external links The Pedagogical Pattern approach promotes the creation of a wide range of pattern collections, in order to capture experience on successful techniques to assist with teaching and learning.
The e-LEN project is using design patterns for implementing an institutional e-learning centre
A pattern language for e-learning Design Patterns embody the design experience a community has developed and learned. Design patterns for technology-based learning environments initiatives are aiming at helping novice designers to customise educational systems or technologies for a particular use. In natural language, they describe recurrent problems, the rationale for their solution, how to apply the solution and some of the trade-offs in applying the solution.
Design Patterns were originally developed in architecture, then in software engineering, and now one finds design patterns in communicating interactions and e-learning issues such as human computer interaction, Web design, pedagogical patterns, and more broad patterns for implementing an institutional e-learning centre.
Patterns for analysis This project deals with analysing the usage of e-learning systems in real training or academic contexts, in order to help teachers to continually improve them. Every computer-based learning project needs to track students and to analyse their activity, in order to dynamically adapt the learning methods.
The analysis of learning activities is a topic attracting a lot of attention in recent years. A lot of research has been done already in this field, especially to help teachers to adapt pedagogical scenarios, or to help students to self-regulate the learning process. In particular, a number of techniques have been proposed to collect and analyse data in technology supported learning activities, and this project will create a community of experts with the aim of capitalising knowledge and experience in this context.
Each partner in the project has different but complementary experience of usage analysis, and has made significant experimentations. In this project, defining the patterns will be carried out with a collaborative approach.
The scientific objectives of this project are
to define state of art Usage Patterns which collect and compile experiences , in order to identify recurrent tracking problems and solutions;
to capitalise our knowledge and experiences in order to provide instructional designers with the means (methods, techniques and tools) to deal with tracking teachers / tutors and students' activity;
to create a structured set of Design Patterns, thus providing instructional designers, teachers and tutors with tested and possibly reusable patterns, to support them in analysing recurrent problems and tracking students' activity;
to develop a 'Visual Patterns Browser' that allows the Patterns to become a public and open reference point, that can be explored, used, refined and complemented by all the experts in the field.
The pool of Design Patterns will
give guidance and methodological support to instructional designers from a reengineering process point of view;
give support to tutors and teachers, making their work more efficient;
constitute a repository of case studies useful for students' teachers and for everybody interested in the matter.