- Putting children first: a design pattern for parents and guardians who publish online images of their children
- The last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of...The last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying technology enhanced learning resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project Learning patterns for the design and deployment of mathematical games aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. Our latest outcome is a draft pattern language, which addresses both the process of designing and deployning games for learning and the structure of such games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a 'way-in' to using the learning pattern language. In this talk we review the theoretical foundations of our work, demonstrate the language by following one of the 'trails' through it, and illustrate how this language could be used in a participatory design methodology. We also direct participants to our on-line interactive tools, which allow them to engage with our work beyound the scope of the talk.
- Strategies of online moderation This is a space for studying strategies of moderation in groups that conduct some or all of their communications online....Strategies of online moderation This is a space for studying strategies of moderation in groups that conduct some or all of their communications online. The principal content of this wiki is a proposed "pattern language" -- a description of the common patterns of these moderation systems -- for developers to consider when deploying or altering social software.
- (2010)
- Proceedings of ATIT 2004, The First International Workshop on Activity Theory Based Practical Methods for IT Design, page 33-48. Copenhagen, Denmark, Published as DAIMI report, University of Aarhus, (2004)
- Computers in Human Behavior 25(5):1010 - 1019 (2009)Including the Special Issue: Design Patterns for Augmenting E-Learning Experiences .
- Journal of Interactive Media in Education Advances in Learning Design. Special Issue (2005)
- Educational Technology and Society 6(2):11-24 (2003)
- Proceedings of the 17th International Conference for the Psychology of Mathematics Education (1993)
- Oxford University Press, New York, NY, (August 1978)
- Journal of Object Oriented Programing 1(3):26-49 (1988)
- CHI 2002, Conference Extended Abstracts on Human Factors in Computer Systems, ACM Press, Minneapolis, Minnesota, USA,. 2002., page 664-665. (2002)
- People and Computers XVII: Memorable yet Invisible, Proceedings of HCI'2002, page 159-174. Springer Verlag, (2002)
- Cognitive Psychology and Information Processing: An Introduction, Lawrence Erlbaum Associates, (1979)
- Psychology Press, Hove, UK, (2001)
- Human-Computer Interaction (2006)
- Addison-Wesley Software Pattern Series (1997)
- Proceedings of the Participatory Design Conference PDC 2002. CPSR, Palo Alto, CA.,2002., (2002)
- (1995)last visited: 2007 .
- Information, Communication & Society 4(2):157-181 (2001)
- Networked learning 2004, (2004)
- Proceedings of the Conference on Participatory Design PDC '02 Malmö, Sweden, June 23-25, 2002, page 434-436. Palo Alto, CA, 2000, CPSR, (2002)
- Architectural Research Quarterly (2000)


user