden"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Janet Finlay"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Elizabeth Allgar"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Barbara Mcmanus"/></rdf:_4></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="X. Faulkner"/></rdf:_1><rdf:_2><swrc:Person swrc:name="J. Finlay"/></rdf:_2><rdf:_3><swrc:Person swrc:name="F. Detienne"/></rdf:_3></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2b074c2848d5c64657278632da5ecbd08/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2b074c2848d5c64657278632da5ecbd08/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="http://www.amazon.co.uk/exec/obidos/ASIN/0201633612/citeulike-21"/><swrc:date>Wed May 28 16:42:44 CEST 2008</swrc:date><swrc:address>Boston, MA</swrc:address><swrc:howpublished>Hardcover</swrc:howpublished><swrc:month>January</swrc:month><swrc:publisher><swrc:Organization swrc:name="Addison-Wesley"/></swrc:publisher><swrc:title>Design Patterns</swrc:title><swrc:year>1995</swrc:year><swrc:keywords>CnE07 WLEFormativeEAssessment cal09-patterns chais2005 computer design designapproaches four gang gof mathgamespatterns mythesis object of oriented patterns postdocapplication software </swrc:keywords><swrc:abstract>{&lt;I&gt;Design Patterns&lt;/I&gt; is a modern classic in the literature of object-oriented development, offering timeless and elegant solutions to common problems in software design. It describes patterns for managing object creation, composing objects into larger structures, and coordinating control flow between objects. The book provides numerous examples where using composition rather than inheritance can improve the reusability and flexibility of code. Note, though, that it&#039;s not a tutorial but a catalog that you can use to find an object-oriented design pattern that&#039;s appropriate for the needs of your particular application--a selection for virtuoso programmers who appreciate (or require) consistent, well-engineered object-oriented designs.} {Now on CD, this internationally acclaimed bestseller is more valuable than ever! &lt;P&gt; Use the contents of the CD to create your own design documents and reusable components. The CD contains: 23 patterns you can cut and paste into your own design documents; sample code demonstrating pattern implementation; complete Design Patterns content in standard HTML format, with numerous hyperlinked cross-references; accessed through a standard web browser; Java-based dynamic search mechanism, enhancing online seach capabilities; graphical user environment, allowing ease of navigation. &lt;P&gt; First published in 1995, this landmark work on object-oriented software design presents a catalog of simple and succinct solutions to common design problems. Created by four experienced designers, the 23 patterns contained herein have become an essential resource for anyone developing reusable object-oriented software. In response to reader demand, the complete text and pattern catalog are now available on CD-ROM. This electronic version of &lt;i&gt;Design Patterns&lt;/i&gt; enables programmers to install the book directly onto a computer or network for use as an online reference for creating reusable object-oriented software. &lt;P&gt; The authors first describe what patterns are and how they can help you in the design process. They then systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. All patterns are compiled from real-world examples and include code that demonstrates how they may be implemented in object-oriented programming languages such as C++ and Smalltalk. Readers who already own the book will want the CD to take advantage of its dynamic search mechanism and ready-to-install patterns.}</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="0" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="0201633612" swrc:key="isbn"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="115158" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="hillside link provides the source code.

macromedia link provides ch. 1 in pdf.

---

&#034;One thing expert designers know not to do is solve every problem from first principles. Rather, they reuse solutions that have worked for them in the past. When they find a good solution, they use it again and again. Such experience is part of what makes them experts. Consequently, you’ll find recurring patterns of classes and communicating objects in many object-oriented systems. These patterns solve specific design problems and make object-oriented designs more flexible, elegant, and ultimately reusable. They help designers reuse successful designs by basing new designs on prior experience. A designer who is familiar with such patterns can apply them immediately to design problems without having to rediscover them.&#034; (p 1 of intorduction)" swrc:key="comment"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Erich Gamma"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Richard Helm"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Ralph Johnson"/></rdf:_3><rdf:_4><swrc:Person swrc:name="John Vlissides"/></rdf:_4></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/260fb69c4f1e0fd302c9bd0d04642ca05/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/260fb69c4f1e0fd302c9bd0d04642ca05/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="http://www.amazon.fr/exec/obidos/ASIN/0195019199/citeulike04-21"/><swrc:date>Wed May 28 12:47:08 CEST 2008</swrc:date><swrc:address>New York</swrc:address><swrc:howpublished>Hardcover</swrc:howpublished><swrc:month>August</swrc:month><swrc:publisher><swrc:Organization swrc:name="Oxford University Press"/></swrc:publisher><swrc:title>A Pattern Language: Towns, Buildings, Construction</swrc:title><swrc:year>1977</swrc:year><swrc:keywords>CERME-6-patterns CnE07 WLEFormativeEAssessment architecture cal09-patterns campus cerme6 chais2007 design designapproaches designpatterns eLPBookMor edid9 experiment jime08 mathgamespatterns mythesis oregon patterns planning postdocapplication </swrc:keywords><swrc:abstract>The second of three books published by the Center for Environmental Structure to provide a &#034;working alternative to our present ideas about architecture, building, and planning,&#034; &lt;I&gt;A Pattern Language&lt;/I&gt; offers a practical language for building and planning based on natural considerations. The reader is given an overview of some 250 patterns that are the units of this language, each consisting of a design problem, discussion, illustration, and solution. By understanding recurrent design problems in our environment, readers can identify extant patterns in their own design projects and use these patterns to create a language of their own. Extraordinarily thorough, coherent, and accessible, this book has become a bible for homebuilders, contractors, and developers who care about creating healthy, high-level design. &#034;Brilliant....Here&#039;s how to design or redesign any space you&#039;re living or working in--from metropolis to room. Consider what you want to happen in the space, and then page through this book. Its radically conservative observations will spark, enhance, organize your best ideas, and a wondrous home, workplace, town will result&#034;--San Francisco Chronicle. A handbook designed for the layman which aims to present a language which people can use to express themselves in their own communities or homes, and to better communicate with each other.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="0195019199" swrc:key="isbn"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="305879" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="Alexander himself, in his seminal book (Alexander et al, 1978), describes a pattern called “Network of Learning”. The premise of this pattern is that in a society which emphasises teaching, learners become passive and unable to think or act for themselves. He argues that creative, active individuals can only grow up in a society which emphasises learning instead of teaching. The solution he proposes is to replace the structures of compulsory schooling in a fixed place, with decentralised processed of learning which engage learners through contact with many places and people all over the city: workshops, teachers at home, professionals will to take on the young as helpers, older children, museums, youth groups, scholarly seminars, industrial workshops, old people, and so on. This argument resonates with Ilich&#039;s call for “deschooling society” (1971) and conviviality (1973).

---

in Syverson, 98



http://www.cwrl.utexas.edu/~syverson/papers/vwsim98.html



&#034;Every creative act relies on language. It is not only those creative acts which are part of a traditional society which rely on language: all creative acts rely on pattern languages: the fumbling inexperienced constructions of a novice are made within the language which he has. The works of idiosyncratic genius are also created within some part of language too. And the most ordinary roads and bridges are all built within a language too....



In order to make patterns explicit, so that they can be shared in this new way, we must first of all review the very complex structure of a pattern....



As an element in the world, each pattern is a relationship between a certain context, a certain system of forces which occurs repeatedly in that context, and a certain spatial configuration which allows these forces to resolve themselves. ...



As an element of language, a pattern is an instruction, which shows how this spatial configuration can be used, over and over again, to resolve the given system of forces, wherever the context makes it relevant.&#034; (Alexander et al. 1977)

---

&#034;Each pattern describes 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.&#034;" swrc:key="comment"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Christopher Alexander"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Sara Ishikawa"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Murray Silverstein"/></rdf:_3></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2447ec8e33df0068f76b3dfaddc88f10d/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2447ec8e33df0068f76b3dfaddc88f10d/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.ifets.info/journals/9_1/6.pdf"/><swrc:date>Tue Nov 27 12:33:30 CET 2007</swrc:date><swrc:journal>Educational Technology and Society</swrc:journal><swrc:number>1</swrc:number><swrc:pages>58-71</swrc:pages><swrc:title>COLLAGE: A collaborative Learning Design editor based on patterns</swrc:title><swrc:volume>9</swrc:volume><swrc:year>2006</swrc:year><swrc:keywords>CERME-6-patterns CSCL CSPedPats KalDesignResearch LDSE asld-book asld-intro asld2011 cal09-patterns collaboration collaborative design designpatterns jime08 ldg learning learningdesigngrid mythesis patterns scripts </swrc:keywords><swrc:abstract>This paper introduces Collage, a high-level IMS-LD compliant authoring tool that is specialized for CSCL
(Computer-Supported Collaborative Learning). Nowadays CSCL is a key trend in e-learning since it
highlights the importance of social interactions as an essential element of learning. CSCL is an
interdisciplinary domain, which demands participatory design techniques that allow teachers to get directly
involved in design activities. Developing CSCL designs using LD is a difficult task for teachers since LD is
a complex technical specification and modelling collaborative characteristics can be tricky. Collage helps
teachers in the process of creating their own potentially effective collaborative Learning Designs by reusing
and customizing patterns, according to the requirements of a particular learning situation. These patterns,
called Collaborative Learning Flow Patterns (CLFPs), represent best practices that are repetitively used by
practitioners when structuring the flow of (collaborative) learning activities. An example of an LD that can
be created using Collage is illustrated in the paper. Preliminary evaluation results show that teachers with
experience in CL but without LD knowledge, can successfully design real collaborative learning
experiences using Collage.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Davinia Hernández-Leo"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Eloy D. Villasclaras-Fernández"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Juan I. Asensio-Pérez"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Yannis Dimitriadis"/></rdf:_4><rdf:_5><swrc:Person swrc:name="Iván M. Jorrín-Abellán"/></rdf:_5><rdf:_6><swrc:Person swrc:name="Inés Ruiz-Requies"/></rdf:_6><rdf:_7><swrc:Person swrc:name="Bartolomé Rubia-Avi"/></rdf:_7></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/29ce42f9de2160aef2b6754bfd357aef1/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/29ce42f9de2160aef2b6754bfd357aef1/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://dx.doi.org/10.1016/j.iheduc.2005.03.002"/><swrc:date>Tue Oct 30 01:59:22 CET 2007</swrc:date><swrc:journal>The Internet and Higher Education</swrc:journal><swrc:pages>111--130</swrc:pages><swrc:title>The Role of Structure, Patterns, and People in Blended Learning</swrc:title><swrc:volume>8</swrc:volume><swrc:year>2005</swrc:year><swrc:keywords>CERME-6-patterns KalDesignResearch LDSE blended cal09-patterns designapproaches designpatterns elearning emdp jime08 jls10 learning math </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="issue"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Michael Derntl"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Renate Motschnig-Pitrik"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2ef0b18526c2c83ae0e5e0d20e0b10bde/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2ef0b18526c2c83ae0e5e0d20e0b10bde/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://www.networkedlearningconference.org.uk/past/nlc2004/proceedings/individual_papers/goodyear_et_al.htm"/><swrc:date>Tue Oct 30 01:58:23 CET 2007</swrc:date><swrc:booktitle>Networked learning 2004</swrc:booktitle><swrc:title>Towards a pattern language for networked learning</swrc:title><swrc:year>2004</swrc:year><swrc:keywords>CERME-6-patterns ILE KalDesignResearch LDSE WLEFormativeEAssessment asld-book cal09-patterns collaboration collaborative computerscience design designapproaches designpatterns emdp jls10 languages ldg learning learningdesigngrid mathgamespatterns mythesis pattern patterns </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="494167" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Peter Goodyear"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Paris Avgeriou"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Rune Baggetun"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Sonia Bartoluzzi"/></rdf:_4><rdf:_5><swrc:Person swrc:name="Simeon Retalis"/></rdf:_5><rdf:_6><swrc:Person swrc:name="Frans Ronteltap"/></rdf:_6><rdf:_7><swrc:Person swrc:name="Ellen Rusman"/></rdf:_7></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/25314285ed34e76d4913e73eefa58f960/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/25314285ed34e76d4913e73eefa58f960/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://media.informatik.rwth-aachen.de/papers.html"/><swrc:date>Wed Apr 25 12:01:54 CEST 2007</swrc:date><swrc:address>London</swrc:address><swrc:journal>AI &amp; Society Journal of Human-Centred Systems and Machine Intelligence</swrc:journal><swrc:month>December</swrc:month><swrc:number>4</swrc:number><swrc:pages>359-376</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Springer-Verlag"/></swrc:publisher><swrc:title>A Pattern Approach to Interaction Design</swrc:title><swrc:volume>15</swrc:volume><swrc:year>2001</swrc:year><swrc:keywords>CERME-6-patterns CnE07 KalDesignResearch LDSE WLEFormativeEAssessment cal09-patterns chais2007 design designapproaches designpatterns emdp hci interaction interactive interface math mathgamespatterns mythesis pattern patterns postdocapplication </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="391975" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Jan O. Borchers"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2d3d1a534c5b9c5f75a1e0c92aeeac506/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2d3d1a534c5b9c5f75a1e0c92aeeac506/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.ingentaconnect.com/content/routledg/ncse/2006/00000016/00000002/art00004"/><swrc:date>Mon Apr 16 03:37:18 CEST 2007</swrc:date><swrc:journal>Computer Science Education</swrc:journal><swrc:number>2</swrc:number><swrc:pages>105--118</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Taylor &amp; Francis"/></swrc:publisher><swrc:title>Eliciting design patterns for e-learning systems</swrc:title><swrc:volume>16</swrc:volume><swrc:year>2006</swrc:year><swrc:keywords>CERME-6-patterns CnE07 KalDesignResearch LDSE cal09-patterns computer cs cscl design designpatterns elearning elicitation emdp jime08 jls10 learning mathgamespatterns patterns science </swrc:keywords><swrc:abstract>Design pattern creation, especially in the e-learning domain, is a highly complex process that has not been sufficiently studied and formalized. In this paper, we propose a systematic pattern development cycle, whose most important aspects focus on reverse engineering of existing systems in order to elicit features that are cross-validated through the use of appropriate, authentic scenarios. However, an iterative pattern process is proposed that takes advantage of multiple data sources, thus emphasizing a holistic view of the teaching learning processes. The proposed schema of pattern mining has been extensively validated for Asynchronous Network Supported Collaborative Learning (ANSCL) systems, as well as for other types of tools in a variety of scenarios, with promising results.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Symeon Retalis"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Petros Georgiakakis"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Yannis Dimitriadis"/></rdf:_3></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/27dc7d17a1691af03f1a15e3009221dcf/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/27dc7d17a1691af03f1a15e3009221dcf/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><swrc:date>Thu Dec 28 18:22:05 CET 2006</swrc:date><swrc:journal>Computer Science Education</swrc:journal><swrc:pages>87-103</swrc:pages><swrc:title>Pedagogical patterns: A means for communication within the CS teaching community of practice</swrc:title><swrc:volume>16</swrc:volume><swrc:year>2006</swrc:year><swrc:keywords>CERME-6-patterns Israel KalDesignResearch cal09-patterns cs design designpatterns designresearch emdp jls10 languages pedagogical pedagogicalpatterns </swrc:keywords><swrc:hasExtraField><swrc:Field swrc:value="10.1080/08993400600786994" swrc:key="doi"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Bruria Haberman"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/295acd746b57d34acf036ad54f802d9cf/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/295acd746b57d34acf036ad54f802d9cf/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="http://www.amazon.fr/exec/obidos/ASIN/1584503548/citeulike04-21"/><swrc:date>Mon Jun 05 02:47:21 CEST 2006</swrc:date><swrc:howpublished>Paperback</swrc:howpublished><swrc:month>December</swrc:month><swrc:publisher><swrc:Organization swrc:name="{Charles River Media}"/></swrc:publisher><swrc:title>Patterns in Game Design (Game Development Series) (Game Development Series)</swrc:title><swrc:year>2004</swrc:year><swrc:keywords>cal09-patterns design games hci interface mathgamespatterns patterns </swrc:keywords><swrc:abstract>{ Patterns in Game Design provides professional and aspiring game designers with a collection of practical design choices that are possible in all types of games. These choices, called patterns, are used to illustrate the varying types of gameplay found in games. For the purposes of this book, gameplay is defined as the structures of player interaction with the game system and interaction with other players. This includes the possibilities, results, and reasons for players to play. By putting these elements of gameplay into practical patterns, designers have access to a common set of concepts that can be used by all developers, allowing game projects to be approached with more standard tools. These patterns help designers put their concepts and ideas into words, which makes communication between members much easier. The patterns also help with making design choices, understanding how other games work, and inspiring game ideas.  The book itself is divided into two main parts. The first part covers the theoretical aspects of describing games and defining the template used to develop the game design patterns. The second part includes the actual patterns divided into chapters based on the aspect of gameplay they cover. The patterns can be used in any order and referenced as you would a dictionary. By studying these various game design patterns, designers learn about the choices they?ll have to make when using a pattern in their own designs, and they?ll gain an understanding of what gameplay is, so that they can design better games. }</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="2" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="1584503548" swrc:key="isbn"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="423551" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Staffan Bjork"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Jussi Holopainen"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2ca95786e003be2ab576f1ff671bacfd3/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2ca95786e003be2ab576f1ff671bacfd3/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://www.networkedlearningconference.org.uk/past/nlc2004/proceedings/symposia/symposium12/derntl_pitrik.htm"/><swrc:date>Mon Jun 05 02:47:21 CEST 2006</swrc:date><swrc:booktitle>Networked Learning Conference 2004</swrc:booktitle><swrc:title>A Pattern Approach to Person-Centered e-Learning Based on Theory-Guided Action Research</swrc:title><swrc:year>2004</swrc:year><swrc:keywords>CERME-6-patterns KalDesignResearch actionresearch cal09-patterns design designpatterns education elearning emdp ldg learning learningdesigngrid mathgamespatterns pattern research </swrc:keywords><swrc:abstract>Action research is gaining recognition as a methodology accompanying the introduction of technology into organizations and learning. Yet, the results of action research often remain restricted to an organization’s context. In order to allow for a generalization and broader recognition of results, we abstract patterns of teaching/learning activities, organize them in a reusable, conceptual framework, and complement them with useful parameters as well as results from their application. Our proceeding is guided by the Person-Centered Approach that we adopt for blended learning and project work. This paper describes the pattern repository on PCeL (Person-Centered e-Learning) as the central structure within our action research framework and discusses means of generalizing and objectifying our findings.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="3" swrc:key="priority"/></swrc:hasExtraField><swrc:hasExtraField><swrc:Field swrc:value="494171" swrc:key="citeulike-article-id"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Michael Derntl"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Renate Motschnig-Pitrik"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><foaf:Group rdf:about="http://www.bibsonomy.org/tag/cal09-patterns"><foaf:name>cal09-patterns</foaf:name><description>Community for tag(s) cal09-patterns</description></foaf:Group></rdf:RDF>
