| Australasian Journal of Educational Technology 2005, 21(1), 82-101. |
AJET 21 |
There is a growing demand for advice about effective, time efficient ways of using ICT to support student learning in higher education. This paper uses one such area of activity - networked learning - as a context in which to outline a novel approach to educational design. The paper makes two main contributions. It provides a high level view of the educational design problem space. It then introduces the patterns based approach to educational design. While other professional communities, particularly in software engineering, have been developing patterns based approaches to sharing and re-using design experience, this paper goes back to the original conceptions of participatory design that informed Christopher Alexander's early work on patterns and pattern languages. In particular, it makes connections between the technicalities of design and the central place of values. A patterns based approach can help with encoding, sharing and using knowledge for educational design. But it is also a powerful way of connecting educational values and vision to the details of the tasks, tools and resources we offer our students.
Why should we treat educational design as a problem worth attention; one meriting analysis and new conceptual resources? It would not be reasonable to see it as a problem of this magnitude if we could show that, by and large, existing practices led smoothly to optimal learning outcomes. In higher education there is little reliable research evidence on this matter. However, the recent actions of many universities - expanding their capacity to support academic staff in their use of new technologies - speak loudly. So too do sales of books offering advice on the use of ICT for teaching and learning (e.g. Laurillard, 2001; Salmon, 2000, 2002). There is a substantial unmet demand for usable forms of guidance. In general, the demand from academic staff is for help with design - for customisable, re-usable ideas, not fixed, pre-packaged solutions. However, demand is also expressed in ways which emphasise academics' strong sense of being time-poor. There is no visible demand for complex methodologies, approaches which require substantial revision of existing work practices, or methods which require mastery of complex skills or specialised language. One should not mistake demand for need. Anyone offering help to academic staff, such as those who want to make better use of ICT in their teaching, is well-advised to start with demand but have some sense of underlying need. Sustainable support for educational development depends upon having a roadmap - however sketchy - that links current demands for support to an analysis of how longer term needs will be articulated and met.
It is with this sense of current context that I offer the design approach presented here. It is rooted in a conception of what many teachers in higher education are demanding now - time-efficient methods of supporting successful learning (conventionally defined) - but with an eye to the future. It is not future proof. Rather, it combines an openness about the concrete implications of technological change with a set of values about 'good learning'.
learning in which ICT is used to promote connections: between one learner and other learners; between learners and tutors; between a learning community and its learning resources (Goodyear, Banks, Hodgson & McConnell, 2004).Some of the richest examples of networked learning involve interaction with online materials and with other people. But, in my view, use of online materials is not a sufficient characteristic to define networked learning. Human-human interaction, through computer mediated communication or CMC, is an essential part of networked learning. Networked learning is not necessarily distance learning. It may well involve some face to face interactions, whether or not these are supported by the use of ICT. The important element is connectedness. As time goes by, these connections move with fluidity across the co-present and the distributed, across a variety of media, and with various degrees of time shifting (synchronous, asynchronous, both). The point of mentioning ICT in the definition of networked learning is not to single out ICT enabled learning as special or valuable in itself. Rather, it draws attention to the need for our educational arrangements to become even more flexible - reflecting increasingly fluent use of media and communications methods and novel distributions of collaborative activity and relationships.
The pedagogies of networked learning, naturally enough, emphasise the potential benefits of learning through collaboration with others - whether through online discussion, argumentation, group based investigations, apprenticeship, community action or other forms of joint work (Goodyear, 2002a; Jonassen & Kwon, 2001; Koschmann, 1996; McConnell, 2000). But there is often a gap between teachers' hopes and educational outcomes, such that it is becoming common to read evaluation reports and research studies which describe teacher disappointment and/or student frustration (Hara & Kling, 1999; Jones & Asensio, 2002; Jones, Asensio, & Goodyear, 2000; Romiszowski & Mason, 2004). The variability in documented outcomes is, at least in part, due to variation in the quality of teachers' design activity. Successful networked learning depends, to a considerable extent, on well-targeted effort at design time - designing good learning tasks, ensuring good access to robust and appropriate technology, and helping create a convivial learning culture. Recognition of the importance of educational design has led to the production of books and other resources which are intended to support the teacher's design activity (Goodyear, 2001; Salmon, 2000, 2002; Stephenson, 2001). Although such resources have generated positive feedback, we know little about how they are actually used in practice and even less about how well they act as conduits for either research based or experiential design knowledge.
Figure 1 helps tease out the separate layers and components of the educational design problem space and identify some of the key inter-relationships.
Figure 1: Conceptualising the problem space of educational design
(adapted from Goodyear, 1999)
Figure 1 falls into three parts. On the left hand side is a 'pedagogical framework'. It needs to be understood in relation to concrete educational activity in a real world setting. On the right hand side of the figure is such an educational setting. This is a way of describing the real world, concrete activities, processes, people and artefacts involved in a learning activity. Both the pedagogical framework and the educational setting exist within an organisational context, such as within a university, a corporation or a virtual learning institute. The organisational context exerts its influence mainly by conditioning (a) the design and management of the educational setting and (b) the processes through which a pedagogical framework feeds into the design and management of an educational setting.
The pedagogical framework is a loosely coupled structure in which hierarchical relations can be made between:
Does strategy determine tactics? Not always. A rational planning model would encourage us to derive high level pedagogy from philosophy, strategy from high level pedagogy, and tactics from strategy, through some process of top down inference. Life is rarely so simple. Indeed it is not uncommon to find strategy which is really emerging from tactics - thus strategy becomes a way of describing the common threads woven by intuitive tactical activity. Emergent strategy is still useful. Its articulation can serve the coordination and communication functions outlined above and help turn intuitive action into something more reflective, self aware and discussible.
A final point to be made about the internal structure of the pedagogical framework is that the four elements need not be tightly coupled. Indeed the real world practices of educational innovators are sufficiently undisciplined that we should say the elements are 'loosely coupled' (at best). Loose coupling is both real and advantageous. It reflects the need to work with underspecified conceptual entities, particularly in the early stages of design and course development. One can become clearer about the nature of what one is trying to do once one has made commitments in doing it. Thus, it is hard to make a case that the consequences of choices in one layer of the pedagogical framework have clear, precise implications for activity in another layer. It is not a deductive process or one that can readily be automated (c.f. Tennyson, 1994). But neither are the layers free floating. Some degree of coupling is important, in order that we can manage a satisfactory degree of alignment between philosophy, general pedagogical approach, strategy and tactics (Biggs, 1999). Moreover, external forces (such as quality assurance reviews) cause us to account for our activity and intuitions in rational terms: high value is placed on coherence. Cooperation within a course team, and between learners and teachers, depends on mutual intelligibility - our intentions and actions have to be sufficiently coherent to be understood. The loose coupling of elements gives space within which we can be both disciplined and creative, listen to our instincts and make them accountable to others.
On the right hand side of Figure 1, we see a concrete educational setting - a situation in which the predispositions and methods in our pedagogical framework become realised. The design focus is on the tasks we set students, on the physical/digital resources that constitute their learning environment and on the social relationships that constitute their learning community.
The educational setting is a way of representing the coming together of tasks, activities, environment and people. The distinction between tasks and activities is necessitated by two factors: the strengthening influence of so called constructivist approaches to learning and the high value placed on learner managed learning.
The second kind of work is the design and management of the learning environment. This term is very heavily used in the educational literature yet there are surprisingly few clear definitions of the term and there are several quite different common usages. In this paper, I use the term to mean the physical/digital environment within which learners work. It includes everything from paper and pen to textbooks, computers, the Internet and all its online information resources. The important point here is that learning is severely constrained by the learning environment. Part of the point of educational design is to ensure that more flexible access to learning opportunities is accompanied by appropriate redesign of the learning environment.
The third kind of work focuses on the social rather than the physical environment. We know that learning is both physically and socially situated - that what learners do and what they achieve is in part conditioned by inter-personal relationships, culture and society. While educational design should not attempt to 'create' social relationships, it can (and should) try to create conditions which are supportive of the evolution of convivial learning relationships. Thus, educational design is not just concerned with well-designed tasks and the physical resources needed for learning - it also needs to work on the 'organisational forms' (classes, study groups, project teams, roles, etc) from which learners create their learning relationships.
Overall, the main claim for Figure 1 is that it helps separate and relate the abstract and the concrete, the general and the specific, beliefs and actions. It is a way of depicting the problem space of educational design that can help describe and improve the practice of educational design.
What we can reasonably infer from the research is that educational design for networked learning - as carried out by the individual teacher in higher education - is typically a process extending over a period from a few hours to a small number of days, and involves several iterations around a cycle of articulating design goals (What am I trying to achieve here?) and educational design commitments (What will I ask the students to do? How will I group them? What reading material will they need? etc). Within this process, it is common for the designer to make provisional commitments (How do I know what I think until I see what I've designed?) and to backtrack. It's a fluid process, involving a conversation between the pedagogical beliefs, knowledge and intentions in the mind of the teacher-designer and (provisional) design commitments. The design commitments are mostly made in the online space: draft instructions for the students, allocation of students to discussion groups or project teams, placing reading lists and links to e-journals in convenient locations, etc. For increasing numbers of teachers in higher education, this iterative design work takes place using a learning management system or virtual learning environment, such as WebCT or Blackboard.
Depending on local arrangements and practices, this may mean their design work is further supported by templates, examples of designs used by others, resources and methods used in previous years, etc. They may also have access to external example designs, such as those provided on the 'Learning Designs' website at the University of Wollongong (Oliver et al., 2002). (See http://www.learningdesigns.uow.edu.au/)
What they are unlikely to have is a set of example designs, or guidelines for design, structured to match the kind of arrangement depicted in Figure 1. That is, the resources available to the teacher engaged in educational design are (a) hard to relate to one another, and (b) hard to locate in relation to a particular pedagogical framework. Moreover, (c) it is unusual to find examples and templates constructed in such a way that they capture, and distil the practical implications of, research based knowledge or (d) sit comfortably with the iterative nature of design practice.
The notion of design patterns has been picked up more recently within the field of software engineering - where it has been used to capture and share aspects of software engineering experience and as a way of representing successful models for the implementation of information systems (see, for example, Gamma, Helm, Johnson, & Vlissides, 1995). Teachers of software engineering have also been experimenting with the idea of pedagogical patterns and educational technologists have been trying to apply a patterns based approach to working on problems such as learning object descriptions, inter-operability, learning management standards, etc. (Avgeriou, Papasalouros, Retalis, & Skordalakis, 2003; Eckstein, Marquardt, Manns, & Wallingford, 2001; Frizell & Hubscher, 2002a, 2002b; Goodyear, Avgeriou et al., 2004; Lyardet, Rossi, & Schwabe, 1998).
Design patterns have a number of qualities which, in combination, give them the potential to be a useful way of sharing experience in the field of networked learning. A pattern is a solution to a recurrent problem in a context. In Alexander's own words, a 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 (Alexander et al., 1977, p.x).Context is important in helping constrain and communicate the nature of both problem and solution. Describing the context for the problem and its solution avoids over generalisation. In addition, patterns should also teach. They should be written in such a way that they help the reader understand enough about a problem and solution that they can adapt the problem description and solution to meet their own needs. The rationale for the pattern helps with this teaching or explanatory function. Ideally, the name of the pattern should crystallise a valued element of design experience and help relate it to other design elements such that we can create and use a pattern language. The use of patterns, then, can be seen as a way of bridging between philosophy, values, theory, empirical evidence and experience (on the one hand) and the practical problems of design.
Alexandrian patterns have the structure shown in Figure 2. (See for example, Alexander et al, 1977, x-xi.)
| A picture (showing an archetypal example of the pattern) [easier in architecture than networked learning] An introductory paragraph setting the context for the pattern (explaining how it helps to complete some larger patterns)
A headline, in bold type, to give the essence of the problem in one or two sentences
The solution, in bold type. This is the heart of the pattern - the field of physical and social relationships which are required to solve the stated problem in the stated context. Always stated as an instruction, so that you know what to do to build the pattern.
|
An example pattern relating to networked learning is given in Figure 3. The example is taken from a set of patterns developed to represent the pedagogical techniques for online learning summarised and popularised by Morten Paulsen (Paulsen, 1995). These techniques cover 'one alone', 'one to one', 'one to many' and 'many to many' scenarios. The 'many to many' techniques are: Discussion groups; Debates; Simulations or games; Role plays; Case studies; Transcript based assignments; Brainstorming; Delphi techniques; Nominal group techniques; Forums; Project groups; Joint programme and Joint cohort discussions and Visitor experts.
What the example in Figure 3 begins to convey is a sense of how design patterns can work as a method of encapsulating design experience, educational values and research based ideas, rendering them available for re-use in concrete design problems.
But design patterns on their own are rather hard to evaluate and to use. They gain a great deal of meaning and strength from their position in a structure, and especially a sequence, of other patterns. Alexander's seminal contribution consisted of 253 patterns, ranging in scale from an INDEPENDENT (geographical) REGION to an ORNAMENT. He called the whole assemblage a pattern language, but also used smaller pattern languages for specific projects (such as building a porch - for which he provides a pattern language consisting of just ten patterns).
Thinking in similar ways about the design space of networked learning, one can advance some tentative proposals about an equivalent pattern language. What would be the largest pattern, equivalent to Alexander's 'Independent region'? I suspect it would be a Course, or Program of study. This is the largest entity which can be designed. At smaller scale levels there are the building blocks of a course, however one labels them in one's own system or institution - Study unit, Module, etc. Then there are the kinds of pedagogical technique catalogued by Paulsen: Discussion group, Debate, etc. Within these are smaller pedagogical tasks, smaller organisational forms, as well as the tools and artefacts with which we populate the learning space.
This pattern is mainly concerned with the establishment of appropriate organisational forms for knowledge sharing, questioning and critique. It is a way of helping implement the patterns LEARNING THROUGH DISCUSSION, COLLABORATIVE LEARNING and NETWORKED LEARNING PROGRAMME.
![]() Discussion groups are the most common way of organising activity in networked learning environments. The degree to which a discussion is structured, and the choice of structure, are key in determining how successfully the discussion will promote learning for the participants. Discussions can be relatively structured or relatively unstructured, and they may also change their character over a period of time. It is not uncommon for a teacher to set up a discussion in quite a formal or structured way, and for the structure then to soften as time goes by - for example, as the participants take hold of the conversation, opening up and following new lines of interest. The structure of a discussion should be such that it increases the likelihood of:
Therefore: Start any online discussion by establishing its structure. Make the rules and timetable for this structure explicit to all the members of the group. Where there is little time available to the group for the discussion, and/or the members of the group are inexperienced at holding online discussions, the teacher/facilitator should set the structure. Where the students are to set their own structure, the teacher/facilitator should give them support and ideas about how to do this, and encourage them to do so in a fair and timely way.
![]() Patterns needed to complete this pattern include: DISCUSSION ROLE, FACILITATOR, DISCURSIVE TASK |
Forming a pattern language for networked learning involves painstaking, iterative work, travelling in two directions. From the bottom up, one can sketch individual design patterns, to capture recurrent problems and solutions from our collective experience as networked learning practitioners, interpreting these also through the lens of research based evidence and theory. From the top down, one can try to structure the problem space of design, scoping out the largest and smallest patterns, and sketching relationships between patterns (written and as yet unwritten). Neither approach is sufficient on its own and each can lead to contradictions and problems for the other - hence the need for iteration, revision, patience and a tolerance of ambiguity.
| Tasks | Organisational Forms | Learning environment (tools, resources) |
| Discuss Debate Brainstorm Investigate Critique Assess Summarise Solve puzzle Write essay Develop tool Memorise | Dyad Triad T-group Learning set Tutorial group Seminar group Whole class cohort Project team Roles: Summariser Motivator |
Self selecting group E-print E-journal Virtual library Discussion board Chat room Whiteboard Shared folder Wiki Virtual café Portal Textbook Study bedroom |
Table 1 gives a list of some candidate patterns for networked learning. There is no suggestion that this is a complete list. The patterns are structured according to whether they are mainly concerned with tasks to be set for the students (column one), ways of organising students into groups and/or specific roles (column two), or the tools and resources that need to be made available in the networked learning space or in the student's learnplace (column three). Note that patterns can also integrate elements across two or three of these areas.
Figure 4 shows how patterns can be combined into a pattern language for a specific kind of networked learning activity - in this case, borrowing again from Paulsen's pedagogical technique of 'debate'.
Figure 4, like Table 1, is structured according to tasks, organisational forms and tools/resources. The sequence of tasks needed to constitute a debate is given in the left hand column. Roles are listed in the centre, with links showing connections between roles and tasks. In the right hand column are some options for appropriate online technology and resources. Each of the elements in the figure is a pattern. Each is simply described using the formalism shown in Figures 2 and 3. Each makes sense individually but also when combined in the structure - the pattern language - shown in Figure 4.
Figure 4: Pattern language for 'debate'
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| This article received an Outstanding Paper Award at ASCILITE 2004, gaining the additional recognition of publication of an expanded version in AJET. The reference for the Conference version is:
Goodyear, P. (2004). Patterns, pattern languages and educational design. In R. Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILITE Conference (pp. 339-347). Perth, 5-8 December. http://www.ascilite.org.au/conferences/perth04/procs/goodyear.html Author: Peter Goodyear, Professor of Education Centre for Research on Computer Supported Learning and Cognition (CoCo) School of Development and Learning Education Building (A35), University of Sydney, NSW 2006, Australia P.Goodyear@edfac.usyd.edu.au http://coco.edfac.usyd.edu.au/ Please cite as: Goodyear, P. (2005). Educational design and networked learning: Patterns, pattern languages and design practice. Australasian Journal of Educational Technology, 21(1), 82-101. http://www.ascilite.org.au/ajet/ajet21/goodyear.html |