How learning patterns could benefit future TEL development
In the first of our series of audio interviews (we will soon provide podcasts) with Kaleidoscope researchers, Beate Kleessen, member of Kaleidoscope dissemination team, talks to Dr Niall Winters at the EDEN annual research conference, in Vienna. Niall discusses the ‘Learning patterns for the design and deployment of mathematical games’ project.
Niall
explains how researchers and practitioners are brought together to look
at the process of developing technology enhanced learning environments.
He tells us that the project
aims ‘to capture practices at the interface between designing,
developing and deploying mathematical games’. He talks about how the
project is achieving this by ‘looking at our previous experience of
working as a community, to focus on building solutions to common
problems both at a social and technical level. These solutions
are then made available in the form of learning patterns.’ He goes on
to explain how other researchers could use the patterns as a design
tool in their own contexts.
The results are already
serving to demonstrate clearly how Kaleidoscope has enabled academic
researchers in technology enhanced learning to develop tools for
European researchers to build upon previous work. ‘Through the Kaleidoscope network’, Niall reported after the interview, 'we
can make open TEL resources widely available and communicate our
efforts to the people that matter: other researchers, policy makers,
and perhaps most importantly, the end users’.
“Welcome to the first Kaleidoscope podcast (audio) interview. My name
is Beate Kleessen and I am from the Kaleidoscope dissemination team. I
met Dr. Niall Winters at the Kaleidoscope workshop during the EDEN Annual conference in Vienna last week.
Beate: “Niall, what is the Learning patterns project about?”
Niall: “The Learning patterns project is about bringing researchers and
practitioners together to look at the process of developing technology
enhanced learning environments. Particularly we are interested in
mathematical games and we are focusing on the relationship between
design, development and real world use – that usually means in the
classroom.”
Beate: “How do you do this?”
Niall: ”Mainly we look at our previous experiences and as a community
together, think about interesting instances of either, problems we have
come across and how we resolved them or practices that we found
particularly interesting. This means really communicating between
researchers and end-users, who in our case are teachers. E. g.
previous tools may have been developed from research perspective and
they may not have fitted with what a teacher really wanted. Other tools
may have taken into account a teacher perspective, using participatory
approaches. So we are looking at these processes and capturing by using
a design patterns approach. This is basically a text based solution to
a problem, or highlights a good feature that we think should be put in
a game, in our case for mathematics learning.
In more detail then, a pattern states a problem, specifies the context
where it came up and the motivation for why it needs to be resolved.
Then it outlines how it is resolved and it links that pattern, that
solution to other patterns which are either more specific or more
abstract. So we build up a network of patterns. This is usually
called a pattern language. You build up a collection of solutions to
very common or key problems that need to be addressed when you are
developing a technology enhanced learning tool.”
Beate: “This was a one year project. Can you tell us something about
the output of the project or about your plans to make the outcome
available to other researchers?”
Niall: “Sure, at the moment we are six months into the project and we
have a web site where we have literature available about how people
used the patterns before and we have, what we think, are the key design
and deployment issues that need to be addressed and when you are
thinking about constructing patterns themselves. So those key issues
related to what we call design knowledge. In our case for mathematical
games, mathematical content is very important, as are the educational
context, the learning theories and software development process you
use. This is captured and available in a typology, in a set that
can be looked at, searched and browsed and updated. We have just begun
to add the patterns that we have developed. This is an open process to
which people can also contribute patterns. They are all also browsable
and searchable on the website.”
Beate: “How do you hope this will impact on real users?”
Niall: “We hope that by the end of the project, this collection of
patterns will be used as a resource and as a design tool by
multi-disciplinary teams involved in the development of TEL resources.
The patterns should enable people to address some of the problems they
are having in their own design and deployment cycles or contexts. For
example, a teacher might ask what games should I use or which tool can
be of particular interest for me to teach trigonometry? There would
probably be a pattern to go to, to see what tools other teachers have
used already.
Thinking about further outcomes then, we would like to look at the
process of using our patterns in design and deployment of new TEL
environments and analyse this in depth. That would hopefully be the
next phase.”
Beate: “So is this the next project then?”
Niall: (chuckling) “Hopefully, yes, that would be great!”