Professional Documents
Culture Documents
9781315693101
9781315693101
The new field of Learning Design has the potential to revolutionize not only
technology in education, but the whole field of teaching and learning through
the application of design thinking to education. Learning Design looks inside the
“black box” of pedagogy to understand what teachers and learners do together,
and how the best teaching ideas can be shared on a global scale. Learning Design
supports all pedagogical approaches, content areas and fields of education.
This book opens with a new synthesis of the field of Learning Design and its place
in educational theory and practice, and goes on to explore the implications of
Learning Design for many areas of education—both practical and theoretical—in
a series of chapters by Larnaca Declaration authors and other international experts.
James Dalziel is a Director of the LAMS Foundation Ltd and LAMS Interna-
tional Pty Ltd. He was previously Professor of Learning Technology and Director
of the Macquarie E-Learning Centre of Excellence (MELCOE) at Macquarie
University in Sydney, Australia, and a Lecturer in Psychology at the University of
Sydney.
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LEARNING DESIGN
Conceptualizing a Framework for
Teaching and Learning Online
This work has been going on for some time, and all the chapters here testify
to how difficult it is. The field is called “Learning Design” because it is about
how we design for learning—a subtle point that is often picked up here. Strictly
speaking, we cannot “design learning” as the act of learning is what the learner
undertakes; we can only design the means by which there is a good chance that
learning will take place. And as we think about how to design for learning we dis-
cover how difficult it is to capture that complexity of structures, concepts, layers,
levels, interactions, processes, products . . . every chapter will take you through
some part of this vast domain, and chart what it takes to capture its essence.
This book begins with the idea of capturing music in the form of a written
notation as a good analogy for what Learning Design is trying to do. It is hard
for us now to imagine the conceptual challenge that developing musical notation
must have presented to early musicians—of how to capture the energy in those
varied and delightful sounds as mere marks on static paper. It is so important to
get the notation right.
Other disciplines have faced the same kind of challenge.The history of mathe-
matical notation illuminates the power that good notation conveys—to be able to
express any size of number using just a few characters, or to be able to think about
a number at all, as an abstraction that can apply equally to eggs and tractors—these
are powerful tools for thought. The history also demonstrates the risk of getting
it wrong. Imagine trying to do multiplication with Roman numerals (Ore, 1948).
The task set by Learning Design is just as challenging. How can we capture
and record the complexity of what goes on when a teacher sets out to change
the way a learner is able to think about the world? Students in formal education
are learning to see the world in the way expert thinkers saw it after thinking and
practising for a very long time, and then use and critique those concepts.Teachers
have to explore the many ways of approaching this difficult task, and gradually
develop the ideas that work best.
The value of the notation idea is that a formal representation affords the trans-
mission of good ideas in a way that is more powerful than the written word. The
teaching profession sorely needs to be able to do this now. We struggle to incor-
porate an abundance of new technological possibilities. In the past few decades
teachers have been blessed with the digital equivalent of the inventions of writing,
the slate, the printing press, the book, the newspaper, the pamphlet, the poster, the
penny post, the blackboard, the notebook, the noticeboard, the telephone, radio,
television—all of which education took centuries to absorb—now bundled into
one small object, the networked computer, that changes everything.
A formal representation as a means of sharing effective teaching ideas is impor-
tant. If a teacher works out a good way of using a new technology then that new
knowledge must be communicated and shared for others to adopt, adapt and
improve, and then share again. Learning Design takes on the job of working out
what kind of formal representation would enable the great ideas of teaching to be
shared so we can build that community knowledge.
Foreword ix
What would count as articulating a particular pedagogical idea, that is, a learn-
ing design? Is it instructions to the students? Instructions to the teachers? How far
can you specify what teachers do? It is surely impossible to capture great teachers’
charisma, the agile responsiveness, the way they can make use of student input on
the fly, or come up with the spontaneous anecdote to fit the moment. Is so much
lost in notation that it is scarcely worth the effort? But we could see the learn-
ing design as education’s version of the great score, or play, or recipe, that can be
reinterpreted many different ways. Equally it could be seen as similar to a medical
procedure, or the experimental design that enables other scientists to replicate
similar outcomes.
Teaching is neither creative art (it is not the case that anything goes) nor
scientific enquiry (it does not develop new knowledge of the world); it is about
generating new knowledge in others. It is fundamentally an iterative design pro-
cess, working in a chaotic environment where a principle that works one day
may not work at all well the next day, nor even with the next class. The field of
learning design is the only area of systematic enquiry that is attempting to make
a bridge between an understanding of the complexities of teaching and effective
professional practice.
We may accept the potential value of “capturing pedagogy”, but how is it to
be done?
The great pedagogic idea usually comes from some specific situation that
challenged the teacher to come up with something special. So it is very impor-
tant to maintain that source of inspiration. From the early SOURCE project
(Software Use, Reuse and Customization in Education) mentioned in Chapter 1,
and through the strand of thinking that followed, the dominant approach was to
use the successful specific instance, abstract from that to the generic form, and
reuse the form to customise it for a new specific instance. For example, rather
than trying to develop a generic role-play design, we use the approach in Chap-
ter 4 (Walker and Kerrigan) to adapt a specific successful instance to a generic
form that can be transmitted to others to reuse and customise for many other
discipline areas.
Do we yet have a terminology and format that is adequate for expressing the
follow-through from one activity to another, which is part of the essence of a par-
ticular pedagogy? In collaborative learning students consult resources throughout
the process, whereas for enquiry-based learning they more typically begin with
reviewing existing resources. Is this like the sonata versus the fugue? The learning
sequence is essentially time-based, about activity and about ordering that activity,
and different ordering results in a different learning experience and outcome.The
“predict—observe—explain” sequence (see Chapter 7, Bennett, Agostinho and
Lockyer, and Chapter 11, Bower) affords a very different learning opportunity
from the “teach—practice—feedback” sequence. Can a formal representation of
Learning Design capture and visualize this difference more effectively than just
in text?
x Foreword
These are some of the issues of capturing pedagogy that are explored in these
chapters. Two others form a common bond between them all: planning and
sharing.
The claim is that Learning Design aspires to pedagogical neutrality, and many
different pedagogies can be expressed as learning designs. But Learning Design
does demand a plan. The teacher who prefers to be entirely spontaneous would
have no use for Learning Design. That is probably a boundary of its neutrality.
Branching, options and parallel tracks can all be aspects of a plan. A pedagogy that
has no plan is not exactly excluded. You could still describe that as a design for
learning, but the plan would be a little thin.
So does the importance of “teaching in the moment” weaken the idea of
Learning Design? Not really. It is better to have a plan than not.There is a military
analogy there, certainly a jazz one. Or closer to home, the Japanese approach to
Lesson Study (Fernandez, 2002), which explicitly acknowledges that plans change
in practice, but that reflection and redesign are all part of the process.The consen-
sus is certainly that a plan is better than no plan.
As to sharing, will teachers actually do it? In many ways they do already. The
Web is one extraordinary example. Academic scholarship is another. This is how
we advance knowledge in any domain, so it is surely how we need to do it if we
want to build our community knowledge about teaching—especially given the
added complexities of doing it in a world where the physical, social, intellectual
and virtual spaces are mixed.
The detail in this book demonstrates the extraordinary complexity of the
teaching-learning process, and the sophistication of the professional skill of teach-
ing.The digital world ratchets up the complexity as well as the demand for a new
range of professional skills.
The academic teaching community is in urgent need of help with this
new world of digital affordances. Teachers have had no help with making this
transition—somehow they are expected to do it alongside the day job of teaching
and research and a mass of bureaucracy. They deserve the attention these pioneers
of Learning Design are giving to the problem of building our community knowl-
edge of how to optimize designs for learning in the digital age.This book makes a
fundamental contribution to the great challenge of describing and sharing effec-
tive teaching ideas.
Diana Laurillard
References
Fernandez, C. (2002). Learning from Japanese approaches to professional development:The
case of lesson study. Journal of Teacher Education, 53(5), pp. 393–405.
Ore, O. (1948). Number theory and its history. New York, NY: McGraw-Hill.
PREFACE
Imagine a world in which music notation was never developed. A world in which
music still existed, and great musical performances occurred, but where attendance
at a musical event was the only way to share in the experience (until recording
technology evolved). A world in which musical ideas could not be conveyed over
time and space separate from individuals who attended a particular performance.
Imagine how slowly such a world would progress in the sharing and develop-
ment of musical ideas; imagine the difficulties of training musicians. And imagine
the cultural loss—perhaps we would have no music at all from the Baroque, Clas-
sical or Romantic periods of the Western tradition, as well as countless examples
from other musical traditions.
Welcome to teaching as it stands today.
We have great teachers, and great teaching experiences, but we struggle to
convey the essence of great teaching ideas from one teacher to another—that
is, we have no “teaching notation”. Textbooks can provide content, but not the
pedagogical approaches teachers actually use in classrooms (and online). Perhaps
lesson plans are a start—but surely we could do more to convey the best teaching
ideas of experts to the wider community of educators in schools, universities and
other training contexts.
This book is about the new field of Learning Design—a field that is develop-
ing new ways to share great teaching ideas. Its foundational goal is a notational
system that is broad enough to describe many teaching and learning activities
from many different pedagogical orientations (“Learning Design Framework”—
see Chapter 1)—just as music notation can convey many different styles of music
(and both beautiful and mediocre music!). Next, the field of Learning Design
recognizes the different ways that wider educational contexts affect the design
xii Preface
Introduction
Education faces many challenges in the changing modern world. Learners are
changing in their approaches to education—they use digital technologies, they
multi-task, they collaborate and they are becoming less patient with teacher-
centric styles of education.
Educators1 face many changes—such as expectations of adopting innova-
tive teaching approaches, alignment of teaching to external standards, growing
requirements for professional development and difficulties in balancing a complex
range of demands from different stakeholders.
Government and educational institutions also face many changes, such as the
rise of the knowledge economy and the need for different kinds of graduates,
a shift from knowledge scarcity to abundance, and the impact of technology—
especially the Internet via open sharing of educational resources and massive open
online courses (MOOCs).
In the context of these changes, effective teaching and learning in the class-
room2 (and beyond) remains central. How can educators become more effective
in their preparation and facilitation of teaching and learning activities? How can
educators be exposed to new teaching ideas that take them beyond their tradi-
tional approaches? How can technology assist educators without undermining
them? How can learners be better prepared for the world that awaits them?
This chapter describes how the new field of Learning Design contributes to
the central challenge of improving teaching and learning. Learning Design can
assist educators to describe effective teaching ideas so that they can be shared
with, and adapted by, other educators. While the field has primarily focussed on
2 James Dalziel et al.
higher education and K-12 schools to date, it also has implications for vocational
and professional training. This chapter describes how ongoing work to develop a
descriptive language for teaching and learning activities (often including the use
of technology) is changing the way educators think about planning and facilitat-
ing educational activities.The ultimate goal of Learning Design is to convey great
teaching ideas among educators in order to improve student learning.
This chapter begins with this introduction, followed by an analogy from music
to provide a context for Part 1, which considers the possibility of educational
notation. Part 2 describes how the field of Learning Design is realizing this pos-
sibility, illustrated with an example based on a Role Play. Part 3 considers current
definitional challenges in Learning Design and its provocative aspiration towards
pedagogical neutrality. Part 4 provides a wider conceptual map of education for
exploring the place of Learning Design, including more examples of current
Learning Design approaches, and how the map can be used to analyze peda-
gogical theories. Part 5 returns to the relationship between Learning Design and
pedagogical theories, and the central question of effective teaching and learn-
ing approaches. The conclusion offers a new synthesis of the ideas discussed in
this chapter as a foundation for the future of Learning Design, and the epilogue
returns to the music analogy to reflect on the future prospects of this synthesis.
While the concepts discussed in this chapter have potentially far-reaching
implications for many aspects of education, this chapter is written primarily for
those with an interest in Learning Design and in pedagogical theories. Future
work based on this chapter will explore these ideas in different ways for other
audiences, such as policy makers and typical educators.
for a single notational framework to describe many different styles of music. And
while the Western notational framework is sufficiently broad to describe many
types of music, it contains limitations that make some kinds of music (e.g. quar-
tertone singing) difficult to describe within the standard format.
The purpose of creating musical notation was not simply the abstract concept
of music representation; rather, it was a vehicle for conveying great musical ideas
to others. This sharing helps other musicians to learn the crafts of performance
and composition, as well as enriching countless lives who listen to music that they
would never have heard if it had not been written down many years ago.
musician wishes to convey the musical idea to another musician, musical nota-
tion becomes important. As many educators “compose” their teaching ideas for
their own use, the need for notation may not be pressing in these cases; and yet
when educators wish to convey a great teaching idea to other educators, they
lack an agreed format for communication. An agreed notation format would also
assist with other facets of education, such as documentation, quality assurance and
enhancement of teaching and learning activities.
There are two compelling reasons for developing a system of educational nota-
tion. First, teaching is sometimes called the loneliest profession (Hooker, 1949) as
individual educators often have little exposure to each other’s teaching. In many
ways, the craft of teaching is still at a relatively amateur stage, and lacks the profes-
sionalization that would come from a richer language for describing the essence
of teaching and learning activities.While there are examples of team teaching and
teacher observation in some contexts, much more could be done to share good
teaching practice, and a common notational format could assist this sharing.
Second, modern society and business expect more of graduates than just con-
tent knowledge. Skills such as problem solving, teamwork, effective communi-
cation, creativity, intercultural understanding, critical thinking and others are
required for success in the “knowledge economy”. These skills have been called
graduate attributes, soft skills, generic skills or 21st-century skills. These skills are
difficult to learn in the abstract—instead, they need to be learned by working
with content knowledge. Given this, transforming education for the 21st century
means redesigning the core teaching and learning activities used with content
knowledge, rather than simply adding extra courses on these broader skills, and
leaving content teaching practices untouched.
As many educators find it challenging to combine content knowledge and the
development of these broader skills in day-to-day teaching and learning activities,
there is a need for professional development about innovative teaching structures
that address this challenge (such as Problem-Based Learning, Role Plays, Web-
Quests and similar teaching strategies). While this professional development has
many aspects, educators could gain significant benefits from a common language
for describing great teaching ideas, just as an important part of learning a musical
instrument is understanding and playing great music.
While the primary focus of this chapter is the implications of educational
notation for pedagogical theory and practice, such notation also has productiv-
ity implications. If educators can easily reuse and adapt their colleagues’ good
ideas, then the preparation time for teaching may decrease (consider the many
educators across the world re-inventing similar teaching plans each day). That
is, successful sharing of good teaching ideas can lead not only to more effective
teaching, but also to more efficient preparation for teaching. These productivity
benefits may lead to increased cost-effectiveness in some contexts, but for many
educators, the benefit is more likely to be increased “time effectiveness”—that is,
6 James Dalziel et al.
time savings in one area of teaching (e.g. preparation) that allow for more time on
other areas (e.g. more individual feedback to learners).
In summary, we take inspiration from the history and uses of music notation
to try to imagine a descriptive framework for teaching and learning activities that
is broad enough to describe many different pedagogical approaches. A framework
of this kind could help to propagate great teaching ideas in order to enhance
the effectiveness of educators, leading to richer learning experiences for learn-
ers. We could consider other examples of descriptive frameworks—patterns and
plans in architecture, recipes, the Unified Modelling Language (UML) in software
development, dance notation etc. We leave it to other experts to draw out les-
sons for education from other descriptive frameworks—in this chapter, we use
music notation as an extended analogy for imagining education notation. In the
next section, we describe work on educational notation in the field of Learning
Design, followed by a new conceptual map for Learning Design and the broader
education landscape.
and sharing sequences of online learning activities (IMS LD and LAMS LD,
respectively) and software systems for teacher authoring and learner implemen-
tation of activities (ReLoad/CopperCore/SLeD and LAMS). To continue the
music notation analogy, the technical language for implementation by an educa-
tional software system could be compared to using a piano roll with a mechanical
player piano (or MIDI in modern electronic instruments). These projects also
developed online communities for sharing of sequences (Unfold and the LAMS
Community).
The SoURCE and AUTC Learning Design projects both developed exemplars
of software systems, but not to the same level of implementation as the other two
projects. However, these two projects included a strong focus on describing and
sharing pedagogically effective sequences of activities—particularly the third proj-
ect through an online library of examples (see www.learningdesigns.uow.edu.au).
From these origins, a wide range of related projects, conferences and research
activities arose, with a growing breadth of interests that incorporated not only
technological issues but also support for educators in adopting innovative teach-
ing methods—see Table 1.1 for a sample of areas and early examples.
By 2012, the body of work on Learning Design was beyond easy summary
within the constraints of this chapter, so as an aid to those interested in under-
standing the field to date, we have developed a timeline of Learning Design–
related initiatives/projects, communities, software tools, conferences and other
key events and publications. This is provided in Figure 1.1, with more detailed
TABLE 1.1 A sample of different areas of the growing field of Learning Design, including
early examples
information about the elements of this figure (as well as the projects noted in
Table 1.1) available at http://learningdesigntimeline.wordpress.com/.
After concluding the Role Play proper, the educator / facilitator opens the second “stop”
gate to provide learners with a series of reflective activities for debriefing.
Phase 1
Role play overview Scenario Task structure Role groups
Phase 2
Grouping for roles
Branching
STOP
Phase 3
Forum – Everyone
STOP
? ?
Phase 4
Voting Journal Q & A Worked Well? Q & A Improvement?
(e.g. information page, discussion forum, voting tool, shared question and answer).
This means that the visualization provided in Figure 1.2 conveys information
about the structure and sequence of this learning design and the nature of indi-
vidual activities within it. Double clicking on a box provides information about
the content of the relevant activity and the settings for the tool.
Hence, Figure 1.2, together with other supporting advice, provides a descrip-
tion of the teaching and learning activities for this Role Play. It contains infor-
mation at three levels of description—a visual representation for the sequence of
learning activities (shown), a second, more detailed level of instructions/content
and settings within each individual tool (accessed by double clicking) and a third
underlying technical description (in XML) that provides all the relevant informa-
tion that a Learning Design software system needs to implement this learning
design as a set of “live” activities for a group of learners (e.g. it provides the techni-
cal information about how to configure the forum for phase 3).
All of this information is contained in a single file that can be given to other
educators who could then run this set of activities with their learners (given
access to the appropriate Learning Design software system). This particular file is
available at www.lamscommunity.org/lamscentral/sequence?seq_id=690433.
Even if the file is not run with another group of learners, it provides informa-
tion to other educators to help them understand the structure of teaching and
12 James Dalziel et al.
learning activities in the Role Play, which could assist them to implement varia-
tions of this approach (whether online or face to face).
In this example, the LAMS Authoring environment provides a framework/
descriptive language for notating this learning design. There are other attempts at
a descriptive framework within Learning Design research (four further examples
are given in the “Conceptual Map” section later in this chapter). At a techni-
cal level, there have been several XML-based approaches (IMS LD, LAMS LD,
Learning Design Language). At a written level, there are many types of lesson
plan formats, as well as explicit Learning Design written formats such as LD_Lite
(Littlejohn & Pegler, 2007). From another perspective, educational patterns can
be viewed as a type of written Learning Design (McAndrew, Goodyear & Dalziel,
2006). There are also various visualization approaches, particularly the Learning
Design flow diagram from the AUTC Learning Design project. Finally, there
are software systems that provide an integrated technical, “written” and visual
approach, such as LAMS and COLLAGE (Hernández-Leo et al., 2006). An exam-
ple of an explicit overlap of the ideas of a Learning Design system and music nota-
tion is the “Learning Score” software developed by John Davitt and colleagues,
which uses a musical score-like approach to arranging lesson activities over time.
While this example is a more literal interpretation of the musical notation meta-
phor than is intended here, it nonetheless illustrates the power of this idea.
Each of the examples in the previous paragraph is an attempt at devising a
descriptive framework for teaching and learning activities that is analogous to
a system for music notation. More precisely, each example is like one of the
attempts at music notation prior to the development of the standard Western
music notation approach—that is, it captures some aspects of the teaching and
learning process, but it is not yet sufficiently comprehensive or widely adopted to
become a standard for “educational notation”. Figure 1.3 gives two examples of
music notation—the example on the left predates the standard Western approach
but gives glimpses of what the future will be (and hence may be analogous to
Figure 1.2), while the example on the right is based on the standard approach
that has been central to Western music notation for hundreds of years (there is no
analogy to this in education—not yet).
was “the” Learning Design or just one example of these concepts. One early
attempt to resolve this difficulty was to use a capitalized “Learning Design” to
refer to IMS Learning Design and a non-capitalized “learning design” to refer to
the wider concept (Britain, 2004). While this idea may have been useful in the
early years, it is less useful today when many researchers wish to use the capitalized
format (i.e. “Learning Design”) to refer to the field as a whole, and then use “IMS
Learning Design” to refer only to IMS Learning Design. We have followed this
usage in this chapter and recommend it for the future to avoid confusion.
A related problem is that a particular sequence of teaching and learning
activities that has been constructed using the ideas of Learning Design is often
called “a learning design” or “a design”. While this reuse of the same words to
refer to both a whole field of study and a specific instance of work can be con-
fusing, it has become sufficiently common practice that we would recommend
the phrase “a learning design” or “a design” (un-capitalized and singular) for
future use. We recommend avoiding the term “learning design” (un-capitalized)
for the whole field—we recommend “Learning Design” for the whole field and
“a learning design” for an instance. In some contexts, the words “a sequence”
are used instead of “a learning design”, although “a sequence” has the limita-
tion that it may be taken to imply only a simple linear sequence. Nonetheless,
“a sequence” is sufficiently common in some areas of Learning Design (espe-
cially those associated with LAMS) that it is worth noting as an alternative to
“a learning design”.
One of the core innovations of Learning Design software systems is that
a sequence of teaching and learning activities is created independent of its
implementation context (i.e. independent of a class of learners), and hence it
is automatically shareable and can be used in other learner contexts. It is this
characteristic that most clearly illustrates how a learning design implemented
in a Learning Design software system is different from a collection of learning
activities inside a class/course within a Learning Management System (LMS4).
The learning design is created from the ground up as shareable and reusable
and then later applied to a particular class; whereas the activities in the LMS are
locked to a specific class of learners, and often difficult or impossible to extract
in a shareable format.
In practice, this feature of Learning Design software systems means that a learn-
ing design must be applied to a particular class of learners (which may require
related tasks such as setting up learner accounts or assigning learners to a sequence;
assigning specific learners to groups used within a sequence etc.). Hence, there
is a need to identify the difference between a learning design as an abstract set
of activities (independent of a class of learners) and a learning design that has
been implemented with a specific group of learners. While less discussion of this
issue has taken place to date, the most common phrasing for a learning design
implemented with learners is “a running learning design”, or, alternatively, “a
running sequence”—these phrases are recommended for the future. To continue
FIGURE 1.3 Examples of music notation from before the development of the standard
Western notation tradition (top) and after its development (bottom).Top image: cour-
tesy of Asiir, English Wikipedia
The Larnaca Declaration 15
advice about how the design was created (and hence how it could be changed)
and advice about implementing the design with learners. Another central ele-
ment is that of sharing—as the reason for describing good teaching ideas is
to propagate these ideas among educators to ultimately improve teaching and
learning widely.
But even these core concepts are only a small part of the wider field of Learn-
ing Design. In Figure 1.4, we have tried to capture the broader education land-
scape and how it relates to the core concepts of Learning Design. We have called
this a Learning Design Conceptual Map (LD-CM). For the sake of clarity, we
refer to a box in the LD-CM as a “component” and an item within a box as an
“element”.
The arrows provide one view of how the different elements interact in the
process of designing and implementing teaching and learning activities, but other
interactions occur both within and between the elements of the LD-CM—
however, to attempt to note all possible arrows would make the Map unwieldy.
But this is not to discount the importance of other connections between parts of
the Map, for example, an arrow from Learner Responses to Educational Philoso-
phy could indicate the ways learner responses to learning experiences can shape
an educator’s educational philosophy, and how this could change how an educator
designs future learning experiences.
Challenge
Creating learning experiences aligned to particular pedagogical approaches and learning objectives
Implementation
Tools Resources
Learner Responses
Feedback Assessment Learner Analytics Evaluation
Challenge
Our overall statement of the challenge is “creating learning experiences aligned
to particular pedagogical approaches and learning objectives”. Just as the Learn-
ing Design descriptive framework seeks to support many different pedagogical
approaches, we have similarly tried to phrase our vision of the general educational
challenge in a way that is applicable to many different contexts regardless of the
particular pedagogical approaches of that context.
In practice, the actual pedagogical approaches and learning objectives will
be determined by the characteristics and values of institutions, external agen-
cies and educators (and indirectly, learners), together with the relevant edu-
cational philosophy and theories and methodology that are appropriate for a
given educational context. Hence the top left section of the LD-CM provides
a structure for analyzing the broader educational context and how it impacts
representations of teaching and learning activities—these three components
are discussed later.
We note that some approaches to education sector transformation start with
an assumption that educators need to be “fixed” or even in some technology
discussions, “removed”. By comparison, the field of Learning Design focuses on
educators creating great teaching ideas and sharing these with their colleagues,
who in turn adapt these ideas to suit their local teaching contexts, and potentially
share back adapted or improved versions of the original idea. While a shared
learning design might be used “as is” if it is a perfect fit for the local context, the
usual expectation is that an educator who adopts a learning design will still need
to adapt it to suit his/her learners’ particular needs. Hence the reuse of learning
design is not a mechanical implementation process, but rather a creative process
where educators use professional judgement to align a good teaching idea from
elsewhere with the unique needs of their context. Going further, this implies
that Learning Design software should empower a typical educator to easily edit a
learning design, rather than requiring specialist technical skills or assistance from
technical staff.
Educators are central to Learning Design as creators, sharers, adapters and
improvisers, working together in professional communities of practice. As a
model of education sector transformation, it is a model led by educators for
educators.
Educational Philosophy
This component of the Learning Design Conceptual Map is to note the explicit
or implicit pedagogical theories that underlie decisions about teaching and learn-
ing. This most often has an impact via the choices of educators, but policy deci-
sions at higher levels (such as educational institutions and external agencies such
The Larnaca Declaration 19
Teaching Cycle
This component of the LD-CM acknowledges how different stages in the Teach-
ing Cycle can impact the design of teaching and learning activities. Obviously,
how an educator designs and plans a set of activities is crucially important, and
this is a central focus of Learning Design. But the LD-CM also draws attention
to how educators engage with learners, such as adapting their teaching “in the
moment” to the changing dynamics of the classroom, or responding asynchro-
nously to learners in an online discussion forum. Indeed, one of the most frequent
concerns about online education is the loss of non-verbal cues about learner reac-
tions to teaching that otherwise inform adaptation in the moment. This example
draws attention to the more general issue of how the act of teaching sometimes
plays out differently to how it was planned beforehand.
The dimension of adaptation or improvisation of teaching in the moment has
been weak in Learning Design to date, particularly where Learning Design soft-
ware systems struggle to change a sequence once it is running. However, any cur-
rent technical difficulties in coping with this requirement should be of secondary
importance—the skills and techniques that educators bring to adaptation in the
moment are of great importance to teaching and learning. It is worth drawing
attention to this historical weakness in Learning Design, as the ability to adapt
teaching in the moment is central to the self-image of many educators, and hence
a perceived lack of emphasis on this aspect of teaching and learning has led some
educators to dismiss Learning Design in the past.
Reflection on teaching during and after the event is also of significant impor-
tance to future design decisions—understanding what went wrong in an unsuc-
cessful class can change planning in the future. A more long-term view of this
process of reflecting on teaching is captured in the “Professional Development”
element, also sometimes called “Professional Learning”, which would contain
formal professional development courses as well as the long, personal journey of
gaining experience as an educator, and how this influences subsequent Teaching
Cycles of designing and engaging with learners.
Level of Granularity
This component of the LD-CM illustrates different levels of granularity in the
design of teaching and learning activities, such as how individual Learning Activi-
ties build up to sequences or Sessions. Collections of Sessions over time make up
larger Modules (like courses), and Modules often combine to larger Programs of
learning, such as a degree or a year (or set of years) of school education.
These distinctions will at times have fuzzy boundaries and different termi-
nology (particularly across different education sectors—e.g. universities versus
schools), but the important issue for this Map is that different kinds of decisions
22 James Dalziel et al.
are typically made at each level. Individual Learning Activities involve decisions
such as the phrasing of a reflective question (e.g. open or closed), the layout of
an online resource and the structure of quiz items. Sessions tend to be collec-
tions of activities (be they sequential or other non-linear structures), with the
key focus being the learning objectives(s) of a set of activities, and the rationale
for the choice and arrangement of Learning Activities to achieve this objective.
Many innovative teaching strategies, such as Role Plays, Problem-Based Learning,
Predict-Observe-Explain,WebQuests etc., are sets of Learning Activities that have
a particular sequential structure.
Decisions at the Module level relate to how Sessions relate to a larger unit—
such as how the weekly Sessions of lectures and tutorials are structured to cover
the content of a course in a typical university setting, or how a set of different
sequences of Learning Activities contributes to a larger unit of work over a num-
ber of weeks/months in a school. Program-level decisions often include high-
level progression concepts, such as course pathways within degrees (and their
prerequisites), or the structure of Modules over a year in a school. It is also worth
noting that broad learning objectives at Program and Module levels (such as 21st-
century skills) may cascade down into particular learning objectives at the level of
Sessions and Learning Activities.
Core Concepts
At the heart of the LD-CM are the core concepts of Learning Design—most
centrally the idea of a descriptive framework for representation and visualiza-
tion of teaching and learning activities—“educational notation”. This element is
complemented by guidance and sharing.
Guidance
Guidance covers the many ways that educators can be assisted to think through
their teaching and learning decision-making, in particular, how they can under-
stand and adopt new, effective teaching methods. In some cases guidance is incor-
porated into the representation (e.g. patterns), whereas in others it is a complement
to the representation, for example:
• websites with information on teaching ideas and tools (e.g. the Phoebe Peda-
gogic Planner, Masterman & Manton, 2011),
• software systems that seek to guide educators through a reflective process
about their teaching (e.g. the London Planner/Learning Designer), poten-
tially including artificial intelligence to offer suggestions during the process,
• collections of templates of effective teaching strategies and accompanying
advice (e.g. LAMS Activity Planner),
The Larnaca Declaration 23
Representation
As noted earlier in relation to Figure 1.3, the field of Learning Design is yet to
develop a widely accepted framework for representation of teaching and learning
activities. However, aspects of a number of projects provide indications of how
this framework might be conceptualized. Figure 1.2 provides an example from the
LAMS Authoring environment that draws attention to the flow of different kinds
of learning activities over time in a visual format. Another example of a visual
format for illustrating the flow of activities over time is the flow diagram from the
AUTC Learning Design project—Figure 1.5 provides an example of this diagram
for describing a “Predict-Observe-Explain” teaching method (AUTC Learning
Design, 2002).
Another kind of representation is educational patterns, drawing on research on
patterns in disciplines such as architecture and software development. Patterns use
a particular form of structured text, and may also include a visualization, such as
the example in Figure 1.6 for a jigsaw teaching method (from Dimitriadis, 2012).
A fourth kind of representation is the timeline and pie chart views in the
Learning Designer (previously named the London Planner). In this representa-
tion, the learning activities are analyzed in terms of the type of learning that
occurs in each activity (including the potential for multiple types of learning
to occur in one activity). This approach is based on a conceptual classification
of types of learning into six categories (also known as pedagogic descriptors):
Acquisition, Discussion, Enquiry, Practice, Collaboration and Production. This
approach allows for computational analysis of the types of learning occurring
across learning activities (as opposed to analysis of simply the type of digital
tools selected, as with LAMS). This is a promising area for future Learning
Explanation of POE strategy
(face-to-face lecture)
Interactive Multimedia Setup: Students are introduced
CD-ROM to POE strategy and form pairs
(16 scenarios)
Tutorial about use
of CD-ROM
1 learning session
Predictions saved
on computer Pairs observe scenario outcome
(video based)
Explanations saved
on computer POE task sequence repeats
based on number of POE scenarios
Introductory individual
(or initial group) activity
Individual
Collaborative activity
around the sub-problem
Expert Group
Collaborative activity
around the problem and
solution proposal
Jigsaw Group
FIGURE 1.6 Partof a jigsaw teaching method described using an educational pattern
(NB: not shown are sections at the end of this pattern for “Patterns that complement
this pattern” and “Patterns that complete this pattern”). Image appears courtesy of
Yannis Dimitriadis.
The Larnaca Declaration 25
FIGURE 1.7 Timeline and pie chart analysis of the learning activities designed for a
sequence on interpreting the meaning of portraiture, showing the aggregated time
for each learning activity, using the Learning Designer (http://learningdesigner.org).
Image appears courtesy of Diana Laurillard.
26 James Dalziel et al.
Peer-
Student-choice Innovative-
Active- support for-participants
discovery
Individualized Chaos and serendipity
Authentic Research based
Student-autonomy
Accessible
Guided Scaffolded Theory based
Applied concepts
Reused and found Linked
Student-generated-content Social
reflective-log Collaborative
portfolio
Debate
Professional-
peer-assessment
self-assessment
community
FIGURE 1.8 Course Map template from the Open University Learning Design Initia-
tive. Appears courtesy of Gráinne Conole.
Sharing
The “Sharing” element draws attention to the driver behind representation—
the propagation of good teaching ideas from one educator to another. Learning
Design has a strong history of sharing, including the use of online repositories of
learning designs (e.g. the LAMS Community) and communities for discussion
of teaching ideas among peers (e.g. Cloudworks). Sharing in Learning Design is
often under open educational licences (such as Creative Commons licences), and
hence is part of the wider movement of Open Education, and related movements
in open source software and open content.
Indeed, a case can be made that Learning Design is “open source teaching”,
in the sense that the open sharing of descriptions of teaching activities is like
sharing the “source code” of teaching, and where these ideas are developed and
improved over time by communities of educators, then there is genuine argument
for the phrase “open source teaching”. And this idea supports one of the striking
possibilities of Learning Design—the potential to take teaching strategies from
one discipline (e.g. PBL in medicine) and propagate them to other disciplines by
capturing the underlying pedagogic essence of the teaching strategy in a learning
design (separate from any discipline content) in order to explore the potential use
of this teaching strategy in a different discipline context.
An agreed representation is only one part of the complex phenomenon of
sharing—many social forces are at work that foster and inhibit sharing. By com-
parison, the adoption of music notation was driven not only by its conceptual
elegance and usefulness, but also through social practices of music teaching using
the notation, as well as informal networks among musicians who propagated this
notational approach when it first appeared. Similarly, any widespread acceptance
of an educational notation system will arise from a complex mixture of usefulness,
social propagation and serendipity. More research is needed on the factors that
foster, and inhibit, practical sharing of learning designs.
28 James Dalziel et al.
Implementation
This component of the Learning Design Conceptual Map draws attention to dif-
ferent Tools and Resources required during teaching. This could include physical
tools for classroom activities (whiteboard, flipchart, pens) as well as educational
resources such as articles and videos. In online contexts, activities may require
tools such as discussion forums, wikis, quiz systems etc., and resources such as
websites and online videos.
In the case of Learning Design software systems, activity tools are a part of the
overall software. A special feature of activity tools in Learning Design software sys-
tems is that they need to be capable of being configured by a learning design.That
is, when an educator obtains a learning design file, and implements it in a local
course, the file contains technical instructions to the Learning Design software
system about how to configure the various tools required (e.g. at step 3, provide a
discussion forum with two threads, with the discussion topic for thread 1 as “How
is X similar to Y?” and thread 2 as “How is X different from Y?”).
This requirement for Tools to be capable of receiving an “injection” of exter-
nal content and configurations from a learning design file has proved a far more
demanding technical requirement for Learning Design software systems than was
initially anticipated, and is one of the reasons for difficulties in creating fully func-
tional Learning Design software systems.
A related requirement is the need for a sequencing engine to facilitate the
progress of learners through a suite of activities, and for activity tools to be
“sequencing aware”—that is, to be able to designate completion of an activity to
a sequencing engine in order to allow for learner progress through a sequence.
As noted earlier, this should not be taken to mean only simple linear sequences—
systems such as LAMS provide features for multiple pathways and sets of activities
which can be completed in any order and which can be revisited multiple times.
These demanding technical capabilities are absent from most (if not all) current
Learning Management Systems, which helps explain the need for separate Learn-
ing Design software systems (which can then be integrated into LMSs).
Learner Responses
We have chosen the title “Learner Responses” to capture many different types
of information about student learning, such as learning outcomes, competen-
cies, skills and understanding. While formative and summative Assessments are
typical in many educational contexts (and the wider literature on these topics is
all relevant here), Learning Design draws attention to a wider view of responses
from learners. This includes Feedback, such as the real-time learner reactions to
teaching that an educator may use to change teaching in the moment (see Teach-
ing Cycle section). It also includes more structured Evaluation of teaching, such
The Larnaca Declaration 29
between educators and learners at both theory and practice levels, and also how
learners reflect on theory and practice internally, as well as how educators reflect on
their teaching of theory and practice as a result of their interactions with learners.
In the context of the LD-CM, a given instance of teaching using Laurillard’s
Conversational Framework could be notated using a Learning Design representa-
tion. This could be accompanied by guidance for educators on using the Con-
versational Framework in this instance of teaching, and sharing of this instance
with others. More broadly, the Conversational Framework has a particular focus
on several elements of the LD-CM: Sessions and Learning Activities within Level
of Application; Reactions to teaching and potentially Assessment in Learner
Responses; and particularly the Teaching Cycle where Engaging with Learners
and Reflection are affected by interactions with learners (in both theory and
practical areas of the relevant discipline). Many more comments could be made
about the Conversational Framework and the Learning Design Conceptual Map,
but for current purposes, the point is to draw out how particular parts of the Map
are significant for the Conversational Framework.
A different example is the “TPACK” Framework (Koehler & Mishra, 2009)
about the technological, pedagogical and content knowledge educators use
when they design learning activities.Teaching based on the TPACK Framework
could be described using the LD-CM e.g. the level of application would be pri-
marily at the Module and Learning Activity levels, and while the whole Teach-
ing Cycle is relevant, there would be a greater focus on a longer-term process of
professional development in understanding the TPACK Framework. As TPACK
places a particular emphasis on technology, it would also focus on the way that
Tools are used within the Implementation component, and differences in how
educators use technological tools according to their technological knowledge.
A more challenging example to consider is the broad field of Instruc-
tional Design. Some examples of instructional design tend to focus mostly at
the Learning Activity level, together with a focus on Sessions in terms of the
sequencing of Learning Activities. But the underlying meaning of teaching and
learning here can be quite different to the previous two examples, as some
Instructional Design approaches only address single-learner contexts where no
peers or educators are present (e.g. the Shareable Content Object Reference
Model—SCORM—technical standard that is the basis of much e-learning
courseware). SCORM constrains the type of activities that are possible (e.g.
no collaborative activities), which would affect the nature of the representa-
tion as well as the choice of tools. The Teaching Cycle looks quite different for
SCORM courseware, as no educator is present in the teaching step, so all deci-
sions are made during preparation. Changes for the future are possible based on
Learner Responses, but these are typically limited to assessment such as quiz
scores, and in some cases more advanced learner analytics such as time on task
and cursor movements on screen.
The Larnaca Declaration 31
Challenge
Creating learning experiences aligned to particular pedagogical approaches and learning objectives
Implementation
Tools Resources
Learner Responses
FIGURE 1.9 Example of LD-CM overlay for significant areas of interest in Laurillard’s
Conversational Framework (for comparison with Figure 1.10)
32 James Dalziel et al.
Challenge
Creating learning experiences aligned to particular pedagogical approaches and learning objectives
Implementation
Tools Resources
Learner Responses
FIGURE 1.10 Example of LD-CM overlay for significant areas of interest for a SCORM
single-learner courseware approach (for comparison with Figure 1.9).
and “should not” go about teaching, which belies a view about reality (otherwise
there would be no “should”).
Our second approach starts by using the Learning Design Conceptual Map,
where a chosen pedagogical approach can be described in the Educational Phi-
losophy box. This choice is, ultimately, informed by evidence from the Theories
and Methodologies box immediately below it, which deals with evidence from
educational research. Different kinds of research evidence frequently provide sup-
port for different pedagogical theories—for example, quantitative analysis of small
activities might be used to support particular types of direct instruction theories,
whereas broad qualitative analyses of the skills of learners on reaching the end of
their education might be used to support constructivist theories.
This is not the place for a debate over the validity of different pedagogical the-
ories and their underlying evidence. Rather, we seek to use the LD-CM to draw
attention to the way that different kinds of research evidence inform different
pedagogical theories that in turn inform different teaching and learning activities
which can be represented using a Learning Design notational system. At the level
of individual educators, the explication of these connections can help to clarify
decision-making about teaching and how these decisions connect pedagogical
theory, research evidence, learner characteristics and context in order to promote
effective student learning. At a macro level, the same Map can be used to help
structure academic debate about types of research evidence (including whether
particular evidence is conflicting or rather about different facets of education),
and the links between research evidence and types of teaching and types of stu-
dent learning, in order to facilitate judgements about effective learning.
For everyday practice, the question of teaching and learning effectiveness
depends not simply on the chosen pedagogical theory or the research evidence
in favour of this theory. It depends on the wider mix of issues identified in the
LD-CM such as: the characteristics and values of institutions, educators and learn-
ers; the nature of the teaching cycle (and the granularity of teaching design); the
use of descriptive frameworks for teaching and learning activities, together with
guidance and sharing; the use of tools and resources to support implementation of
teaching and learning; and the various responses of learners (e.g. reactions, assess-
ment, evaluation).
The “best” pedagogical theory may be highly ineffective for student learning
in a particular context if other parts of the LD-CM are not considered or imple-
mented appropriately. Equally, a set of very difficult educational circumstances
(e.g. education in a poor country) may still lead to highly effective learning where
certain elements (e.g. a gifted teacher) overcome difficulties. Any thorough inves-
tigation of the effectiveness of a teaching and learning approach needs to examine
the full set of interactions within the Learning Design Conceptual Map, includ-
ing the potential for positive aspects of one part of the Map to override negative
aspects in another part.
The Larnaca Declaration 35
This is not the place for a debate on the relative merits of different teach-
ing and learning approaches for different subjects or stages of education, but we
simply make the point that educators can use all the components of the Learn-
ing Design Conceptual Map to assist with designing and implementing effective
teaching and learning activities, where the effectiveness is ultimately measured
in terms of learning outcomes rather than teaching inputs. For most educators,
this means using a wide range of teaching and learning approaches depending on
what is most effective in their context. And to the extent that sharing learning
designs helps educators to adopt new, effective teaching and learning methods,
then ultimately student learning will improve.
Learning Design
Epilogue
The development of music notation was crucial to the widespread propagation of
beautiful music. While education is yet to develop a comparable system of nota-
tion, research on Learning Design Frameworks gives us hints of what this might
look like in the future, informed by the wider Learning Design Conceptual Map.
If a notation system (or systems) for describing teaching and learning activities is
developed and widely adopted, its success will be due to a complex mixture of its
accuracy, expressiveness and historical contingencies. Its ultimate goal, though, is
not just representation for representation’s sake; it is to help educators to describe,
share and adapt effective teaching and learning activities—that is, designing for
learning, or Learning Design Practice.
38 James Dalziel et al.
It may be that the analogy of music notation will take us a considerable dis-
tance, but later be found to be missing some elements of education. The need
for educators to adapt or “improvise” in the act of teaching in response to their
interactions with learners seems one significant issue for deeper consideration.
Perhaps jazz music will provide an enriched music analogy—it is an example
of music that can be retrospectively notated like other music, and yet the act of
performance is often based on a combination of professional skill together with
just the essence of some musical idea (as opposed to performance of a complete,
static musical score).
In this chapter, we have used the success of Western music notation to help
us imagine a similar system of educational notation. In practice, we already
have a range of proto-notational examples, and it may be that several differ-
ent education notation systems will arise in the future, each with different
descriptive strengths and weaknesses. Within any given system, multiple dia-
grams may be needed to convey the richness of teaching and learning activi-
ties (like the multiple diagrams of UML in software development). So while
the analogy of music notation can take us far, we believe a unique solution
for education will be needed that is unlike anything else. The challenge now
is to create it.
If education fails to develop a general system of notation, it is hoped that even
the attempt to do so will teach us deep truths about the fundamental nature
of education, and that these truths themselves will contribute to more effective
teaching and learning approaches in the future.
Appendix
Acknowledgements
Support for this publication has been provided by the Australian Government
Office for Learning and Teaching. The views expressed in this publication do not
necessarily reflect the views of the Australian Government Office for Learning
and Teaching.
This chapter was based on ideas arising from a meeting of Learning Design
experts in Larnaca, Cyprus, on Tuesday 25th September 2012 and subsequent
discussions (hence the name “Larnaca Declaration on Learning Design”).
Before and after the Larnaca meeting, participants have discussed similar issues
at a number of other meetings, and these discussions have contributed to the
current ideas. Participants in these other meetings have included: Diana Lauril-
lard, Spyros Papadakis, Chris Alexander, Liz Masterman, Sheila MacNeill, Scott
Wilson,Yannis Dimitriadis, Peter Goodyear, John Hedberg, Gregor Kennedy, Paul
Gagnon, Debbie Evans, Kumiko Aoki, Carlos Alario, Chris Campbell, Matthew
Kearney, Ron Oliver, Shirley Agostinho, Lori Lockyer and others. We are grateful
to all our colleagues for their insights.
The Larnaca Declaration 39
Glossary
Learning Design (capitalized): The field of Learning Design
learning design (un-capitalized): An individual example of a sequence of teaching and
learning activities, also called a “design” or “sequence”. A learning design is a plan for
potential activities with learners, which is to be distinguished from a particular implemen-
tation of this plan with a particular group of learners (see “a running learning design”)
running learning design: The implementation of a learning design with a particular
group of learners, also called “a running sequence”.
IMS Learning Design: An example of a technical language for implementing the con-
cepts of Learning Design in software
Learning Design Conceptual Map (LD-CM): A map of the wider educational land-
scape as it relates to core Learning Design concepts—see Figure 1.4
Learning Design Framework (LD-F): A descriptive language/notational format/
visualization for describing teaching and learning activities based on many different
pedagogical approaches
Learning Design Practice (LD-P): The action of applying Learning Design concepts
to the creation and implementation of effective teaching and learning activities, also
called “designing for learning”
teaching strategy: An approach to teaching that proposes a particular sequence of teach-
ing and learning activities based on certain pedagogical assumptions. Examples of teaching
strategies are capitalized in this chapter; for example, Problem-Based Learning, Predict-
Observe-Explain, Role Plays and WebQuests. A teaching strategy can provide a pedagogi-
cal rationale as well as a suggested structure of activities for a learning design.
Notes
1 We have chosen “educator” rather than “teacher” to provide a more inclusive term that
applies not only to K-12 teachers, but also to university lecturers and vocational/profes-
sional trainers.
40 James Dalziel et al.
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The Larnaca Declaration 41
Introduction
This chapter provides an overview of some theoretical underpinnings of Learn-
ing Design and describes how Learning Design is distinct from, but related to, the
more established field of Instructional Design. Essentially Learning Design draws
on two theoretical perspectives: sociocultural thinking and an ecological perspec-
tive. This chapter will describe the origins of these perspectives and consider how
they are being used in a Learning Design context.The focus of this chapter relates
mostly to the Learning Design Conceptual Map of the Larnaca Declaration on
Learning Design, particularly the “Theories and Methodologies” box.
It is important to understand the theoretical underpinnings to make sense
of the approach adopted in the development of Learning Design research. The
sociocultural perspective emphasizes that design is context based and shaped
by the environment and the designers’ background and preferences. The con-
cept of Mediating Artefacts emphasizes that design is dialogic and mediated by
tools. The ecological perspective draws on the concept of affordances; i.e. that
technologies have affordances or characteristics, which will shape how they are
used. It also emphasizes that design occurs in a constantly changing dynamic
environment.
Sociocultural Perspectives
A sociocultural perspective emphasises the social and contextual nature of cogni-
tion and meaning (Barab, Evans et al., 2004, p. 199). This is in contrast to a cogni-
tive perspective, which is based on the belief that knowledge exists solely in the
Theoretical Underpinnings 43
head and instruction involves finding the most efficient means for facilitating the
“acquisition” of knowledge. Sfard (1998) described the shift in cognitive science
and educational theory as a move away from the “acquisition” metaphor towards
a “participation” metaphor, where knowledge, reconceived as “knowing about”,
is considered a fundamentally situated activity.
The concept of Mediating Artefacts can be traced back to the work of Vygotsky
(1962, 1978). Central to Vygotsky’s work were the following three questions:
i) What is the relationship between human beings and their environment (both
physical and social)? ii) What new forms of activity were responsible for establish-
ing labour as a fundamental means of relating humans to nature and what are the
psychological consequences of these forms of activity? iii) What is the nature of
the relationship between the use of tools and the development of speech?
A central feature of a sociocultural perspective is the triadic relationship
between the object of cognition, the active subject and the tool or instrument
that mediates the interaction.Vygotsky stated:
The use of artificial means (tools and symbolic artifacts), the transition
to mediated activity, fundamentally changes all psychological operations
just as the use of tools limitlessly broadens the range of activities within
which the new psychological functions may operate. In this context, we
can use the term higher psychological function, or higher (truly human)
behavior as referring to the combination of tool and sign in psychologi-
cal activity.
(Vygotsky, 1978, p. 55)
Mediating Artefacts
Signs Tools
to mediate their social environment. Minick quotes the follow important facet of
Vygotsky’s ideas:
Figure 2.1 shows the two types of Mediating Artefacts, namely tools and signs.
A fundamental premise of Vygotsky’s theory is that tools and signs are first and
foremost shared between individuals in society and only then can they be inter-
nalized by individuals.
Tool
Subject Object
• Text-based narrative case studies, describing the key features of the learning
activity, and perhaps barriers and enablers to implementation.
• More formal narratives, against a specified formal methodology such as
the concept of pedagogical patterns, which provide a structured mecha-
nism for representing good practice (Goodyear, 2005; Goodyear & Retalis,
2010).
• Visual representations, such as a mind map or formalized UML1 use case
diagram.
• Vocabularies (Currier, Campbell et al., 2005), such as taxonomies, ontologies
or folksonomies.
• Models (Conole 2010; Mayes & de Freitas, 2004), foregrounding a particular
pedagogical approach (such as instructivism, Problem-Based Learning or an
emphasis on a dialogic or reflective approach).
Mediating
Artefacts
achieves goal
Barab, Evans et al. (2004, p. 205) list the following design guidelines that arise
from taking a sociocultural perspective:
Activity Theory
Activity Theory (Cole, Engeström et al., 1997; Daniels, Cole et al., 2007;
Engestrom, 2001; Engeström, Punamäki-Gitai et al., 1999) built on and expanded
Vygotsky’s work; of particular interest is the well-known Activity Theory triangle,
which helps situate and contextualize the Learning Design process. Figure 2.4
shows an Activity Theory representation of the Learning Design process. In the
centre of the diagram is the subject or designer who is intent on achieving a
particular goal, namely the design of a learning activity. This is guided by Mediat-
ing Artefacts, which could be case studies of good practice, pedagogical patterns,
visual representation, models etc. This design process occurs within a context;
it is governed by rules, in this instance—institutional constraints and any disci-
pline-specific professional requirements.These will have an impact on the way the
learning activity is designed and what can be achieved. It occurs within a com-
munity, for example the community of peer practitioners and other institutional
stakeholders. Finally, there will be a division of labour; it may be that the design
Theoretical Underpinnings 47
Mediating Artefacts
Case studies, patterns,
iconic representations,
models
Outcome
LA
Subject Object
Designer Create a LA
process is carried out solely by the practitioner, or they may be working in a team,
or alongside a learning technologist.
Symbolic Languages
We develop understanding and communicate with others through a variety of
“languages”. The most common, of course, is speech, the utterances which relate
to particular objects and actions; over time we have come to a consensus on the
meaning of words. So for an English speaker “apple” refers to a particular edible
fruit, whereas the same object is referred to as “manzana” by Spanish speakers.
Written languages evolve over time and there are a number of different represen-
tations, such as Roman, Cyrillic, Chinese etc. Another language is mathematical
notation, a means of understanding concepts through numbers and symbolic rep-
resentations. Mathematics describes the world in a different way than the written
word and can explain concepts that cannot be understood through words. For
example, when describing the world at a subatomic level, Newtonian concepts
make no sense and quantum mechanisms must be used instead. The fact that
an electron can be both a particle and a wave makes no sense, but can be easily
represented and described through quantum mechanics, which is based on prob-
abilities. Mathematics, like the written word, has evolved over time. For example
48 Gráinne Conole
The affordances of the environment are what it offers the animal, what it pro-
vides or furnished, either for good or ill. … something that refers to both the
environment and the animal in a way that no existing term does. It implies
the complementarity of the animal and the environment.
(Gibson, 1979, p. 127)
For example, a tall tree has the affordance of food for a giraffe because it has a
long neck, but not for a sheep, or a set of stairs has the affordance of climbing for
a walking adult, but not for a crawling infant. Therefore affordances are always in
relation to individuals and their capabilities; this includes individuals’ past experi-
ences, values, beliefs, skills and perceptions. Therefore a button may not have the
affordance of pushing if an individual has no cultural context or understanding of
the notion of buttons or related objects and what they are for.
Theoretical Underpinnings 49
The affordances of the environment are what it offers the animal, what it
provides or furnishes, either for good or ill.
(Gibson, 1979, p. 127)
Therefore affordances are properties of the world that are compatible with
and relevant for people’s actions (Gaver, 1991). He argues when affordances are
perceptible, they offer a direct link between perception and action. Furthermore,
he suggests that hidden and false affordances can lead to mistakes.Wijekumar et al.
(2006) state that affordances describe the interaction supported by the tool for
each individual and are affected by the individual’s prior experiences. They add
that technologies prompt, guide or constrain users depending on their previous
experiences. In other words, affordances describe the possible uses individuals may
make of particular technologies.
Conole and Dyke (2004) argued that digital technologies have affordances.
For example, they may have affordances to foster communication and collabo-
ration or to encourage reflection. However, the inherent affordances associated
with a particular technology will only be realized in relation to an individual.
Each person approaches the use of a technology with a set of personal prefer-
ences and competences and these determine whether a particular affordance is
realized. Conole and Dyke described 10 types of affordances: accessibility, speed
of change, diversity, communication and collaboration, reflection, multi-model
and nonlinear, risk, fragility and uncertainty, immediacy, monopolization and
surveillance. They argued that this affordance taxonomy has a number of uses.
Firstly, that establishing a clearer understanding of the affordances should help to
inform practitioners in their use of technologies to achieve particular goals. Sec-
ondly, that it can also help to identify potential limitations and inappropriate uses
of the technologies. Thirdly, by making the inherent affordances of technolo-
gies explicit, the taxonomy can act as a discussion point for critique and further
refinement. Fourthly, it can be used as a checklist to help practitioners understand
the advantages and disadvantages of different technologies. Fifthly, it can be used
as a mechanism for staff development and improving practice—for example by
50 Gráinne Conole
• Media affordances: i.e. the characteristics associated with text, images, audio
and video.
• Spatial affordances: the ability to resize elements within an interface and
move and place elements within an interface.
• Temporal affordances: access anytime, anywhere, the ability to record and play
back, synchronous versus asynchronous.
• Navigational affordances: i.e. the capacity to browse to other sections of a
resource.
• Emphasis affordances: the capacity to highlight aspects of a resource.
• Synthesis affordance: the capacity to combine multiple tools to create a
mixed-media learning environment.
Theoretical Underpinnings 51
Associative Behaviourism Focuses on behaviour Content delivery plus 1. Merrill’s instructional design
Instructional design modification, via interactivity linked directly principles
Intelligent tutoring stimulus-response pairs; to assessment and feedback 2. A general model of direct
Didactic Controlled and adaptive instruction
E-training response and observable
outcomes;
Learning through association and
reinforcement
Cognitive/ Constructivism Learning as transformations in Development of intelligent 3. Kolb’s learning cycle
Constructivist Constructionism internal cognitive structures; learning systems and 4. Laurillard’s conversational
Reflective Learners build own mental personalized agents; framework
Problem-Based Learning structures; Structured learning 5. Community of inquiry
Inquiry-learning Task-orientated, self-directed environments (simulated framework
Dialogic-learning activities; worlds); 6. Jonassen’s constructivist
Experiential learning Language as a tool for joint Support systems that guide model
construction of knowledge; users; 7. n-Quire model
Learning as the transformation Access to resources and
of experience into knowledge, expertise to develop more
skill, attitudes, values and engaging active, authentic
emotions learning environments;
Asynchronous and synchronous
tools offer potential for richer
forms of dialogue/interaction;
Use of archive resources for
vicarious learning
(Continued )
TABLE 2.1 (Continued)
Situative Cognitive apprenticeship Take social interactions into New forms of distribution 8. Activity Theory
Case-based learning account; archiving and retrieval 9. Wenger’s Community of
Scenario-based learning Learning as social participation; offer potential for shared Practice
Vicarious learning Within a wider sociocultural knowledge banks; 10. Salmon’s 5-stage
Collaborative learning context of rules and Adaptation in response to both e-moderating model
Social constructionism community discursive and active feedback;
Emphasis on social learning and
communication/collaboration;
Access to expertise;
Potential for new forms of
communities of practice
or enhancing existing
communities
Connectivist Networked learning, Learning in a network Use of social and participatory 11. Preece’s framework for
distributed learning, environment, through media to engage in a online community
social and participatory interaction with others, distributed community of 12. Connectivism
learning filtering and personalization peers, adopting technologies 13. Wenger’s Community of
to create a personalized Practice
learning environment for
dialogue and reflection,
harnessing the power of a
global, distributed network
Assessment Focus is on feedback and E-learning applications range 14. Gibbs and Boud models
assessment (internal reflection from in-text interactive 15. Nicol and the REAP
on learning, and also questions, through multiple framework
diagnostic, formative and choice questions up to
summative assessment) sophisticated automatic text
marking systems
Theoretical Underpinnings 55
Merrill’s “five first principles” model suggests that the most effective learn-
ing environments are those which are problem-based, where the students are
involved in four distinct stages: activation of prior knowledge, demonstration
of skills, application of skills and integration into real-world activities. To these
Collis and Margaryan (2005) have added six contextual criteria relating to
effective implementation in specific (business) environments: supervisor sup-
port; technology support; reuse; differentiation; collaboration; and learning from
others.
Huitt et al. (2009) summarize research into approaches to instruction. In par-
ticular they describe a general model, which consists of four phases:
• Presentation phase
° Guided practice
° Independent practice
° Periodic review
• Assessment and evaluation phase
° Formative assessment
° Summative assessment
• Monitoring and feedback
• Active and manipulative: learning takes place when learners develop knowl-
edge and skills in response to their environment, manipulating objects and
observing and learning from the results.
• Constructive and reflective: learning occurs as learners reflect on activity and
observations and articulate what they have learned.
• Intentional: learning occurs when learners are motivated to achieve a
cognitive goal.
• Authentic (complex and contextualized): learning is situated in a meaningful
context rather than being oversimplified and presented in isolation.
• Cooperative (Collaborative/Conversational): learning relies on socially nego-
tiated understandings that help learners build on and learn from their own
and each other’s knowledge in order to construct new knowledge.
Conclusion
This chapter has provided an overview of some of the key theoretical perspec-
tives associated with Learning Design. First and foremost the field is sociocultur-
ally located drawing on the work of Vygotsky and others and in particular the
Theoretical Underpinnings 59
concept of mediating artefacts for design. The work of Gibson, from an ecologi-
cal perspective, is also drawn on and in particular that digital technologies have
affordances, which may or may not be applied, depending on the context and the
characteristics, skills and preferences of individuals. The methodology most used
in the field is design-based research (Barab, 2006; Wang & Hannafin, 2005), an
agile approach, where a problem is identified and addressed. The central problem
in Learning Design research is that teachers need support and guidance to make
pedagogically informed design decisions and to make appropriate use of tech-
nologies. There are three facets to this: guidance, visualization and sharing. The
Larnaca Declaration6 articulates the nature of the field and in particular how it is
distinctive from but complementary to the more established field of Instructional
Design. The Larnaca Declaration is a descriptive framework for Learning Design,
centring on the notion of the development of an educational notation for design,
which teachers can use to create and share good teaching practice. Figure 2.5
represents the field of Learning Design and its key components.The challenge for
the field is to help teachers create effective learning experiences that are aligned
to particular pedagogical approaches and learning objectives. It focuses around the
teaching cycle, which consists of: design and plan, engage with students, reflection
and professional development. It can work at any level of granularity, from micro
learning activities up to whole programmes. The three key concepts of Learning
Design are: guidance, representation and sharing, which translate into a range of
Learning Design tools and resources.
One of the distinctive features of the Learning Design approach is that it
is activity focussed rather than content focussed and helps the teacher design
for a particular learning context. There is now a plethora of Learning Design
tools and resources, from implementation tools such as LAMS,7 the Learning
Designer8 and ILDE9 through to resources and activities, such as those associ-
ated with the 7Cs of Learning Design framework.10 Evaluation of the use of
60 Gráinne Conole
Challenge
Creating learning experiences aligned to particular pedagogical approaches and learning objectives
Implementation
Tools Resources
Learner Responses
Feedback Assessment Learner Analytics Evaluation
these tools has been positive. Teachers state that they help them think more
creatively, beyond content to a focus on activities. The tools and resources help
guide their design practice and help them to make their designs explicit and
hence shareable.Visualization in particular is seen as very powerful, enabling the
teachers to explore their design from different perspectives. Whether or not we
will ever achieve our dream of having a standardized educational notation, it
is clear the current suite of Learning Design tools and resources are useful in
helping improve design practice.
Notes
1 www.uml.org/
2 See http://phd.richardmillwood.net/en/portfolio/media/Learning%20Theory.pdf.
3 See www2.smumn.edu/deptpages/~instructtech/lol/laurillard/ for an interactive diagram
of the Conversational Framework, mapping technologies for each of the components.
4 Adapted from Clough and Ferguson (2010).
5 www.nquire.org.uk/home
6 See Chapter 1 and www.larnacadeclaration.org/
7 http://lamsfoundation.org/
8 https://sites.google.com/a/lkl.ac.uk/ldse/
Theoretical Underpinnings 61
9 http://ilde.upf.edu/
10 www2.le.ac.uk/projects/oer/oers/beyond-distance-research-alliance/7Cs-toolkit
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3
REFLECTIONS ON METAPHORS
FOR LEARNING DESIGN
James Dalziel and Eva Dobozy
Middle English methaphor, from Old French metaphore, from Latin meta-
phora, from Greek, transference, metaphor, from metapherein, to transfer :
meta-, meta- + pherein, to carry.
[The American Heritage Dictionary (2000, p. 1134),
cited in Stern (2009, p. 81)]
Metaphors are adopted as a bridging tool between the source and target. The
use of particular metaphors by a person or persons enables the exposure of per-
sonal meaning-making strategies. In other words, metaphors are commonly used
to aid understanding of unfamiliar or changing concepts. Metaphors work by
relating novel ideas to already-known notions of a given concept. It is important
to note that metaphors should not be perceived simply as “a figure of speech”,
but rather as a fundamental form of cognitional assistance; for example Modell
refers to metaphors as “the currency of mind” (2005, p. 562). Functioning as a
pattern detector to influence perceptions, metaphors are most commonly used to
identify and explore widely recognized but ill-defined and fuzzy sets of relational
concepts, such as the difference between “consumer” students and “producer”
students (see Dobozy, 2011), or Learning Design and pedagogical modelling.
64 James Dalziel and Eva Dobozy
Metaphors are cognitive tools that assist a person’s information processing, but
they are incomplete in the sense that no one metaphor related to a specific issue
or concept (such as Learning Design) can capture the richness and complexity of
the concept. Therefore, it may be important to utilize a number of different and
complementary metaphors that may shed light on diverse aspects of a concept or
an issue. Indeed, we argue that a multiplicity of appropriate metaphors may foster
greater understanding than a single metaphor due to the way that different meta-
phors provide different perspectives on a complex concept.
It is also noteworthy that metaphors trigger emotions and are central to imagi-
nation and play, inducing a simulated reality of similarity and difference that is not
rigid, but rather fluid and malleable. Dobozy and Reynolds refer to metaphoric
reasoning as “symbolisation of meaning making” and explain that “the notion of
‘seeing’ and ‘seeing anew’ is important as we see what we are aware of and disre-
gard what we deem unimportant” (2012, p. 223).
According to Modell, metaphors are associated with a different neural system,
and may involve different neural pathways and patterns than knowledge-based
memory. Given their strong links to emotions and unconscious mental processes,
metaphors provide what Modell calls “an organisational template that establishes
the categories of emotional memory” (2009, p. 8).
In the context of Learning Design, metaphoric communication has the poten-
tial to provide mental stimulus for new ways of thinking. Metaphors can assist
in creating a bridge between different levels of Learning Design knowledge and
experience. In addition to cognitive understanding, the potential emotional res-
onance of metaphors may assist in interpersonal meaning making. Given that
course development processes often involve teams of educators (or educators
and educational designers/developers), metaphors can assist the process of shared
meaning making in collaborative teams.
The overview also includes any history relevant to the current considerations,
and a brief discussion of potential benefits and weaknesses as an aid to under-
standing Learning Design concepts. Where appropriate, we also reflect on any
interesting variants of the metaphor and its application to Learning Design.While
it could be argued that some of the metaphors used are not strict metaphors for
Learning Design (e.g. lesson plans), they nonetheless provide ways of thinking
analogously about Learning Design concepts, and hence are considered in the
general discussion of metaphors provided here.
“from the side” by an educator, but is less appropriate for a learning activity, such
as lecturing, where the educator is central).
On the whole, we see the play/act metaphor as an early, useful descriptive
model for some parts of Learning Design theory. However, the gaps in its descrip-
tive power, and the anecdotal experiences of practicing educators who struggle to
understand this metaphor, has meant that it has not been widely adopted across
the field of Learning Design to date, except for some of those working closely
with the IMS Learning Design specification (e.g. Hernández-Leo et al., 2006).
Music Notation
The Larnaca Declaration uses music notation as its foundational metaphor for
explaining how the concept of Learning Design relates to many different aspects
of teaching and learning (See Chapter 1). There are many resonances between
music notation and the concept of Learning Design, and yet there are also some
important weaknesses in this metaphor.
In terms of the benefits of this metaphor, music notation offers an example of
documentation and sharing of a particular type of experience that in the past was
thought impossible to document, as is sometimes still said of education today.
Music notation elegantly provides a single descriptive framework for captur-
ing different styles of music, and within any given style, the music itself may be
beautiful or mediocre; just as education has different approaches (e.g. instruc-
tivist, constructivist, Problem-Based Learning etc.), and any given example of
one of these approaches may be more or less effective for student learning (see
Chapter 1).
The distinction between the description of a piece of music and its perfor-
mance is similar to the difference between educators’ preparation of learning
activities and the actual experience of implementing them with students. Simi-
larly, as a composer can share a piece of music with another musician, and many
musicians learn their skills by playing the works of others, so too Learning Design
encourages educators to share their best teaching ideas with each other, and by
reflecting on and implementing (or more typically, adapting and implementing)
the ideas of others, educators develop new skills and understanding.Teacher train-
ing can use Learning Design examples of great teaching ideas just as music teach-
ers use great musical works in student learning.
The technical side of Learning Design finds an elegant example in music—the
“player piano” of the past, where a roll of music was played by a mechanical piano,
is not unlike the XML-based descriptions of Learning Design implemented by
Learning Design software such as Coppercore and LAMS. More recent MIDI and
XML-based music is even more directly comparable to Learning Design software.
It is also worth noting that music notation does not contain “everything” about
a musical performance. Rather, it contains just enough information to allow one
68 James Dalziel and Eva Dobozy
This is an area where Learning Design as a field needs much more development,
and this may draw attention to limitations on the concepts of notation.
Lesson Plans
Lesson plans are most common in K-12 school environments, although variants
of this idea exist in other areas (such as a workshop “run sheet” in corporate
training). Lesson plans may include several different kinds of information, such as
description of content used in the lesson, description of learning objectives and
alignment of the lesson plan with wider curriculum frameworks etc. The most
important element of the lesson plan, for our current purposes, is the description
of learning activities: “who will be doing what and when?” This element of the
lesson plan is most analogous to the sequence of acts in a play, or the sequence of
notes in music.
It is worth noting that a lesson plan is a different sort of metaphor for Learning
Design than the play/act and music notation examples because it is a more direct
representation of Learning Design in the same educational context. However,
there are potential differences between a written “table format” Learning Design
and a lesson plan, and hence it is worth exploring these differences here. Most
importantly, the lesson plan is widely understood among schoolteachers, and even
by many educators in other sectors, so this metaphor is usually the most easily
understood when introducing Learning Design to educator audiences.
As there are many different lesson plan formats, we will not attempt to repli-
cate these here—instead, we provide an example of a Learning Design in a “table
format” to provide a point of comparison to typical lesson plans (see Table 3.1).
There are other table formats for Learning Design (e.g. “LD_Lite”, Littlejohn &
Pegler, 2007)—but the example here is based on the general format introduced in
Dalziel (2008), with the particular case illustrated taken from Dalziel (2011). The
textual description of the educational experience is:
A teacher introduces a new topic with some content (e.g., article, video, lecture, web-
site), then students are broken into small groups (e.g., 4 groups), then students discuss
the initial content in their small groups, then the teacher introduces a second content
resource with different information or a different perspective, then students discuss
the ideas of this different content in their small groups, then the teacher has students
compare and contrast the two different content examples in a whole class discussion.
Finally, the teacher has students complete an assignment on the topic, such as writ-
ing an essay to compare the different perspectives and giving the student’s own view
with reasons.
diagrams can be subdivided into two main categories: “structure” diagrams and
“behaviour” diagrams. For example, one of the most used structure diagrams is a
“class diagram”, which describes the different classes (software sub-components)
that make up the program, and connections between these classes. By comparison,
one of the most used behaviour diagrams is the “sequence diagram”, which shows
the sequence of messages between different parts of a software system over time
(Fowler, 2004).
UML is useful as a metaphor for Learning Design because of the attention it
draws to using multiple representations, and the clarity this brings to the differ-
ent purpose of each type of diagram. For example, the table format (Table 3.1)
outlined earlier tries to indicate information about the sequence of events (in the
“When?” section) that is somewhat similar to the sequence diagram of UML.
However, the table also tries to include information about what educational con-
tent is covered within the same table, whereas UML would seek to convey this
information in a separate diagram with different representational conventions.
TABLE 3.1 Example of a Learning Design table format with content for a “compare and
contrast” learning design, including alternative delivery methods for face-to-face or online
delivery (How?), with suggested timing for a one-hour class.
Patterns
Patterns were first developed in the field of architecture and town planning by
Christopher Alexander (e.g. Alexander, 1979). They are brief, structured descrip-
tions of a particular design problem together with a proposed solution. Taken
together, many patterns on a similar topic can be described as a “pattern lan-
guage”. The concept of patterns was subsequently adopted in software develop-
ment (e.g. Gamma, Helm, Johnson & Vlissides, 1994) and a range of other fields,
including education (e.g. Bergin, 2000).
As with lesson plans, patterns are an example of a metaphor that is quite close
to Learning Design, particularly in cases of educational patterns, which share the
same domain of application as Learning Design. An example of a jigsaw pattern
is included in the Larnaca Declaration, and several Learning Design projects have
explored the overlap of pattern ideas with Learning Design (e.g. Hernández-Leo
et al., 2006; McAndrew, Goodyear & Dalziel, 2006).
A key concept in the patterns literature is the “creative leap”, which is a pattern
that does not provide a specific solution to a local problem; rather, it provides an
idea for a solution that must then be adapted to suit local requirements.This draws
attention to an important difference between some learning designs and patterns.
A learning design may contain all the content and activities needed to “run” the
design with students, and hence the educator’s role is simply to select an appropri-
ate design, and having run it, monitor it for any ongoing interactions that may be
required of the educator. In this case, there is no “creative leap” in terms of the
planning of the learning design. Other kinds of learning designs, such as Transdis-
ciplinary Pedagogical Templates (see Chapters 7 and 9 in this volume), provide a
learning design in the form of a pedagogical template that is intentionally lacking
in discipline content, in order that the educator who uses this template will con-
tribute relevant discipline content prior to implementation.
Metaphors for Learning Design 75
Hence, some learning designs (such as TPTs) are similar to patterns in their
requirement of a “creative leap” by the educator, but this is not true of all learning
designs. It is worth noting that even with a “ready-to-use” learning design that
includes discipline content, the educator may still wish to change this design “on
the fly” during implementation or contribute to discussions during implementa-
tion in a way that directs students towards new ideas. It could be argued that in
these cases, there is still a kind of “creative leap” involved, but it occurs during the
implementation process rather than at the planning stage.
One of the challenges with some educational patterns is that they operate at
different levels of granularity for implementation e.g. some patterns address the
management of a short discussion, whereas other patterns address the structure of
an entire semester-long course. While these issues could theoretically also occur
with learning designs, there seems to be wider variability in the level of granu-
larity within current educational patterns. A clear descriptive framework for the
level of application would be useful for patterns, such as the categories described
in the Larnaca Declaration for “Level of Granularity” in the Learning Design
Concept Map. It may also suggest the need for more flexibility, or more levels,
when using “Level of Granularity” in analysis of educational patterns.
Conclusion
Each of the metaphors mentioned earlier illustrates different facets of the concept
of Learning Design. In some cases, a metaphor is particularly apt for one dimen-
sion of Learning Design e.g. roles in the play/act metaphor, creative leap in pat-
terns. By using relevant aspects of these metaphors, it is possible to better explicate
the complex nature of Learning Design: for example, learning designs such as
Transdisciplinary Pedagogical Templates require a creative leap in a way similar
to patterns, but ready-to-use learning design (“local designs”) do not require a
creative leap, as the design provides an executable sequence of activities ready for
use with students, including discipline content.
The music notation metaphor has many useful points of comparison with
Learning Design as noted in the Larnaca Declaration—it includes concepts such
as the description of events over time, the separation of composition and per-
formance, the concept of sharing and a representation method that can describe
many different “styles”. However, no one metaphor captures all aspects of Learn-
ing Design, and this is illustrated by the issues of improvisation, as well as the chal-
lenging question of “who is the performer?” in a learning design (both educator
and students, unlike the musician and audience).
Metaphors are often perceived as two-term relationships between source
(music notation) and target (LD representation/notation), located in different
domains. They have a unifying function, bridging the cognitive divide between
the familiar and unfamiliar and/or complex. But at the same time, they run the
76 James Dalziel and Eva Dobozy
risk of introducing further comparisons arising from the metaphor that are not
appropriate to the target, for example, educational processes are not completely
reducible into software like some business processes. Hence metaphors bring both
benefits and risks to the understanding of Learning Designs, and so careful analysis
of both positive and negative aspects of metaphorical thinking in Learning Design
is required.
References
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Alexander, C. (1979). The timeless way of building (vol. 1). New York: Oxford University
Press.
Bergin, J. (2000). Fourteen pedagogical patterns. In The Proceedings for the 15th European
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Kumar & J. S. Brown (Eds.), Opening up education: The collective advancement of education
through open technology, open content, and open knowledge (pp. 375–388). Cambridge, MA:
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Metaphors for Learning Design 77
Introduction
The relatively new field of Learning Design has the potential to offer ways of rep-
resenting, communicating and critiquing learning ideas, patterns and experiences
across different subjects and from multiple perspectives. It provides opportunities
for institutions to develop ideas to refresh formal learning and professional devel-
opment, as well as to build capacity into their particular learning cultures and
student experiences. Achieving this within the context of the digital age comes
with a number of unique research challenges. The STELLAR1 network identifies
these as:
This chapter explores some of the issues that confront students and teachers
as they work to re-invent teaching routines and embed within them new designs
for learning. Drawing on the growing literature on digital literacy, the authors
attempt to illuminate the ways the Larnaca Declaration of Learning Design’s core
elements of representation, sharing and guidance could be developed for sup-
porting teaching and learning within a digital context. The aim is twofold: to
enable the production of a more effective, innovative and transparent pedagogy,
Learning Design in the New Digital Age 79
so that staff feel more empowered to change their teaching; to help institutions to
identify the policies, procedures and structural reforms that will encourage good
teaching and assessment, thereby maximizing student employment outcomes and
promoting life-long learning.
the remote experience of students, often passively sitting in a large lecture theatre,
perhaps struggling to hear or see and with little chance of engaging directly with
the lecturer. Contemporary technology, meanwhile, provides many opportunities
for students on and off campus to access knowledge and develop attributes that
will help them to thrive in the digital workplace. Barber (2013) goes further, sug-
gesting that students should aspire to learn and practise the skills associated with
being innovative: They should seek to be on innovative teams within innovative
organizations and become part of an innovative society; here, they will grow and
develop the skills needed to be globally competitive. All educational institutions
must therefore constantly reflect on their position within this network and act to
give their students the best preparation for work in a digital world.
Current trending patterns identified by long-standing research bodies indi-
cate the emergence of open content, mobile learning and massive open online
courses—MOOCs (Johnson, et al., 2014; Sharples 2013). These require educators
to respond by designing appropriate agile learning environments and activities
that will enable students to better construct real-world knowledge and to engage
more meaningfully with their teachers and peers, thus preparing them properly for
potential employment. The continuing evolution of learning technologies gives
educators and learners incomparable opportunities to access, create, organize, share,
critique and aggregate knowledge. Educational institutions have been given new
ideas that can help them rethink what they do and how they do it.
Today’s students have different expectations of their academic experience from
those in the past. They use digital technologies, they multi-task and they col-
laborate; they are therefore less patient with the teacher-centric styles of educa-
tion that still, to a large extent, dominate higher education, where technology
is mostly used to replicate traditional learning and teaching practices (Beetham,
2013; Dahlstrom, 2013). As Bryant and Walker note:
The reality is that the majority of students across the developed and developing
world have now grown up with access to information and communications tech-
nology (ICT) and are therefore already e-learners. They have used digital tech-
nologies in their schools, libraries and homes to support their formal education
and used them informally for a variety of other educational purposes, including
learning for hobbies, pursuing personal interests and solving problems. However,
today’s students face continual oscillation between formal institutional learning and
informal learning, between learning for personal growth and learning for work.
This places high demands on them to self-manage their learning. It is true that
Learning Design in the New Digital Age 81
students arriving at university often display a wide disparity in skills and knowl-
edge, including their ability to use digital tools for learning. It follows that teachers
may make incorrect assumptions about students’ individual capabilities as digital
learners, with consequent negative impact on their long-term learning and future
success. Students certainly report critical moments in their transition to learning in
higher education—for example: “My first experience of [lecture] PowerPoint”, “lectures
with projector facilities were new to me”, and “working collaboratively” (Kerrigan & Walker,
2013)—and teachers should be attentive to the implications of these. Notwithstand-
ing the cultural complexity and heated debates about the digital divide, the concept
of digital literacy is attracting more critical and academic interest and is now rep-
resented in various educational frameworks2 and institutional strategic documents.
In the Larnaca Declaration, digital literacy is viewed as “the development of criti-
cal reflection on life and work with digital technologies” (See Chapter 1, p. 20). Digital
literacy is linked to a number of research and practice fields—such as library and
information studies, media and film education, academic literacies, educational
technology and digital humanities (Fransman, 2013)—and reveals a set of tensions,
interactions and debates between culture and technology. Previously, discussion
about digital literacy tended to focus on functional IT/ICT skills development
and how to integrate this into a formal curriculum.The agenda promoted techni-
cal skills development rather than raising questions about how digital literacy is
constructed and the power relations that permeate its formation and distribution.
More recently, Hinrichsen and Coombs (2014) argue that the shift from
a technological hard IT/ICT position to a more complex and nuanced con-
cept of literacy within a digital context has provided a new opportunity to
look more broadly at the sociocultural practices and discourses that exist. Their
re-interpretation of Luke and Freebody’s (1999) original work refines and elab-
orates a critical digital literacy framework, which focuses on learner processes
that fit the practices of reading and writing in and for the digital environment.
Alongside activity areas of Decoding, Making Meaning, Using and Analyzing, a new
element, Persona, has been added (Figure 4.1). Persona comprises Identity Building,
Managing Reputation and Participating (Table 4.1).3
Today’s graduates face selection scrutiny of a kind experienced by no previ-
ous generation, as employers are currently free to exploit every digital source
of information about them that they can find and feel at liberty to make their
decisions about individuals’ life chances based on it. Teaching students how to
safeguard identity and manage reputation presents an immediate and a continu-
ous challenge. Our learning designs need to enable students to become sophisti-
cated graduates, capable of adding value to their employers’ products and services
whilst simultaneously avoiding the digital faux pas that can occur in a globally
connected world. Understanding how technology can contribute to the acquisi-
tion of 21st-century skills, attributes and literacies and how strategically to sup-
port these changes is not so much a debate about the technology itself, or what
FIGURE 4.1 Model of critical digital literacy
platforms or systems are deployed, but about how it can support structural and
cultural change and drive the development of new practices. The challenge for
Learning Design theory and the further development of the Larnaca Declaration
is not only to embed critical digital literacy into the development of learning
practices, but also to contextualize this as part of successful Learning Design.
10
9 Staff are equipped with the Staff are not equipped with
necessary CDL skills to the necessary CDL skills to
support student support student
8
development development
Student Critical Digital Literacy
5
Staff are equipped with the Staff are not equipped with
necessary CDL skills to the necessary CDL skills to
4
support student support student
development development
3 Students have the CDL
Students have the CDL
skills to operate at this
skills to operate at this
2 level but there is no CDL
level and will require
development. Students can
support and development
support staff
1
1 2 3 4 5 6 7 8 9 10
The model (shown in Figures 4.2, 4.3a and 4.3b) is an effective representa-
tion of how different levels of critical digital literacy levels of staff and students
can impact learning and teaching development opportunities, but it does not yet
take into account the learning design itself. Indeed, the development of student
digital literacy as part of Learning Design theory requires the knowledge of three
core elements: student critical digital literacy capability, staff critical digital literacy
capability as indicated by their practice and the design itself. The critical digital
literacy of staff and students, as well as the critical digital literacy required within
the learning design itself, therefore needs to be quantified. The proposition that
staff and student digital literacy be quantified by means of the same critical digital
literacy scale and the results applied to individual learning designs would give
teachers confidence that the chosen design would function at their own and their
students’ level of practice. Furthermore, this quantification would permit practi-
tioners to visualize the development of critical digital literacy within a learning
design for their students.Translating this into a model of Digital Literacy Learning
Learning Design in the New Digital Age 85
10
9
8
(a)
10
9
8
Student Digital Literacy
7
6
5
4
3
2
1
1 2 3 4 5 6 7 8 9 10
(b)
Design (DLLD; Figure 4.4) allows us to link the critical digital literacy levels of
staff and students with learning designs.
In this representation, anything to the right of the dotted line is above the
students’ critical digital literacy ability and anything to the left is below. For staff,
anything to the right of the dashed line is above their critical digital literacy
86 Simon Walker and Mark J. P. Kerrigan
10
1
cy
9 2
Sta
era
ff C
8
Lit
3
riti
tal
7 4
ca
igi
lD
lD
6 5
igi
(a)
ica
t
rit 5
al
6
tC
Lit
4
en
era
7
ud
cy
3 8
St
(c) (d)
2 9
(b)
1 10
1 2 3 4 5 6 7 8 9 10
Learning Design
a) Staff “effective” teaching area c) Student “unchallenged ” area
b) Staff “CPD” area d) Student “learning ” area
ability and anything to the left is below. Visually, one is able to apply a series of
intersects to each side of the DLLD model, which form areas that represent a
range of scenarios (Figure 4.5). In these examples, the impact of critical digital
literacy development can be envisaged in situations where: (1) staff and students
have an equal critical digital literacy (Figure 4.5a); (2) students have greater criti-
cal digital literacy than staff (Figure 4.5b); (3) staff have greater critical digital
literacy than students (Figure 4.5c). The outcomes of these will then inform the
application of the learning design and the suitability for staff and students. Addi-
tionally, the model offers insight into where staff development is needed or, inter-
estingly, where students, working as agents4 or partners of change, can offer staff
enrichment.
The vertices on the DLLD model create a series of sections, which describe
different learning situations and implications for staff and student engagement
with critical digital literacy (Table 4.2). If (a)>(c), then staff have the capacity
and skill to enhance their students’ critical digital literacy, whereas if (a)<(c), staff
have the capacity to work only at the critical digital literacy level that students are
comfortable with but not challenged by, assuming they have the critical digital
literacy level themselves. Situations (b) and (d) indicate a potential to increase
staff and student capabilities for critical digital literacy, either through professional
development activities (staff), or via the successful delivery of a learning design
(student). Situation (e) is a collaborative zone where students, given the correct
opportunities, can enhance staff critical digital literacy, or staff have the critical
digital literacy capacity to develop students.
(A) Student = Staff
10
1
St
y
9 2
rac
aff
e
8
C
3
Lit
rit
7
tal
ica
4
igi
lD
6 5
lD
(a)
igi
5
ica
tal
6
rit
Lit
4
tC
7
era
en 3 8
cy
ud
2 (c) (d)
St
(b) 9
1 10
1 2 3 4 5 6 7 8 9 10
Learning Design
(B) Student > Staff (c) Student < Staff
10 10
1 1
Sta
St
cy
cy
9 2 9 2
aff
era
era
ff C
8 3 8
Cr
3
Lit
Lit
riti
itic
7 7
tal
4 tal 4
ca
al
igi
igi
lD
6 6
Di
5 5
lD
lD
(a)
igi
(a) (b)
git
5 5
ica
ica
tal
al
6 6
rit
rit
Lit
Lit
4 4
tC
tC
7 7
era
era
en
en
3 8 3 8
cy
cy
ud
ud
St
9 (e) (b) 9
1 (e) 10 1 10
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Learning Design Learning Design
TABLE 4.2 DLLD model. The vertices in the DLLD model create a series of areas, each
of which have an impact on the staff and student engagement and the capacity for staff to
support student CDL.
(a) Effective staff teaching Indicates the area whereby staff have the CDL skill to
deliver a learning design
(b) Staff CDP Indicates the area where staff have the capacity to undergo
future CPD to increase their CDL skill
(c) Student unchallenged Indicates the area where any applied learning design does
not enhance students’ CDL skill
(d) Student learning Indicates the area where any applied learning design has the
potential to enhance students’ CDL skill
(e) Stakeholder Indicates the area where either the staff or student has the
enrichment potential to enhance the CDL of the other.
88 Simon Walker and Mark J. P. Kerrigan
F2F/single location/
Roles Large group size/distributed/
small group size/
groups virtual/collaborative space
discussion constrained
meet using cloud and BYOD
to physical environment
the technology and the instructions. In the critical digital literacy model (Hinrich-
sen & Coombs, 2014), students work in groups to Analyze and Use the technology
to explore/research the role and engage with digital technology to present the
role, thus developing the Persona dimension. The learning design therefore has the
potential to develop critical digital literacy and is dependent on both the technol-
ogy and the critical digital literacy applied to the technology for both staff and
students.
Having explored an example of a specific learning design and how it can be
adapted to require different levels of digital literacy, we are now in the position to
explore the level of critical digital literacy in a learning design (Figure 4.7), and
thus explore the relationship between staff and student capabilities, and the learning
design at a session level. Here, we can model the optimal application of a learn-
ing design to ensure the development of student critical digital literacy whilst also
ensuring that staff have the capability to deliver this. For example, a learning design
at level 55, represented by the thick black line, requires staff of equal or greater criti-
cal digital literacy to teach it, and students above or below, depending on the learn-
ing intended. If students are above this level, there will be no critical digital literacy
development; if below, they will require support from staff, but may reach the level
of the learning design at the end of the design. It could be argued that, if a learning
design requires a critical digital literacy level greater than that of the practitioner, it
could spur that person to undertake CPD in critical digital literacy or, alternatively,
as s/he prepares for the lesson, her/his critical digital literacy may further develop.
(ST<SF)>LD
10
1
9 2
8
Sta
3
cy
era
ff D
7 4
Lit
igi
6
al
tal
5
git
Lit
Di
5
era
6
t
en
(a)
cy
4
ud
7
St
3 (d)
8
2 (f)
9
(b)
(c) (e)
1 10
1 2 3 4 5 6 7 8 9 10
Learning Design
(A) Student=Staff
10
1
9 2
St
y
8
rac
3
aff
e
7
D
4
Lit
igi
6
tal
tal
(a) 5
igi
Lit
5
tD
6
era
en 4 7
cy
(g)
ud
3
St
8
2 (c) (d)
(b) 9
1 (f) 10
1 2 3 4 5 6 7 8 9 10
Learning Design
10 10
1 1
9 2 9 2
St
cy
Sta
cy
8 3 8 3
aff
era
era
ff D
7 7
Di
4 4
Lit
Lit
igi
git
6
tal
6
tal
tal
5 5
al
igi
Lit
Lit
5
tD
6
tD
6
era
era
en
en
4 7 4
cy
cy
(g)
ud
ud
3 3
St
8
St
8
2 (c) (d) 2 (c) (d)
9 9
(e) (b)
1 (e) 10 1
(f) (f) 10
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Learning Design Learning Design
a) Staff “effective” teaching zone e) Stakeholder “enrichment ” zone
b) Staff “CPD” zone f) Student “achievement ” post LD
c) Student “unchallenged ” zone g) Staff “development ” required to
d) Student “learning ” zone teach LD
FIGURE 4.8 Applying the CDL of a learning design to the DLLD model
TABLE 4.3 DLLD aligned to critical digital literacy of a learning design.The vertices in the
DLLD model create a series of areas, each of which have an impact on the staff and student
engagement with CDL and the delivery of a learning design.
(a) Staff effective teaching Indicates the area whereby staff have the CDL skill to
zone deliver a learning design
(b) Staff CDP zone Indicates the area where staff have the capacity to
undergo future CPD to increase their CDL skill
(c) Student unchallenged Indicates the area where any applied learning design in
zone this zone will not enhance the students’ CDL skill
(d) Student learning zone Indicates the area where any applied learning design in
this zone has the potential to enhance the students’
CDL skill
(e) Stakeholder Indicates the area where either the staff or student has
enrichment zone the potential to enhance the CDL of the other
(f) Student achievement Indicates the level of increase in student CDL
post learning design following the successful completion of the learning
design
(g) Staff development Indicates the required CPD to deliver the learning
required to teach design
learning design
necessary confidence and reassurance for students to engage in a session and not
feel excluded on account of their lack of critical digital literacy.
Whilst these visualizations are useful, they have limited scope for understand-
ing situations and take time to construct. Mathematically, one can construct a
series of scenarios to explore these relationships in greater detail (Table 4.4) and
begin to deconstruct the processes required for the application of a learning
design to support the development of student critical digital literacy. These logic
statements will permit the construction of models to predict and demonstrate the
effectiveness of numerous real scenarios. These scenarios permit the prediction of
the student and staff experience, and how the learning design will impact student
transition. This gives rise to the optimal teaching condition needed to develop
critical digital literacy—(ST<LD)≤SF—and highlights immediate areas of risk—
(ST≤LD)≥SF—as well as areas of opportunity—(ST≥LD)≥SF.
Having reviewed a possible model to link the development of critical digital
literacy, staff professional development and Learning Design, it is important to
look at how this model could be applied to practice. The basis of the model is
the quantification of critical digital literacy for the individual and for the learning
design. For the model to work, the same criteria need to be applied to staff and
students, as well as to the design itself.The subject of quantifying digital literacy is
complex and, to date, numerous models have been proposed. One such model is
the result of Bath University’s PriDE6 project. Here, they use the Functional Skills,
92 Simon Walker and Mark J. P. Kerrigan
TABLE 4.4 DLLD Logics statements. The intersects in the DLLD model create a series of
areas, each of which have an impact on the staff and student engagement with critical digital
literacy and the delivery of a learning design. Learning in areas other than CDL may take place.
Practices and Attributes taxonomic approach, building an identity for each core
discipline, which has the potential to be numerically quantified. The University
of Exeter’s Cascade project7 has developed an online questionnaire that explores the
digital learner profile, visualizing ability in eight core areas: (1) Global Citizen, (2)
Information Junkie, (3) Learner Networker, (4) Career Building, (5) Digital Enthusi-
ast, (6) Digital Sceptic, (7) Media Savvy and (8) Life Planner. From the perspective of
applying the model to the development of critical digital literacy, the scale could be as
simple as low to high or as complex as a numerical grading system.What is important
is that the scale is consistently applied to staff, students and the learning design.
1. The institution has a transparent process for the development of critical digi-
tal literacy as part of a teaching, learning and assessment strategy.
Learning Design in the New Digital Age 93
Conclusion
This chapter has focussed on the importance of embracing digitally enhanced
Learning Design as a means to improve students’ ability to thrive in the digital
age, and to improve the capability of staff to teach in a technological world they
did not grow up in. It has introduced two models to explore the relationship
between staff and student digital literacy and how this relates to successful Learn-
ing Design. The authors have discussed the effectiveness of an individual learning
design and, by extrapolation, how multiple learning designs could be constructed
to develop student critical digital literacy at the holistic level. Applying this at
a higher level of granularity would offer a robust methodology that could be
used to inform and address numerous institutional priorities. As an example, if an
institution embraced a practice of “bring your own device” (BYOD), the DLLD
model could provide a framework to identify learning designs, staff capabilities
and student risk factors, thereby impacting the success of the BYOD initiative.
Specifically, this model could be used to identify a sequence of learning designs
that will ensure successful BYOD student engagement. This will be supported
by staff known to have the capabilities to deliver and develop the critical digital
literacy required for BYOD, and thus help to prevent the disengagement, attri-
tion and failure often associated with poorly designed technological implemen-
tations. A second example could be the need for institutions to support their
graduates’ employability within specific programmes. Here, having identified the
critical digital literacy required by employers, learning designs can be constructed
94 Simon Walker and Mark J. P. Kerrigan
or adapted to ensure alignment, and thus equip students with the necessary criti-
cal digital literacy to succeed. Importantly, this model will ensure both that staff
have confidence that students will be able to engage with the newly constructed
designs and that staff are equipped to deliver within them.
Notes
1 The aims of the STELLAR Network are to build capacity into TEL research within
Europe to allow the European Union to achieve its goals via the Bologna Agreement
and the execution of the Lisbon Agenda.
2 See for example www.sconul.ac.uk/tags/digital-literacy/.
3 Other components that make up the critical digital literacy framework can be viewed at:
https://sites.google.com/site/dlframework/home/background.
4 www.changeagentsnetwork.co.uk
5 Note that this is an example based on the quantification of critical digital literacy on a
scale from 1 to 10.
6 http://digilitpride.wordpress.com
7 http://blogs.exeter.ac.uk/cascade/
8 See Larnaca Declaration for an explanation of the term “granularity”.
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innovating/.
5
THE COMPLEMENTARY NATURE OF
LEARNING DESIGN AND TPACK
Eva Dobozy and Chris Campbell
This chapter explores the concepts of Learning Design (LD) and Technologi-
cal Pedagogical and Content Knowledge (TPACK) in an attempt to contribute
greater clarity about their epistemological and conceptual similarities and differ-
ences. Drawing on LD and TPACK research, we present a conceptual framework
that helps to analyze LD and TPACK philosophy and application, specifically
targeting designers of teaching and learning activities, educational researchers and
administrators. A key goal of this chapter is to illustrate that, although the concepts
operate in different paradigms and are designed for a different target audience,
they are complementary.The LD construct based on the Learning Design Frame-
work (LD-F) introduced in the Larnaca Declaration is focussing on pedagogical
design and is underpinned by ideas of interdisciplinarity, general applicability and
flexibility in epistemology and ontology, whereas TPACK is specifically targeted
to the education of schoolteachers, providing a framework that illustrates the rela-
tionship between the three components of TPACK, technical (T), pedagogical (P)
and (C) content (K) knowledge. Understanding their complementary nature will
assist designers of learning and teaching to make better-informed decisions about
technology-enhanced learning and teaching provisions.
Introduction
Many of the sciences are converging on an evolutionary view of how new
aspects of reality emerge locally from the surrounding and interpenetrat-
ing global complexity. The roots of this altered worldview seem simple . . .
[t]aken together, they imply a multifaceted and complex open ecology with
the possibility of multiple causes, strange loops of feedback and reflection,
dramatic jumps in behavior, nonlinearity and chaos. Computers now allow
Learning Design and TPACK 97
Many have hailed the Internet as a game changer for education. Unsurpris-
ingly, then, the increased provision of technology-based learning and teaching,
whether in school education, higher and further education or corporate, gov-
ernment and military settings, is now readily accepted. But, “why has university
teaching remained so stubbornly traditional?” asks Peter Scott (2013). Many edu-
cational researchers have commented on teachers’ “knowledge gap” in relation
to technology-mediated learning and teaching and identified their resistance to
change as a major factor (Conole, 2013; Howard, 2013; Koehler, Mishra, Ker-
eluik, Shin, & Graham, 2013). The new and emerging field of Learning Design
Research (LDR) is grappling with this very issue, attempting to “come to grips
with the implications” (Gibson & Knezek, 2011, p. 2) of errors of assumptions
and the paradoxical gap in potential and reality of technology-mediated con-
temporary education. The errors and assumptions are that technology will be
able to “magically” transform educational practices, enabling more authentic and
learner-centric experiences (Conole & Koskinen, 2011).
Despite the many fashionable terms used within the field, such as “tele-learning”
(Dobozy & Reynolds, 2012), m-learning (Laurillard, 2007) and we-learning
(International Council for Educational Media, 2013), technology-mediated
learning and teaching is often referred to simply as “eLearning” or “eTeaching”
and has recently been defined as “on-line learning delivered over the World Wide
Web via the public internet or the private, corporate intranet” (International
Academy Research and Industry Association, 2012). Despite its popularity and
the mushrooming literature on eLearning/eTeaching theory and practice, the
many publications and global conferences seem to obscure limited conceptual and
pedagogical alignments in various emerging eLearning/eTeaching models (see
Hannafin & Land, 1997; Sveiby, Grippenberg & Segercrantz, 2012).We argue that
teachers’ overall pedagogical knowledge needs to reflect their understanding of
the situatedness of learning with technology and the enhancement effect of teach-
ing with new and emerging technologies (Dobozy, Mullaney & Gibson, in press).
In response to the identified need for greater conceptual and pedagogical clarity,
this chapter will explore the key organizing patterns and underpinning episte-
mological ideas that characterize two eLearning/eTeaching frameworks, namely:
Learning Design (LD) and Technological Pedagogical and Content Knowledge
(TPACK). Both LD and TPACK have recently gained substantial popularity
and increased attention, especially in academic research and practice as a way to
help plan and reflect on technology-integrated teaching and learning practices.
98 Eva Dobozy and Chris Campbell
However, we argue that they are relevant for all education sectors and settings. By
investigating the theoretical and practical conceptualization of Learning Design
and TPACK principles and practices, it will be possible to make explicit their
similarities and differences, thus helping educators understand their value-adding
nature and their individual and combined utility.
This chapter is organized as follows: Firstly, Learning Design as an emerging
subfield of eLearning/eTeaching is introduced. Secondly, TPACK as a new and
developing framework is explored. Thirdly, the nature of the complementarity of
LD and TPACK is described, including how the complementary nature of the
twin frameworks is likely to explain and then guide implementation or profes-
sional learning. Fourthly, we describe important implications for teacher profes-
sional development, particularly how understanding the complementarity of LD
and TPACK can assist designers of learning and teaching activities make better
and informed decisions about technology-enhanced learning and teaching provi-
sions. Finally, in this chapter we offer suggestions for future research.
field to mature and build on a common and agreed upon set of principles. Tom
Gruber refers to this common set of principles and agreed upon explanations as
“ontological commitments” (1993, p. 202). More specifically, he explains:
A common ontology defines the vocabulary with which queries and asser-
tions are exchanged among agents . . . [and] a commitment to a common
ontology is a guarantee of consistency, but not completeness.
(Gruber, 1993, p. 203)
In other words, LD and LDR are concerned with the act of designing for learning.
The ontological foundation as shared semantics outlined in the Larnaca Declaration
is what was needed to advance LDR and designers’ common and individual work.
The shared conceptualization and lexis as a measure of an “ontological commitment”
(Gruber, 1993, p. 202) is captured in Figure 5.1 and elaborated in Table 5.1.
It is apparent, then, that this conceptualization emerged out of a perceived
need to support learning designers and educational researchers and educators to
document their design decisions and share their learning designs with the wider
education community. More importantly, the Larnaca Declaration can inform
LDR as educational researchers study the development, implementation and
Learning Design
Mishra and Koehler (2006) advocate the use of pairs at the intersect points on
the diagram:
The diagram has been reproduced many times and is well known. However,
enhancement of learning and teaching through technology can only be achieved
if there is clarity of purpose, and analytical attention is focussed on the aim of
technological integration.
Graham (2011) suggests that the TPACK framework has the potential to pro-
vide teachers with a strong foundation for technological integration in lesson
102 Eva Dobozy and Chris Campbell
[M]any experienced educators have not yet fully assimilated implications for
teaching. Even though a large number of proposals related to TPACK are
submitted at many teacher education conferences, panels of reviewers with
expertise in this area report that a significant percentage of these proposals do
not fully reflect best practices related to TPACK. Often these papers do not
incorporate the three areas of requisite knowledge in an appropriate way. If the
teacher education faculty members who prepare future teachers do not fully
understand the practical implications of this framework, there is little chance
that tomorrow’s teachers will be able to employ technology effectively.
(Dilworth et al., 2012, p. 2)
Dilworth et al.’s criticism can be illustrated using recently published papers report-
ing key findings from the TTF TPACK survey and the development of the instru-
ment (Finger et al., 2013; Jamieson-Proctor et al., 2013), which was conducted
Learning Design and TPACK 103
at 39 Australian universities and collected data from initial teacher education stu-
dents in 2011. The survey asked students to rate their confidence about teaching
with a range of ICTs and their perception of the usefulness of ICTs for them and
their future students. Question items included:
• How confident are you that you have the knowledge, skills and abilities to:
° Use ICT and teaching strategies that are responsive to students’ diverse
backgrounds
° Use ICT and teaching strategies that are responsive to students’ learning
styles
° Use ICT to teach specific subject areas in creative ways
• How useful do you consider it will be for you, as a teacher, to:
° Use ICT and teaching strategies that are responsive to students’ diverse
backgrounds
° Use ICT and teaching strategies that are responsive to students’ learning
styles
° Use ICT to teach specific subject areas in creative ways (Jamieson-Proctor
et al., 2013, p. 30).
Although this survey gauged the perceptions about the usefulness of ICT in
teaching and learning of a large number of teacher education students, and their
confidence, using decontextualized, and so it seems, ambiguous survey questions,
Finger et al. conclude that “the findings suggest that initial teacher education
students are now more likely to demonstrate TPACK as future teachers” (2013,
p. 23). Clearly, Finger et al. (2013) seem to agree with Campbell, who explains
that “the importance of TPACK is that it makes pre-eminent the integration of
a teacher’s knowledge, rather than simply its possession” (Campbell, 2013, p. 48).
What is unclear, however, is how TPACK can do this (Niess, 2011).
Despite the noted criticism about the usefulness of the TPACK framework, the
imbalance between the various components of TPACK in teachers’ work has been
acknowledged, giving rise to Australia’s TTF project. It has further been confirmed
through empirical research (Pamuk, 2012; Williams, 2012). With the assistance of
TPACK, the recent research has demonstrated that often teachers are not clear
about the cognitive complexity of technology-mediated teaching. According to
Hofer and Grandgenett, “the number, range, and complexity of educational tech-
nology tools and resources available in classrooms, along with their instructional
capabilities, have increased dramatically” (2012, p. 85). Moreover, teachers are
unsure how the TPACK framework can be utilized or how it applies to them
and their daily work. The gap between the TPACK model as a theoretical con-
cept and teachers’ day-to-day practice may have contributed to recent criticisms
of “two-dimensionality” (Kinchin, 2013) for its “surface-level approach to knowl-
edge” (Howard & Maton, 2011). As a theoretical framework, TPACK may not be
104 Eva Dobozy and Chris Campbell
Readjust
Use LD-P Construct
Develop or elements of the
lesson actual TPACK
reuse lesson planned lesson to
visualizing tool model of
plan bring TPACK into
(LAMS) lesson
balance
making overt the underpinning philosophy and its link to pedagogy and assess-
ment choice. The Learning Activity Management System (LAMS) is a powerful
tool to make visible design decisions with research showing that this tool works
well for creating lesson plans (Cameron & Campbell, 2013; Campbell & Cam-
eron, 2009). The third step is to use TPACK in the creation of the actual lesson as
planned, based on the LD-P visualization.The fourth step is to reflect on the vari-
ous elements of TPACK and, if needed, readjust elements of the planned lesson to
make it more balanced in terms of technology being incorporated.
(Continued )
106 Eva Dobozy and Chris Campbell
Pedagogical Knowledge
Content Knowledge
Technology Knowledge
As we can see, the initial lesson idea had no ICT incorporated into the lesson.
Step 2 shows the lesson incorporated into a LAMS sequence. In theory, because of
the nature of LAMS there is now some technology incorporated into the lesson.
However, it is unbalanced as the CK is too strong and there is not enough TK.
This has then been reconceived into another LAMS sequence that is now bal-
anced and using an authentic learning problem to enhance student learning. The
TPACK principles have been applied to Step 4.
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Discussion
Modelling effective pedagogical decision making and the explicit integration of
more constructivist and technology-mediated lesson-planning ideas is important.
Researchers and educators have suggested that LD and TPACK might be benefi-
cial frameworks for teachers to utilize when examining their classroom practices.
It is not the technical knowledge and skills that should be foregrounded when
110 Eva Dobozy and Chris Campbell
However, exploring the possible synergy between LD and TPACK may provide
teachers with more tangible support as they plan to integrate technology more
effectively into their student-centred learning and teaching practices. Oth-
ers have also made use of the relationship between LD-P and TPACK, most
notably, Bower, Hedberg and Kuswara (2010) and Bower (2012). Although the
TPACK framework has been referred to extensively in the teacher education
literature, the framework as Koehler et al. (2013) conceptualized it has drawn
some criticisms and led to the development of alternative models as outlined
earlier.
The aim of this chapter was to make overt the complimentary nature of the
LD and the TPACK framework. In particular, we intended to show how LD-P
may assist teachers to reflect on their designs. It has been argued that LD may
be able to help teachers utilize the TPACK framework. Hence, it is important
to note that LD is gaining prominence as teachers’ pedagogical decision-making
abilities are more and more linked with student engagement and learning out-
comes. A number of educational researchers are working on making overt their
pedagogical thinking. LDR is still in its infancy, but in due course, the open shar-
ing of ideas, learning designs and pedagogical mishaps will assist the educational
research community to better understand teachers’ design thinking, assisting them
to reflect on the alignment between epistemology, ontology, pedagogy, technol-
ogy and student learning.
Future Research
One of the areas of future research is to investigate pre-service teachers and how
LD and TPACK can be taught at an early stage of higher education. This may
well set the pre-service teachers up to better use LD and integrate technology in
a systematic way using these principles. A longitudinal study may be beneficial in
their area as might research that takes place at multiple universities as part of the
same study.
Further research into how TPACK can be placed into LD could also be
considered.
112 Eva Dobozy and Chris Campbell
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Learning Design and TPACK 115
Introduction
There are now a rich variety of ways educators and students can use digital tech-
nologies to support learning. Social and participatory media provide a plethora of
ways learners can communicate with others, enabling learners to connect beyond
the formal class cohort. Many tools now enable teachers to create rich interac-
tive materials, podcasts and videos. These provide engaging mechanisms for the
presentation of concepts and the testing of understanding. Mobile devices (such
as smartphones and tablets) mean that learning anywhere, anytime is now a reality.
Virtual worlds and games for learning provide rich authentic learning environ-
ments to support situative learning, authentic and experiential learning and role
play. New surfaces promise the possibility of learning seamlessly across different
environments and devices.1 In addition, there are now hundreds of Open Edu-
cational Resource (OER) repositories, and a rapidly growing offering of massive
open online courses (MOOCs). OER have been promoted by organizations like
UNESCO and the Hewlett Foundation, built on the premise that education is a
fundamental human right and hence resources should be freely available. Many
European countries have implemented policies on the creation and use of OER.2
There is now a proliferation of MOOC providers.3 Evaluation on the success of
MOOCs is giving us a richer understanding of how the MOOC community
develops and the associated factors for success.4
So, theoretically, anything learners or indeed educators want to learn is out
there somewhere on the Web. Despite this changing educational landscape, tech-
nologies are not being used extensively and teachers are not making effective use
of OER. More worryingly, there is a lot of replication of bad pedagogy i.e. simple
118 Gráinne Conole
webpage turning (Oliver, 2000). Teachers are not harnessing the power of digital
technologies to provide rich, authentic learning environments, mechanisms to
support communication and collaboration and agile and timely assessment feed-
back.The reasons are that teachers lack the necessary digital literacy skills (Jenkins,
2009; Jenkins, Clinton et al., 2006) to harness the affordances of digital technolo-
gies (Conole, Thorpe et al., 2007). They fear that they don’t have time to experi-
ment with technologies, and feel there is a lack of support to help them. Finally, in
research-led institutions there is a tension between teaching and research, with the
latter being privileged over the former (Von Ahn, 2010).5 This is highlighted in
the Larnaca Declaration through the teaching cycle part of the Learning Design
Conceptual Map, which consists of: design and plan, engage with students, reflec-
tion and professional development.
The Learning Design approach described in this book aims to address these
issues. As described in Chapter 1, Learning Design consists of three main facets:
guiding the design process, visualizing/representing design and mechanisms to
enable educators to share and discuss their designs. The Learning Design Con-
ceptual Map of the Larnaca Declaration identifies many of the factors that affect
design decisions in education. This chapter describes the 7Cs of the Learning
Design framework, which aims to help teachers/designers make design decisions
that are pedagogically effective and make appropriate use of digital technolo-
gies, to promote interaction, communication and collaboration, beyond simple
electronic webpage turning. The 7Cs framework aligns with the three central
facets of Learning Design, as outlined in the Larnaca Declaration on Learning
Design,6 namely: guidance, representation and sharing. The tools and activities
associated with each of the 7Cs align with the tools and resources listed as part
of the Learning Design Conceptual Map illustrated in Figure 1.4. The tools and
activities associated with the 7Cs framework help guide the design practice, and
enable teachers/designers to make their designs explicit through visualization, so
that they can be shared and discussed with others.The 7Cs are the culmination of
work carried out at the Open University UK as part of the OU Learning Design
Initiative7 and the University of Leicester’s Carpe Diem work (Armellini, Salmon
et al., 2009). A series of interviews were carried out with teachers to draw out
their design practices, how they went about the design process, where they got
support, guidance and ideas, how they represented and shared their designs, and
how they evaluated the effectiveness of the designs. From this a series of tools and
resources was developed and evaluated in a range of Learning Design workshops.
Conceptualize
Activities
Synthesis
Combine
Implementation
Consolidate
academic practice courses for new lecturers, which provide them with the peda-
gogical foundations needed to be effective teachers, these courses tend to be quite
general in nature and the extent to which they enable real change in practice is
variable. Few of these courses provide specific guidance on how to use technolo-
gies in teaching. The 7Cs framework shifts the focus away from content to activi-
ties and the ultimate learner experience. The underlying philosophy associated
with the 7Cs framework is helping teachers to shift from a teaching approach
that is implicit and belief-based to one that is explicit and design-based. The
design-based approach underpinning the 7Cs framework as outlined here is about
helping teachers/designers represent their designs, and fostering reflection and
creativity. Visualizing the design means that it can be shared and discussed with
others. The goal of the 7Cs framework is to shift the Learning Design practice of
educators away from a teacher and content-centric approach to one that is learner
and activity-centric.
Figure 6.1 illustrates the 7Cs of Learning Design framework.The visualizations
associated with the 7Cs are firstly for teachers to help guide their design practice.
However, they can also be made available to learners to enable them to see how
they will learn.
The first C, Conceptualize, provides the foundation on which all other deci-
sions are made. It is about creating a vision for the course or module being
designed, moving the focus away from content to the learners and the pedagogical
120 Gráinne Conole
approach that will most effectively help them succeed. The first C aims to assist
the educator/designer to think about the nature of the learners who are likely to
take the course or module, their age range, diversity, characteristics, skills, percep-
tions and aspirations. It is also about articulating the core principles associated
with the course or module. The next four Cs are concerned with designing the
resources and activities that the learners will engage with. The Create C, which
is the first of the four activities-related Cs, helps the educator/designer articu-
late what learning materials need to be created, whether these are text-based,
interactive multimedia materials, podcasts or videos. In addition, it covers the use
or repurposing of Open Educational Resources. Finally, the educator/designer
might also create some activities which require the learners to create their own
content. The Communicate C, which is the second of the activities-related Cs,
is concerned with methods to facilitate communication between the learners
and the educator, peer communication and communication between the learning
group and the broader community through social media. This might range from
mechanisms for fostering discussion in a forum, through moderation, or looser
communication through social media. Similarly, the Collaborate C, the third of
the activities-related Cs, is about fostering mechanisms to enable collaboration or
group work. Finally, the Consider C, the last of the four activities-related Cs, is
concerned with ways learner reflection and demonstration of learning achieve-
ments can be promoted. These are typically assessment-related learning outputs.
Assessments might be diagnostic, formative or summative.The Combine C enables
the educator/designer to step back and reflect on the design process to date and
look at the design from different perspectives. Finally, the Consolidate C is about
implementing the design in a real-life context and evaluating its effectiveness.
the educator to look at the design from different perspectives; examples include
the Course Map, the Activity Profile and the Storyboard described earlier. Finally,
Kirkpatrick’s evaluation model could be used to underpin the Consolidate C.
Practical implementations include: the evaluation checklist described earlier and
the Apereo course evaluation rubric.
The following sections provide a more detailed explanation of each of the 7Cs
framework components and related theories and practices.
The Conceptualize C
The Conceptualize C enables the teacher/designer to create a vision for the
module or course, and to think about what the overall principles of the course
are and how these are realized through the pedagogical approaches adopted and
the resources and the activities that the learners engage with. It also enables the
teacher/designer to think about the types of learners who are likely to take the
course and their associated characteristics and needs. For example a first-year
undergraduate course on mathematics will typically have mainly 18–21-year-olds,
whereas a professional development course for nurse practitioners will typically
consist of learners who are mid-career and in their 30s to 50s. Clearly the needs
of these two cohorts will be very different; in the former case there may be a need
for quite structured guidance, in the latter case it may be more about drawing
on the learners’ own professional practice and experience. Three examples of the
Conceptualize C are provided: the Course Features view, the Personas view and
122 Gráinne Conole
the Six Design Frames view. This aligns with the “Learning Environment” box of
the Learning Design Conceptual Map.
Course Features View
The course features view enables the teacher/designer to brainstorm the overall
vision for the course and in particular the principles associated with the course,
the pedagogical approaches used, the forms of guidance and support, the nature of
the content and activities, the ways communication and collaboration are fostered
and the nature of reflection and demonstration.
It enables teachers to think about the overall essence of the learning interven-
tion and how it will be delivered and supported. Participants interact with a pack
of cards around the following elements:
1. Principles: What is the essence of the course? What are the core principles?
So for example cultural or aesthetic aspects may be important, the interven-
tion may have a practical focus or be about applying theory to practice; it
may be based on a professional community of peers, or it might be important
that the intervention includes elements of serendipity.
2. Pedagogical approaches: What pedagogies are involved? For example is the
intervention based on constructivist principles? Is it problem or inquiry-based?
3. Guidance and support:What guidance and support are provided (for example
in terms of a website or module handout, or access to study materials)?
4. Content and activities: What kinds of activities are included and what con-
tent will the learners be using?
5. Reflection and demonstration: Are the learners actively encouraged to reflect
at key points? How are they demonstrating their learning? What forms of
diagnostic, formative and summative assessment are included?
6. Communication and collaboration: How are the learners interacting with
each other and their tutors? Are any elements of collaboration included?
Figure 6.2 shows the card pack associated with the Course Features activities.
Participants work in teams of around five. The Course Features pack is available
online as a PDF.8 The cards can be used in a number of ways. For example, choos-
ing just 12 cards, which represent the course or creating three piles of cards, one
for the features that are really important, one for those features that are there to
some extent, and one for those that are not present at all.
Personas
In designing any course it is important to take account of the nature of the
learners; a first-year mathematics course will have very different students than a
The 7Cs of Learning Design 123
postgraduate course for nurses. Understanding the nature of your learners, their
competences, aspirations and perceptions is important and needs to feed into
the design process. The Persona activity9 helps the teacher/designer to articulate
the types of learners likely to take the course. Articulating some learner perso-
nas will help guide what kind of teaching intervention is appropriate for those
learners. Factors to take into account include: age, sex, cultural background,
discipline, level of technological competence and motivations for doing the
learning.
Figures 6.3 and 6.4 show two personas, for Joe and Marie. The personas illus-
trate the learners’ very different characteristics, in terms of their backgrounds,
motivations and goals.
Name: Joe
Gender: Male
Age: 19
Lives in: Gloucester, UK with his parents
Likes football and music
Education and Joe has had a conventional education completing 9 GSCEs and
experience 3 A levels (in Chemistry, Physics and Maths). He works in a local
restaurant as a waiter at the weekend. He has not travelled much
outside of the UK. His hobbies include watching football and
playing in a local band.
Roles and He has worked as a waiter for two years and now supervises new
responsibilities employees. He runs a computer programming club, which has
15 members. They meet every Sunday more for two hours. He
publishes a monthly newsletter on their activities.
Technical skills He is a proficient internet user and has good programming skills,
which he has learnt in his spare time. He has a laptop and an iPad.
He uses the latter primarily for surfing the Internet and keeping in
touch with friends.
Subject domain He has good science skills and a reasonable level of general
skills and knowledge, although he does not keep up much with current
knowledge affairs.
Motivation and He wants to get a job in the IT industry as a computer programmer,
desires he is passionate about programming and is very gifted at it.
Goals and His goal is to complete a computer science course and then get a job
expectations in the IT industry.
Obstacles to their His one weakness is a lack of concentration. He does not have very good
success study skills and tends not to put too much effort into his learning.
Unique assets He is a gifted computer programmer and is very sociable and
confident with lots of friends.
The six design frames looks at the design process from a number of different
perspectives. Bruce, Edwards et al. argue that:
Central to their approach is the premise that people see teaching and learning
differently; each teacher comes to the design space with his or her own inherent
The 7Cs of Learning Design 125
Name: Maria
Gender: Female
Age: 45
Lives in: London, UK with her husband and two children
Likes classical music, theatre and reading
Education and Maria left school having completed 5 O Levels. She later returned
experience to college to complete an HND in cooking. She has run her own
Italian restaurant for 15 years. Her parents were Italian and moved
to the UK when Maria was ten years old.
Roles and Her restaurant business is very successful. She employs five people,
responsibilities including a full-time chef. She has overall responsibility for the
business, including the finances and deciding on the menus, in
conjunction with the chef.
Technical skills She does not use the Internet very much and has relatively low levels
of IT proficiency. She does own a desktop computer but uses it
mainly for sending and receiving emails.
Subject domain She is more practically orientated than academic. Her Italian is rusty,
skills and she hasn’t practiced it much since moving to the UK when she was
knowledge 10.
Motivation and Maria and her husband would like to move back to Italy when their
desires children have left home. They would like to set up a restaurant
business there. As a result she wants to improve her Italian skills. She
is not interested in getting a qualification per se, she just wants to
be proficient in Italian.
Goals and Her goal is to complete an online intermediate Italian course with the
expectations Open University, UK and then to move to Italy and set up a new
restaurant business.
Obstacles to their The main problem she has is a lack of time, she is kept busy with
success the restaurant (working very long hours) and her family. The OU
course requires 7 hours a week as a minimum, she will need to be
very focused and motivated to ensure she meets this commitment.
In addition, she will need support to begin with to develop her
Internet skills, given that the course is wholly delivered online.
Unique assets She is very practical and has a good business sense. Once she commits
to something she is very driven. She has good general language
skills and that fact that she lived in Italy for ten years should give
her a good head start.
ideas and beliefs, about approaches to teaching, use of technology, discipline and
cultural perspectives and their own background and competencies. Their frame-
work consists of the following six frames:
Content frame
Competency frame
Which frame is used to guide the design process will influence the learning
design process, the activities and content the learners engage with, how technolo-
gies are used, the way the learning is facilitated and the nature of any assessment
elements. Figure 6.5 shows a diagrammatic representation of the six design frames.
The first three can be seen as associated with the learning process, in terms of a
focus on content, competencies and learning to learn. The final three are more
contextual, in terms of personal relevance, social impact and the relational and
contested nature of the curriculum.
The Create C
The Create C helps teachers/designers articulate what interactive materials, pod-
casts and video they need to create. It also helps them think about what skills will
be needed and how much time they will take. It also helps them identify what
Open Education Resources (OER) they might use or repurpose. Finally, it helps
them design activities so that the learners can find or create their own content.
The Resource Audit
The Resource Audit focuses on the use and repurposing of OER.Table 6.2 shows
the template for the Resource Audit. The rows consist of: what I find and reuse
TABLE 6.2 The Resource Audit template for a module on technology-enhanced learning
Format
↓Content (under the Text & graphics Audio Video Slides (e.g. Other (e.g. Adobe Presenter)
appropriate licences) PowerPoint)
What I find and The e-learning timeline Michael Westch video Watch this presentation
reuse as is The innovating pedagogy report www. on the machine is on the 7Cs of Learning
open.ac.uk/personalpages/mike. www.youtube.com/ Design (50 mins)
sharples/Reports/Innovating_ watch?v=6gmP4nk0EOE http://meeting.uct.
Pedagogy_report_2013.pdf Useful video showing the key ac.za/p3y54vmg8zj/
The NMC Horizon 2014 report www. features of the Web (4.32
nmc.org/publications/2014-horizon- mins)
report-higher-ed Social media revolution—
video on key statistics
associated with the Web
(3.50 mins)
Changing educational
paradigms (11.41 mins)
What I find,
tweak and use
What I find,
repurpose and
use
What I create Core text on the history of Introductory podcast
for this technology-enhanced learning for each week
module (5 mins)
Learner- Creation of a wiki of key Presentation
generated Technology-Enhanced Learning terms on the
content A reflective blog affordances
of one
technology
128 Gráinne Conole
as is, what I find, tweak and use, what I find, repurpose and use, what I create for
this module, learner-generated content. The columns reflect the format, i.e. text
and graphics, audio, video, slides, other. The teacher/designer completes the cells
as appropriate, indicating the nature of the resource, the time needed to create,
any skills needed and the appropriateness or relevance of the resource. It is also
possible to indicate the time associated with finding and/or developing resources
and the associated skills needed. For example a teacher might set aside one hour
to find relevant resources, or two hours to record a podcast.
The Communicate C
The Communicate C is concerned with fostering communication between
learners and tutors, learners and their peers and learners and the wider com-
munity. Communication can be fostered in a variety of ways. Examples include
open discussion, structured debate, brainstorming, investigating, critiquing, assess-
ing, summarizing, and problem solving. Learners can be organized in different
ways, such as in small groups of two or three, or whole cohort groups. Individuals
can be assigned different roles, such as: contributor, facilitator, moderator or sum-
marizer; these roles can be assigned to learners and/or tutors.
Theory, ideas
Learners’ specific
Teacher’s concepts
concepts
Questions, ideas
Goal feedback
Teacher’s constructed Student’s specific
environment actions
Actions/revisions
Structured Debates
The first practical example of implementation of the Conversational Framework
is a structured debate. Structured debates can provide a useful mechanism for
learners to practise articulating different arguments and/or solutions to an issue
or problem. A common technique is to divide learners into two teams. A motion
is put forward, the first team presents its arguments for the motion, then the
130 Gráinne Conole
Vote
Second the opposer
Audience
contributions
opposing team outlines its arguments. This process can be repeated a number of
times and arguments can also be elicited from a wider audience. Finally the two
teams summarize their positions and the motion is put to a vote. Figure 6.7 illus-
trates an example of how this can be structured.
It is advisable to set some ground rules for the debate, for example encouraging
learners to use appropriate language, to respect each other’s points of view and to
listen to the contributions of their peers. In this way they learn how to politely
disagree or how to strongly disagree. Furthermore, they learn how to commu-
nicate and argue without being rude and aggressive. In addition to the approach
outlined earlier, a simpler variant is to conduct the debate by having half of the
learners for and the other half against a particular topic. This technique is valu-
able because through debating learners develop dialogic competencies which are
likely to be useful in their everyday lives and their professional contexts.
Individuals
(general representation) Teacher
***
Finally, they share their thoughts with the whole class and vote to resolve the issue
(Figure 6.8). It was originally developed by Lyman (1981).
Think-Pair-Share is a strategy designed to provide learners with a structured way
of reflecting on and resolving a challenge or open-ended question. Starting from
their own reflection, they then co-construct understanding in pairs and finally in a
whole class context. It enables them to formulate individual ideas and share these
ideas with other learners. It is a learning strategy Lyman and associates developed
to encourage participation. Rather than using a basic recitation method in which
a teacher poses a question and one student offers a response, Think-Pair-Share
encourages a high degree of learner response and can help keep learners on task.11
Think-Pair-Share offers a number of benefits. Firstly, learners benefit from
developing understanding in conjunction with others. Secondly, it provides a
structured approach to helping learners construct knowledge.Thirdly, articulating
their ideas with their peers helps learners to resolve misunderstandings and clarify
understanding. Finally, it can be a way of avoiding a few learners dominating the
conversation, ensuring equal opportunities are provided for all to contribute. It
also encourages shyer learners to participate.
There are numerous examples of applying the Think-Pair-Share design,12
and a number of variants on the basic approach, such as: Think-Tweet-Share,
Think-Text-Share, Think-Pair-Wordle-Share, and Think-Blog-Respond.13
The Collaborate C
Many careers require teamwork, so collaborating and working in a group is a use-
ful skill. Collaborating can also be a good way of breaking a problem down and
sharing it amongst a number of learners.
132 Gráinne Conole
SEGMENTATION
OF THE TOPIC
a c INTO
b SUB-TOPICS
a b c
EXPERT
GROUPS
(one group
per
sub-topic)
PRODUCTION
OF AN
a b c ARTEFACT
(one artefact per
sub-topic)
JIGSAW
a c GROUPS
a b
b
c
PRODUCTION
OF A SHARED
ARTEFACT
• To promote the feeling that team members need each other to succeed (posi-
tive interdependence)
• To foster discussion in order to construct students’ knowledge
• To enable the development of negotiation skills
The Consider C
The Consider C is concerned with the ways learners are encouraged to reflect on
their learning and with demonstration of achievement of learning outcomes; i.e.
the assessment component of a unit of learning. Assessment might be diagnostic,
where the level of learners’ knowledge and competencies is assessed, formative
assessment or summative assessment. Assessment and feedback are well known
to be key drivers for learning. There are three types of assessment: tutor, peer or
self-assessment. Nicol14 argues that:
Level N
PHASE N: All propose a final and
agreed solution
Level i PHASE i: Compare, discuss and
propose a shared solution
PHASE 1: Individual (or initial
Level 1
group) study of the problem
Proposes & solution
Reflective Learning
Reflective learning has three components: learning from experience, thoughtful
deliberation and systematic, critical and creative thinking about action with the
intention of understanding its roots and processes. Schon (1983) defines reflective
practice as:
Gibbs’ reflective learning cycle (Figure 6.11) consists of the following six stages
of reflection:
1. Description—what happened?
2. Feelings—what were you thinking and feeling?
3. Evaluation—what was good and bad about the experience?
4. Analysis—what sense can you make of the situation?
5. Conclusion—what else could you have done?
6. Action plan—if it arose again what would you do?
The teacher can use the questions associated with the six stages to design activities
for the learners in which the teacher gets them to consider these questions, helping
The 7Cs of Learning Design 135
Description
Conclusion Evaluation
Analysis
Concrete
Experience
Active Reflective
Experimentation Observation
Abstract
conceptualization
TABLE 6.3 Mapping Kolb’s learning cycle to activities and teaching activities
Table 6.316 shows examples of the types of activities that can be used to facili-
tate each of the stages.
The Combine C
The Combine C enables the teacher/designer to take a step back and look at the
design from different perspectives. Four examples are described: the course view,
the activity profile, designing MOOCs and the storyboard.
The 7Cs of Learning Design 137
1. StudentHome (student It is expected that students 1. Three blocks of study Students study for approx.
support portal I will already be using activities 15 hours per week
2. Programme website graduate-level study 2. A set of detailed learning (including course and
3. Course website skills. outcomes self-directed study and the
4. Course guide A spirit of mutual support 3. Module material completion of assignments).
5. Assignment guide is encouraged. (categorized as core, Variety of activities includes
6. University library website Tutors use a developmental further and background) reading, discussing, practical
7. General forum mentoring approach. which includes articles, tasks and collaborative
8. Technical self-help forum reports, readings. activities.
9. Cafe forum 4. One set book Students will use a real
10. Specific guidance and 5. JISC TechDis website or adopted professional
information (i.e. Delicious 6. Delirious bookmarks perspective throughout to
bookmarks) frame their discussions and
reflections.
Reflection and demonstration Communication and collaboration
1. Personal reflective blog Use of a reflective personal 1. 4x Asynchronous online Strong emphasis on peer
2. Tutor group wiki blog is encouraged forums communication and
3. ePortfolio (student optional) throughout the module. 2. Live online discussions collaboration and learning
4. Tutor group forum (10% of Assessment of the module via Elluminate (optional from one another’s
mod Lie marks) is integrated with the student) experiences.
5. Assignment 1 (1500 word teaching and learning 3. Telephone (optional tutor) Wide variety of
report 15% of module marks) activities so that all 4. Email (optional tutor) communication methods
assignment work is a 5. Delicious (optional student) and tools used with an
learning experience. 6. ePortfolio (optional emphasis on the use of the
student) tutor group forum.
6. Assignment 2 (3,000-word Assignments relate to 7. Personal blog Student activity on the forum
report 30% of module marks) personal contexts and 8. Tutor group wiki is supported, guided and
7. Final assignment (6,000-word practices. 9. Access to an international assessed.
report 45%) Students and tutors use a professional student
8. Assessment guide shared marking criteria. community
9. Marking criteria for each
assignment
140 Gráinne Conole
Information Handing
Communication
Assessment
Assimilative
Experiential
Productive
Adaptive
Item Assim Info H Comm. Prod. Exper Adapt. Assess
Game 10 5 0 0 0 10
Session with advise 0 0 20 0 0 0 0
TOTALS 10 5 20 0 0 0 10
adaptive (such as modelling or simulation). The profile also indicates the amount
of time spent on assessment activities. The profile is available as an online flash
widget.17
Designing MOOCs
Table 6.6 shows a MOOC classification schema that can be used to design,
describe and evaluate MOOCs. The classification consists of 12 dimensions: 3 to
do with the context of the MOOC (the degree of openness, the scale of partici-
pation (massification), the diversity of the learners) and 9 to do with the pedagogy
(the extent of use of multimedia, the amount of communication, the extent to
which collaboration is included, the way reflection is encouraged, the type of
learner pathway [from learner-centred to teacher-centred and highly structured],
the level of quality assurance, the level of accreditation, how informal or formal it
is, the level of learner autonomy).
The Storyboard
Storyboarding is a well-established approach to visually representing a tempo-
ral sequence of activities. For example, the film industry uses storyboarding to
TABLE 6.6 The 12-dimensional MOOC classification schema
Context
Learning
The Consolidate C
The Consolidate C focusses on implementation of the design in a real learning
context and evaluating its effectiveness. Table 6.7 shows an evaluation rubric. The
first column lists a set of metrics for the evaluation. These need to be measurable
and observable. The second column is used to list the data collection techniques
that will be used to evaluate the learning intervention and to assess the extent
to which the learning design has been successful. The first four criteria are from
Kirkpatrick’s (1959) evaluation model.
An alternative, more rigorous evaluation can be undertaken using the Apereo
course evaluation rubric.18
TABLE 6.7 Evaluation checklist
Conclusion
This chapter has described the 7Cs of Learning Design framework, which has
been designed to help teachers/designers make design decisions that are peda-
gogically effective and make appropriate use of digital technologies. Each C has
associated with it a set of Learning Design representations that guides the teacher/
designer’s thinking practice, helps him or her make design decisions and enables
them to make these designs explicit, with the ultimate goal to make the design
process and product shareable. Evaluation of the use of the resources and activi-
ties associated with the 7Cs framework has been positive. Teachers state that the
resources and activities help them to think beyond content to the learning activi-
ties and the learner experience.19 They enable them to be more creative in their
design thinking. The resources and activities are easy to use; the teacher/designer
can iteratively improve the design representations over time.
Notes
1 See for example www.youtube.com/watch?v=jZkHpNnXLB0 and more specifically
for learning www.youtube.com/watch?v=uZ73ZsBkcus.
2 See for example www-jime.open.ac.uk/jime/article/view/2014–05.
3 See for example www.mooc-list.com/.
4 See for example: http://mooc.efquel.org/, http://tinyurl.com/gconole-MOOC and
www.moocs4d.org/media.html.
5 See also https://about.curtin.edu.au/files/curtin-2013-annual-report-kpis.pdf.
6 See Chapter 1 and www.larnacadeclaration.org/
7 www.open.ac.uk/blogs/OULDI/
8 http://jiscdesignstudio.pbworks.com/f/OULDI_Pedagogic_Aspects_v8_Release.
pdf?ld=1, and there is an introductory video about the course features pack and how
it can be used http://cloudworks.ac.uk/cloud/view/5950.
9 More on the Persona Design can be found at www.ld-grid.org/resources/representations-
and-languages/personas.
10 Also see www2.smumn.edu/deptpages/~instructtech/lol/laurillard/ for an interactive
version of the Conversational Framework which shows the media types that can be
used to promote each element of the framework.
11 http://olc.spsd.sk.ca/De/PD/instr/strats/think/
12 See for example http://serc.carleton.edu/econ/interactive/tpshareexm.html.
13 http://learningisgrowing.wordpress.com/2012/03/21/think-pair-share-variations/
14 http://www.reap.ac.uk
15 Taken from www.jisc.ac.uk/media/documents/programmes/elearning/digiassass_
eada.pdf.
16 This is taken from www2.le.ac.uk/departments/gradschool/training/eresources/
teaching/theories/kolb.
17 www.rjid.com/open/pedagogy/html/pedagogy_profile_1_2.html
18 Derived from www.apereo.org/twsia/rubric-course-project.
19 See for example the evaluation findings from the SPEED project www2.le.ac.uk/
departments/beyond-distance-research-alliance/projects/speed.
The 7Cs of Learning Design 145
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7
INVESTIGATING UNIVERSITY
EDUCATORS’ DESIGN THINKING
AND THE IMPLICATIONS FOR
DESIGN SUPPORT TOOLS
Sue Bennett, Shirley Agostinho and Lori Lockyer
Introduction
The routine design work that all educators perform when preparing and plan-
ning learning experiences for students is an important part of their role. For uni-
versity educators, designing effective learning experiences requires them to draw
together their specialist domain expertise with appropriate teaching strategies,
while integrating the range of digital technologies that are now commonplace
in higher education. This represents a significant challenge for even the most
experienced university educators, and one which institutions and professional
bodies have supported, for example through funding initiatives of the UK’s JISC
(http://jisc.ac.uk/) and Australia’s Office for Learning and Teaching (www.olt.
gov.au/).
The field of Learning Design has developed a particular focus that is con-
cerned with this routine design work educators do to create learning experi-
ences for their students. Learning Design refers to ways educators can document,
model, implement, store, share, adapt and reuse pedagogical ideas. It has a par-
ticular focus on guidance (providing tips and advice to educators), representation
(documenting pedagogical ideas in a consistent way) and sharing (enabling edu-
cators to build on the work of others by reusing and adapting pedagogical ideas).
Learning Design has emerged as a particular branch of educational research and
development that seeks to understand and support the design processes inherent
in teaching. This body of work is underpinned by the premise that supporting
university educators as they conceptualize, plan and prepare a unit1 they are to
teach in an upcoming academic session will result in more coherent and engag-
ing learning experiences for students, with flow-on improvements in learning
outcomes.
University Educators’ Design Thinking 147
Later in this chapter is an overview of the entire project that provides the
background to our work, followed by an explanation of each of the three main
investigations (aligned to the project aims as seen earlier) and a discussion of the
key outcomes. A reflection on the outcomes is presented in terms of future direc-
tions for research and practice in this area.
148 Sue Bennett et al.
Background
The idea for this research study developed from research the authors conducted
between 2002 and 2005, and prior to that from their involvement in the Australian
University Teaching Committee (AUTC) project, ICTs and Their Role in Flexible
Learning (2000–2002) (referred to as the AUTC Learning Design project in this
volume). The AUTC Learning Design project collected and described examples
of teaching practice in higher education that made effective use of information
and communication technologies (ICTs). The outcome was an online repository
of 32 exemplars derived from real-life cases. These cases are contextualized whilst
there also is a smaller number of abstracted designs developed from five of the
cases.3 The intention was to provide these exemplars to educators as a stimulus for
their own designs, so that they could tailor a learning design according to their
particular circumstances and the demands of their contexts.
One of the most significant contributions of the AUTC Learning Design
project was the method developed to represent each exemplar, which combined
graphical notations of the sequence of tasks, resources and supports, with a textual
description of the features of the design, the pedagogical reasoning underpin-
ning it, the context in which it had been applied, and any evaluation/research
outcomes (see Agostinho et al. (2008) for a detailed explanation of this learning
design representation). The development of this approach to systematically docu-
ment a learning design was not the first attempt at this goal, and was one of a
number of alternative approaches developed at the time (Agostinho, 2009).
As a teaching and learning grant, the AUTC Learning Design project had a
practical rather than research focus, and when the project was completed there
were many questions about whether and how this “new” method of represent-
ing learning designs would work. This became the focus for several subsequent
research projects the authors conducted, some of which are outlined later in this
chapter.
For example, some further work the authors undertook was conducted as
part of an interdisciplinary project, funded by the Smart Internet Cooperative
Research Centre (2002–2004). The focus of this research and development work
was to examine how the use of metadata, which was becoming prominent at the
time as a way of categorizing/classifying learning objects e.g. Learning Object
Metadata (IEEE, 2002), could be used within learning designs as a way of helping
educators select appropriate learning designs and objects that could be included
in a learning design. The aim was to investigate the potential of developing one
form of support tool that used metadata to guide an educator in the selection of a
learning design, and then the addition of appropriate learning objects to develop
learning activities documented in accordance to the technical standards that were
new at the time e.g. IMS Learning Design specification (Koper & Tattersall, 2005).
The project was a collaboration between educational researchers (the authors)
University Educators’ Design Thinking 149
and researchers from informatics and engineering. Although the project out-
comes mainly focussed on developing the metadata and technical standards (e.g.
see Agostinho, Bennett, Lockyer & Harper, 2004), this research work continued
the authors’ interest in learning designs as a means of supporting educators’ design
processes. During the same period, work was undertaken on several smaller proj-
ects that sought to develop the learning design approach further by applying the
method to representing designs relevant to the school sector, and working with
school and university educators to test the application of learning designs in prac-
tice (e.g. see Bennett, Agostinho & Lockyer, 2005).
The culmination of this research work led to a conceptualization of learning
design support tools that formed the basis for the research study discussed in this
chapter. This conceptualization is explained by the following scenario that illus-
trates how the research team envisaged the process by which an educator could
use a learning design support tool to select a shared learning design, adapt it and
implement it in his or her particular teaching context using any learning manage-
ment system (LMS), and then possibly re-share the adapted learning design.
design that can be adapted (a generic learning design) and a learning design
adapted for a particular context (a contextualized learning design or a “run-
ning learning design”, Ch. 1 in p. 14 this volume).
4. Implement the unit of study:The unit of study is made available to students at the
commencement of the academic session.After this point two types of teaching
and learning activities occur. One type is the interactions between educator(s)
and students on the site that are a normal part of the teaching and learning
process. For example, the educator makes announcements, the educators(s)
and students participate in online discussions, assignments are uploaded and
feedback is provided. It is important to note here that the degree to which the
actual interactions have been specified depends very much on the nature of
the design. Some units may be highly specified prior to the commencement
of the session, whereas others may adopt an open-ended design, one in which
the actual activities are unspecified prior to implementation but instead are
planned by the educator to unfold during implementation. This may be par-
ticularly so in project, problem, simulation, role-play or game-based designs.
The second type of activity is the improvisation element of teaching, where
it is desirable to make dynamic changes to adapt the design of the unit of
study. For example, the educator might add major new resources, introduce a
new learning support or change the nature of a task based on the responses
of students. All of these possibilities highlight the potentially complex nature
of learning design and demonstrate how design does not necessarily stop at
the commencement of implementation (e.g. at the beginning of a teaching
session), but can continue into the session such that by the end of session the
design is different to that presented in the first week. Given that there can be
limitations on what educators can change during a session as dictated by insti-
tutional policy, these changes may vary in significance from one institution or
context to another. While significant redesign may be relatively rare, it should
nevertheless be anticipated as a possibility in any learning design approach.
5. Export a copy of the unit of study: At any stage of this process the educator can
export his or her unit of study to archive, to store for future use (e.g. to refine
in a subsequent year), to share as a coherent whole with others or to transfer
the design into another LMS.
6. Share a revised learning design: At the end of a teaching session, in addition to
exporting the unit in its entirety, it is possible that an educator might want
to share his or her revised design with others whereby specific content and
detail is removed and additional pedagogical advice added. Technical tools
would be available in the LMS to enable the educator to convert his or her
unit of study into a “sharable learning design” format.
content-free, describing the pedagogical framework with tasks and supports being
abstracted somewhat from their original context so as to make them adaptable and
understandable both within and across disciplines. A “unit of study” (a running
learning design) is the product of the design process which is fully specified as a
particular teaching experience, at first ready for students and educators to interact
with and then changed through that interaction in ways that may or may not alter
the underlying design. Thus, the creation of a unit of study may result in a new
design or design variant that could be shared with others, rather than sharing the
more fully formed unit of study which may be more unwieldy to repurpose.
The research study reported in this chapter explored how this process could be
implemented in an LMS. The research study was comprised of three phases and
each phase addressed particular aspects of the scenario explained earlier. The next
section explains each of these three project phases.
engage in design before a unit is implemented in order to prepare the unit, but
also how they think about design during unit implementation in terms of design-
ing specific resources or materials for the unit and reflecting on the progress of
the unit, and how they continue to design after unit implementation as part of
reflecting how the unit can be modified for its next iteration. (These findings
were discussed in a symposium—Goodyear et al., 2010.)
Four themes emerged from discussion about the factors that influenced univer-
sity educators’ design practices (see Bennett et al., 2008). A desire to meet learner
needs was raised as an important consideration, and judgements were based on
an understanding of the nature of the learner cohort. This included considering
learners’ prior knowledge, their cultural backgrounds, their commitments beyond
university or their need to be prepared for particular professions. Participants
recognized that their designs were influenced by their past teaching experiences,
particularly of successful or unsuccessful teaching strategies, but also ideas arising
from formal study, professional learning and disciplinary practices. Experimenta-
tion and innovation were also drivers of design decisions, with accounts given
of looking for and trying out new strategies found in the literature or shared by
colleagues. All explained the need to work within the constraints of the university
teaching context, which included university policies, but also the limitations of
timetabling, workload, teaching spaces and resourcing.
The study also sought to identify the support mechanisms academics use to
develop their teaching practice. The participants in our study accessed a range of
sources to generate and develop their ideas about teaching and the design of their
units, including academic literature, workshops, conferences and informal discus-
sions with colleagues. Overwhelmingly, participants drew support from the ideas
of “others”. This suggests the value academics place on the ideas of other educa-
tors, generally close colleagues or people they can see are similar to themselves.
Our participants did not limit their interest exclusively to those within their own
discipline or in closely related disciplines. However, they did place greater value
on those actively engaged in teaching rather than those who may not have a direct
teaching role. These findings support the concept of learning designs which pro-
vide contextualized ideas from credible others. Participants also commented on
how central support units were more important early in their careers, and became
less relevant as they gained experience.This highlights the need for different types
of supports depending on an educator’s career stage.
Together, these findings provide insights into the context in which university
educators do their design work and about their approaches, processes and influ-
ences on their decisions.The results reveal a complex process of balancing oppor-
tunity and constraint. The nature of their practice has much in common with the
characteristics of design identified in the broader design studies literature (e.g.
Razzouk and Shute, 2012), although important differences exist. One key differ-
ence that our investigation has highlighted (although anecdotally we were already
154 Sue Bennett et al.
aware of this) is that university educators are actual participants in their designs,
whereas other designers (such as instructional designers) are often not end-users
of the final product (i.e. the teaching and learning experience) they have designed.
Furthermore, teaching designs are rather ephemeral in nature; they exist as par-
ticular instances experienced by students and educators, but they can be re-visited
and revised when used again, either by the original designer or by another educa-
tor to whom the unit has been allocated. Thus in terms of providing design sup-
port tools, the main insight from this investigation was that a design support tool
could not only assist an educator to design a unit before implementing it, but can
provide provision for access throughout the implementation of a unit to refine,
add and change and, after unit implementation as a reflection tool, to document
what could be changed for the subsequent unit iteration.
• A summary of the exemplar’s purpose and function, details of the design team
and links to any publications about implementation and evaluation.
• A detailed description of the tasks, resources and supports in graphical and
text form.
• A description of the implementation context, including intended learning
outcomes and assessment strategies.
• Reflections about the rationale for the pedagogical approach, development
and implementation history of the exemplar, details of any evaluation research
and perceived quality of the exemplar.
Analysis of the international research between 2002 and 2009 led to the
identification of characteristics of an “effective” learning design description. The
literature drawn on included: Britain (2004); Conole, Littlejohn, Falconer and Jef-
frey (2005); Falconer and Littlejohn (2006); Falconer, Beetham, Oliver, Lockyer,
and Littlejohn (2007); Falconer and Littlejohn (2009); Littlejohn, Falconer, and
McGill (2008) (see Agostinho et al., 2009 for full details). The following three
fundamental characteristics that would support reuse were identified:
These characteristics formed the basis of criteria for an instrument that was
developed to review the 32 examples. The instrument consisted of 10 elements,
each of which was rated on a five-point scale from very poor to very good and
accompanied by a qualitative comment.The first six elements focussed on provid-
ing clear and explicit pedagogy by summarizing the learning design and explaining
its pedagogy and implementation context as well as detailing the tasks, resources
and supports used. The next three elements focused on evaluating the learning
design’s “quality” by reviewing the description of the rationale for ICT use, the
explanation of any evaluation findings and whether the designer(s) had provided
any reflections on implementation. The final element focussed on whether the
learning design description provided any advice or guidance about reuse.
All 32 exemplar were reviewed using this instrument, and 6 were found to
meet the criteria to be considered effective learning design descriptions:
As a result of this investigation refinements were made to the format for learning
design representations and the six exemplars identified as containing the information
156 Sue Bennett et al.
required were adapted to the revised format. Refinements included adding more
specific information about how the learning design could be customized and high-
lighting key resources and supports of the learning design. Appendix A illustrates the
revised format for describing a learning design. Sections 4. Checklist and Section 5.
Design and Implementation Tips are additional components. The revised descrip-
tions of the six learning designs were then used in Investigation 3 to explore the
possibilities for integrating learning design support tools into a learning manage-
ment system. The designs themselves have also been used as resources to stimulate
design ideas and discussion in workshops (e.g. Bennett, Agostinho & Conole, 2009).
1. The educator selects a learning design from those available in the repository
and this appears as a partially completed unit of study in the learning man-
agement system. The technical specification allows the design to be “read
into” the system with the relevant system components appearing according
to the design. The scaffold includes both pre-determined characteristics and
customizable features. For example, a problem-based design may include a
University Educators’ Design Thinking 157
Discussion
The findings from this study advance our understanding of university educators’
design thinking by providing insights into existing practice that are anecdotally
familiar, but have garnered little empirical evidence to date. The accounts from
our participants from Investigation 1 suggest that there is an existing design prac-
tice that is part of routine teaching, but this is under-developed in comparison to
other areas of design activity such as architecture and engineering. Because educa-
tional design work has been subsumed into teaching, we, as yet, lack a vocabulary
to discuss it clearly and have only recently begun to map it conceptually, work
which is needed to underpin further learning design support tools.
There is much more to learn, also, about effective representations. There is
a theoretical and empirical basis for providing educators with solutions to past
problems that are abstracted sufficiently from the original context to promote
customization (Kolodner, Owensby & Guzdial, 2004). Our own investigations
have used a representation that combines graphical and textual information,
and chooses brevity over detail. But there is still little consensus in the learn-
ing design literature over the critical characteristics of effective representations.
Our findings from Investigation 2 lend support for the inclusion of reflective
and evaluative information, together with guidance and advice within learning
design representations as this was identified from the literature as a key charac-
teristic that would support reuse. Findings from Investigations 1 and 2 suggest
that developing one’s own teaching practice by adapting ideas from respected
others is a useful strategy regarded by educators looking to expand their reper-
toire (this is highlighted from interview data in Investigation 1 and the inclusion
of a “quality” rating from evaluative findings in a learning design description in
Investigation 2). But how this can be fostered, particularly within institutions by
central units, needs careful thinking to cater for different discipline backgrounds
and different career stages.
What is clear from Investigation 1 is the need for flexible design tools that sup-
port decision-making. Flexibility is needed because design is not only about plan-
ning and preparation prior to an academic session, but occurs throughout sessions
dynamically in response to learners’ emerging needs and extends beyond as part
of educators’ reflections on their experiences. Flexibility is also needed because
design is iterative with various starting points, depending on the nature of the
changes to be made, and with attention shifting between macro to micro features.
Lock-step tools that restrict the order in which a design is specified are unlikely to
be successful, but at the same time tools must help an educator navigate through a
developing design. Learning design support tools that include these features (e.g.
flexibility rather than lock-step tools) will act as a coach, with the goal of empow-
ering educators in the design process with good tools rather than correcting poor
design or corralling the design process too narrowly.
University Educators’ Design Thinking 159
Conclusion
High-quality design is critical to effective learning experiences and outcomes.
The context in which university educators work is increasingly challenging
with a more diverse student body than ever before and new technologies
becoming integral to higher education. Effective design supports are needed
and this is the challenge the field of Learning Design engages with. The find-
ings of this project advance our thinking about the need for learning design
support tools that allow features such as the ability to easily import and adapt
a learning design, and provides flexibility by enabling the educator to revise,
refine and reflect on his or her design both before and during implementa-
tion; but at the same time expose the magnitude of the challenge. The core
concepts of Learning Design—guidance, representation and sharing—offer rich
opportunities for further theoretical, empirical and practical work and already
encompass a wide range of approaches and initiatives that can be built on as this
emerging field develops. As part of this development, the field must do more
to engage university administrators and policy makers and convince them of
the significance of this approach, and engage more with educators to test and
refine their ideas.
Acknowledgements
This research project was funded under the Australian Research Council Linkage
project scheme: Improving university teaching: Creating strategies and tools to
support the design process (LP0669368). We thank our industry partner, Janison
Solutions, for its invaluable contribution to this project. The authors would like
to also acknowledge the input of the rest of the research team: Professor Emeritus
Barry Harper, Professor Rob Koper (and staff at the OUNL), Dr Lisa Thomas and
Ms Jennifer Jones.
160 Sue Bennett et al.
Notes
1 The term “unit” is used generically throughout to refer to a programme, module, session
or learning activity that an educator designs for students to engage with.
2 Italics refer to specific components of the Learning Design Conceptual Map.
3 www.learningdesigns.uow.edu.au
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7. References
8
A DEEPER UNDERSTANDING
OF REUSE
Learning Designs, Activities, Resources and
Their Contexts
are relevant to their subject, context and perspective, and reassembling those parts
from the original package along with parts from other packages to form a new
set of educational materials. It is assumed that systems that mirror teachers’ natu-
ral instinct to reuse chunks in their own preferred order for their own context
will assist uptake and adoption of educational technology. The vision for reuse is
expressed in the Larnaca Declaration elsewhere in this book and yet there is a lack
of research on how this theory works in practice.
Reuse has often been associated with e-learning, not because reuse does not
occur within other forms of learning and teaching, but because the scope of reuse
is different when learning and teaching occurs online. The digital online format
allows many users to access the same resource without compromising access for
others and without consumption of the original. Reuse of learning resources
within UK HE has also been recognized for some time (Boyle, 2003) as relying on
some element of technologically mediated repurposing or adaptation of resources
to re-contextualize them.This ideal of potential to repurpose continues in discus-
sion of reuse (e.g. Kernohan, 2010), with Bissell (2011) suggesting that the licence
adopted should be as open as possible to facilitate making of derivatives.
online role play too large to be categorized as an RLO. However, following Wiley’s
definition of learning objects (2000, 2002) as anything that can be reused, Wills
describes learning designs as an example of a digital resource that can be reused.
The two studies adopted differing terminology, as seen from the description
given earlier, ranging from RLO to OER, which reflects the differing years of
data collection and cultural differences in the two countries. To reduce confu-
sion for the reader in the remainder of the paper, the authors choose to now use
one term, “reusable learning resource”, unless specifically referring to Learning
Design.
Wills Study
Fifty-three online role plays in Australian higher education were identified and
tracked between 1990 and 2006 (Wills, 2010). Interviews and surveys led to
the creation of a generational mapping of the online role play designers. From
this map it was calculated that 45 role plays were a reuse of another role play
(Table 8.1), demonstrating that the topic of reusability is an important one in
higher education.
However, there were only eight instances of reuse of the same role play itself
(18%). Predictably these eight instances were a reuse within the same discipline.
Meanwhile, 82% of the instances were a reuse of another’s role play design. This
high percentage confirmed the importance of research about learning designs to
guide and underpin programmes for sharing good teaching practice.
Interestingly, the transfer of role play design ideas was mainly to different teach-
ers in different disciplines, whereas it was predicted that the ideas would be more
likely picked up by teachers in the same discipline. Additionally, the results show
that teachers who were reusing were almost as likely to be at different universities
166 Sandra Wills and Chris Pegler
TABLE 8.1 2006 analysis of reused role plays comparing different teacher or same teacher
and comparing different university or same university (n=45)
of same role 5 2 0 0
play
of same role 9 1 19 12
play design
of same role 0 1 0 0
play
of same role 2 2 1 1
play design
TABLE 8.2 2009 instances of reuse for each of the four online role plays
Design factors which at times worked against reuse include large class size
and large number of roles; difficulty of reaching consensus or resolution, a factor
related to size; personal style of the original facilitator which other facilitators
might not be comfortable with such as humour or sarcasm; cross-disciplinary or
cross-institutional implementation involving collaboration with others students
and teachers, leading to extra organizational workload.
The contextual factors which impacted the design process positively are: col-
laborative design by partners, including a significant role for educational develop-
ers; recognition of the value of a scholarly approach to evaluation and publication
about the innovation; establishment of legal contracts and licencing agreements
for governing reuse by others.
168 Sandra Wills and Chris Pegler
Design Factors
Design Context
Factors
Discipline expertise AGAINST AGAINST AGAINST AGAINST
Partnership & FOR FOR FOR FOR/
collaboration AGAINST
Educational developers FOR FOR FOR
Scholarship FOR FOR FOR
Licencing & legal FOR FOR FOR
contracts
Intellectual property AGAINST AGAINST FOR
Identity & territory of AGAINST
HE staff
A significant contextual factor which worked against reuse in two of the cases
was conflicting and unclear perceptions of intellectual property rights. Partly related
to this factor in one case was differing perceptions of the identity of academic staff
and professional staff and the territory in which they may operate in terms of
scholarship and intellectual property. This factor has implications for the role of
what are variously called educational developers, learning designers or instructional
designers, as well as for the role of tutors in the higher education workplace.
A Deeper Understanding of Reuse 169
Another contextual factor was that the four online role plays required sig-
nificant discipline expertise for the role play itself to be reused. The high level of
discipline expertise may be a reason learning objects and repositories are not as
common in the higher education context as they have become in the school and
technical education contexts.
The design factors and design context factors which contributed to the reus-
ability of the four online role plays in this study can be framed more generically
as factors influencing the design of reusable learning resources (Table 8.4). The
15 factors warrant attention when developing e-learning resources to be reusable.
These factors particularly apply to those reusable learning resources that involve
active, authentic and collaborative learning, such as online role plays.
It is noticeable that cost has not emerged as a factor in the design of online role
play because it usually appears on the list in most studies. However, this type of
learning design is a low-cost learning activity, one of the reasons for its usefulness.
Therefore, cost need not be a consideration, unless designers decide a graphically
immersive 3-D learning environment is required to meet the learning objectives
or if video is used as the trigger scenario.
Pegler Study
Pegler drew on case-based research conducted across five reuse contexts within
UK higher education, representing a span of initiatives over an eight-year period
(Pegler, 2012). The cases ranged from a project exploring personal and informal
reuse strategies with focus on blogs and wikis, to activity underpinning formal
national and institutional repositories. Reuse activity noted (i.e. sharing and/or
use) included personal/institutional; formal/informal; distance/blended learning
scope of activity. The cases also included reuse activity at different scales: course/
module; intra-institutional (departmental); geographical (regional and national);
and intra-disciplinary. Each of the cases occurred between 2003 and 2010, and
each was directed at facilitating reuse of digital online resources or using reusable
resources within UK higher education. They included OER and RLO examples.
The case research was grounded in an extensive literature review and recorded
interviews or observations with educators involved in both sides of reuse activity
(sharing and use). Twenty-one semi-structured interviews with 24 participants in a
reuse facilitation activity, and a further two data capture suite observations with poten-
tial users selecting and commenting on resources for reuse were recorded and tran-
scribed, then coded, to identify potential drivers and enablers of reuse for each context.
Participants were asked questions about their experiences and expectations
of reuse, their preferences and practices in order to identify factors which could
affect reuse within their contexts. From this context-specific research, 222 factors
were identified from coding of interview and observation transcripts, and refer-
ence to project documentation and evaluations. These factors represented a broad
spread of observations or comments, primarily by participants within interviews,
relating to factors which had potential to affect decisions to share or use reusable
resources. Repetition of factors within each case were not recorded separately,
although note was made of the extent of the repetition. A broad list of factors was
derived across five separate and distinctive contexts.
As the factors related both to sharing activity and (re)use activity, even when
grouped in this way, the list was both complex and unwieldy. Sorting was there-
fore attempted on the basis of broader themes, derived from clustering and com-
paring groupings and the common features across groups.
Coding, sorting and comparison of the factors resulted in identification of
three broad classifications. Two hundred twenty-one (i.e. all but one) of the com-
ments and observations about reuse could be classified as relating to Technical,
Quality and/or Motivation concerns or conditions.
It was noted that some comments related to the technical features and poten-
tial of the systems and processes. These became described as Technical factors.
A larger group of factors related to how selection and choice between alternatives
might be addressed, identifying a number of approaches or concerns relating to
Quality. A further set of factors, most of which could not be described as Techni-
cal or Quality factors, or not solely so, addressed the reasons for resource reuse and
A Deeper Understanding of Reuse 171
informed the conditions under which reuse would occur. These were described
as Motivation factors, and this class included the widest diversity (115 factors). In
contrast the technical factors were the least diverse (75 factors). This may reflect
the emphasis placed in projects on addressing Technical factors, and the volume of
research and commentary on issues such as metadata and licencing, resulting in an
established technical vocabulary around reuse.
Re-coding the factors using the three-factor classification resulted in 71% (158)
fitting within a single category with some overlap between classes for the others.
Of the factors that overlapped, only six (3%) were located within all three classes.
Examination of these established that they were particularly general comments. For
example “Would be useful to allow comments on the objects [resources] while
reviewing” was one of these statements. Although this suggests a technical modifi-
cation to the repository commented on, it could also suggest a purpose for which
this functionality was required (motivation) and a preference for resources which
featured this function (quality). Statements that were capable of classification in all
three classes were general or vague in nature and could perhaps be disaggregated
into individual factors, although in interviews they were expressed and recorded
as a single concept. A further factor was not classified in any category: “Changing
teaching practices towards sharing and reuse takes time.” This led to the decision to
exclude these seven from the analysis, leaving a set of 195 factors.
As an aid to exploring reuse factors and reuse contexts with different educator
audiences, in a supplementary activity, sets of physical cards were generated. Each card
within the 36-card set represented a reuse factor or group within the 195-factor list.
All three factor classes were represented, with 12 cards created for each of the Techni-
cal, Quality and Motivation themes (Table 8.5 and Figures 8.1a, 8.1b and 8.1c).
Wills—Nuances of Reuse
The analysis of case studies of four online role plays focussed on factors that influ-
ence reuse of online role play. However the case studies also gave rise to reflection
more generally on what it means to “reuse”.
176 Sandra Wills and Chris Pegler
The initial analysis of reuse of 53 role plays used the framework of generational
mapping, distinguishing between reuse of a role play design and reuse of the role
play itself, according to the following additional dimensions:
From the four in-depth cases, further dimensions were revealed. Table 8.7 lists
a number of scenarios that occurred in the history of reuse of the four online role
plays. This list of types of reuse goes further than the types discussed in the previ-
ous statistical analysis.
Each of these reuse scenarios has implications for how online role plays are
designed, if they are being designed with reuse in mind. Only one in this small
sample was designed specifically for reuse by (unknown) others (first shaded row
in Table 8.7). Most of the other descriptions of reuse involved reuse by people
already involved. In other words, the reusers had a degree of familiarity with the
online role play in that they helped to design it, helped to implement it or had
been trained to use it. No-one picked it up “cold”.
However, the purpose of this study was to look at factors for fostering this
reuse by unknown others, hence a better understanding of what is meant by
reuse is important. The final nuance in Table 8.7 (second shaded row), the
“potential to be transferred but not happened yet”, is particularly important as it
probably describes the majority of work currently happening under the heading
of reuse. If resources are not being reused, then gaining a broader understanding
of types of reuse might provide ideas for improving the design or improving
access.
In summary, the Wills study demonstrated that Learning Design, as a reus-
ability construct, has more impact for uptake, even influencing adoption in differ-
ent disciplines and different institutions. However, all the dimensions and factors
explored in this study about the four role plays that were reused could usefully be
applied to thinking about the nature of learning designs. This focus may improve
their uptake and acceptance in university contexts and also inform the develop-
ment of appropriate programmes and services for sharing teaching practice in
general (Wills, 2013).
Pegler—Zones of Proximity
Not all the cases Pegler studied were ones where reuse was feasible within the
time span of the research; however, one case from the Open University presented
several, apparently unproblematic, examples of extensive reuse within a relatively
short timeframe. Compared with other cases, this was an exceptional level of
reuse and achieved quickly in a usually slow production context. While this was
attributed in part to technical factors involved in this case, and the production of
the resources within an Open University Distance Learning system favours reuse,
it could also be associated with the close connection between the users and the
sharers of the resources. For these resources the sharers and users were the same
people, or members of the same small team.
As the relationship between the sharers and users was a theme commented
on across several cases, Pegler suggested that the proximity, i.e. distance, between
sharer(s) and user(s) may be a cross-case modifier acting on reuse. To represent
the proximity and distance “boundaries” represented in the cases, Figure 8.2
illustrates six “proximity zones”. In this schematic the zones are shown as con-
centric circles, with each circle representing a level of connection between the
participants in resource reuse (i.e. suppliers and users). The form of the illustra-
tion should not suggest that the zones represent equal size or are evenly distrib-
uted. It is meant to represent how different zones appear to “nest” or operate
within others.
As with other factors affecting reuse, the proximity level (or zone) can apply
to the activity of supplying resources for reuse or to the using/reusing of these
resources. Figure 8.2 shows the passage from one zone to another as crossing a
clear boundary, representing an identifiable change in the relationship of resource
producer and user. The shift from zone 1–6 could be described as a decline of
proximity, or growing distance, between creator and user. In practice, the move
towards more openness, in releasing resources for wider reuse, makes later retreat
to a more restricted position impractical. For example, once resources are available
A Deeper Understanding of Reuse 179
1. Individual (Creator)
2. Module/Programme
3. Department/Institution
4. Community/Region
5. National
6. International/Open
under open licence to an international audience, reuse of that version cannot sub-
sequently be effectively restricted to a national or institutional zone.
Although there is a geographical dimension to the labels applied to the zones,
with “national” and “international” used to describe the two widest-ranging
zones, the zones do not necessarily denote distance or proximity in a geographi-
cal sense. Exchange of online resources does not usually recognize geographical
boundaries.
Moving beyond zone 1 level sharing is likely to require additional effort. This
could discourage proactive sharing. Motivation to reuse or share could be antici-
pated to be strongest where the proximity is highest, as the benefits of reuse are
realized by the staff expending effort in creating and sharing resources, or by their
colleagues/community.
As the zones progress from 1 to 6, the diversity of the resource sources (cre-
ators) will increase while the range of resources from each source decreases. At
zone 1, there is only one creator of resources, and 100% of that creator’s resources
reside within this zone. Most resources located here e.g. drafts and working plans
will never be made more widely available. At zone 2 and beyond, there are more
people involved in sharing or reusing. There is also a degree of selectivity (com-
pared with zone 1) in determining which resources will be shared. For example,
Margaryan et al. (2006) reporting research within the CD-LOR (Community
Dimensions of Learning Object Repositories project) found that 87% of respon-
dents shared at least some educational resources at the stage of being work in
progress. This indicates that 13% do not share any work in progress. What is not
known from that research is who these users shared progress versions with and
180 Sandra Wills and Chris Pegler
how proximate those were. In one case study, two participants are happy to share
even “fuzzy” work in progress, but they identified each other as co-located col-
leagues working within the same region on joint projects. Others in the same
project were more circumspect, even when talking about finished resources.
Decisions on what to share and who to share it with are important to under-
standing reuse of digital online resources (Walker & Masterman, 2010). Mov-
ing outwards through the zones from 1 to 6 requires a greater level of trust
between creators and (re)users. Participants in the exchange are less likely to have
prior knowledge of each other, so they need confidence in the description of the
resource. Users must usually take on trust technical information provided (e.g.
the clearance of, or nonexistence of third party rights within the resource). The
resource creator must trust users not to abuse any controls that have been set in
place e.g. by failing to acknowledge rights or not respecting restrictions on reuse.
The examples of proximity illustrated here, drawing on the case studies, sug-
gests that although increasingly easy to overcome technically, weak proximity
between creator and user in dissemination and discovery of reusable resources
may increase motivational tensions as well as the challenges of agreeing appro-
priate quality. With digital online resources structured for reuse and licensed as
OER, many challenges to widespread resource reuse have been addressed. How-
ever reuse within a relatively select community where trust, shared vocabulary
and common systems exist remains easiest to achieve in the short term. That
local sharing may, as these cases demonstrate, pave the way for wider sharing as
Figure 8.2 suggests.
Summary
The Important Thing We Want to Say Is:
The cross-case analysis provided in the two independently conceived longitudi-
nal studies compared in this chapter underline the complex challenges reuse can
present to operational, pedagogical and cultural aspects of university teaching.
While there has been considerable progress in addressing many of the technical
and quality concerns around reuse, there has been little progress on understanding
how to motivate reuse beyond funded projects. The question of how to persuade
educators to invest time into reuse on a consistent, continuous basis is likely to
be discipline and context dependant because these represent the least transfer
distance, the least transfer across zones of proximity.
However technically easy reuse activity has become, supported through the
networking potential of Web 2.0 tools such as Twitter, LinkedIn, Google+ and
through approaches centred on establishing communities of practice to share,
there is limited incentive for academics to select a resource for reuse, let alone
repurpose it for reuse. Expectations of time saving need to be balanced with
A Deeper Understanding of Reuse 181
Note
1 Sandra Wills, ALTC Citation, Australia; Chris Pegler, HEA National Teaching Fellow, UK.
Prof Sandra Wills is PVC Student Learning at Charles Sturt University in Australia and
can be contacted at swills@csu.edu.au; Dr Chris Pegler is at the Institute for Educational
Technology at the Open University in the UK and can be contacted at chris.pegler@
open.ac.uk
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182 Sandra Wills and Chris Pegler
Introduction
The ultimate goal of Learning Design is to convey great teaching ideas
among educators in order to improve student learning . . . successful sharing
of good teaching ideas can lead not only to more effective teaching, but also
to more efficient preparation for teaching.
(Larnaca Declaration on Learning Design, see Ch. 1 in this volume)
mode of content delivery was a traditional lecture format. Even in the digital age,
traditional content delivery through live or recorded lectures is widely accepted
as an efficient and effective pedagogical model. Hence, video lectures as a form of
online learning content presentation have gained popularity in higher education.
Armstrong notes that Coursera, a leading MOOCs provider, “pledges to work to
develop best practices for online presentations and share them with instructors,
and the [host] university promises to present the video lecture content ‘chunked’
into short videos” (2012, p. 1).
The collection of facts, rules and procedures that a lecturer aims to “impart”
using the traditional lecture format is aligned with a classical instructionist teaching
and learning paradigm. Munz notes that “the concept of instruction is modelled on
the push-and-pull causality of classical mechanics” and adheres to an epistemology
which postulated that “knowledge is generated by pushes, exercised by the world on
the mind” (1993, p. 147) as a kind of information-processing machine. Despite the
long-lasting popularity of the instructionist teaching and learning model in higher
education, universities are increasingly adopting a more diverse range of pedagogical
practices. Universities aim to offer more learner-centred and personalized learning
experiences, which complement or sometimes disrupt formal teacher-centric edu-
cational practices (Metcalfe & Fenwick, 2009). In other words, demand is growing
for diversity of teaching and learning practices that fit disciplinary requirements
for deep, profession-specific or technical content knowledge, but also allow for the
development of less tangible soft skills, such as cooperative learning, communication
and critical thinking. These new, non-technical skill sets have often been referred
to as “21st century skills/competencies”, and linked to the requirements of highly
trained knowledge workers ready to engage with as yet unknown problems (Shecht-
man, deBarger, Dornsife, Rosier & Yarnall, 2013). The global knowledge economy
requires 21st-century knowledge workers with a mix of technical and generic
knowledge, skills and attitudes, and a readiness to engage with and be tolerant of
difference and diversity in views, values and experience (Dobozy, 2011; Shechtman
et al., 2013). The new field of Learning Design (LD) has emerged as a specialized
field of education to assist university teachers in the preparation of 21st-century
knowledge workers. LD can help university teachers in the design of virtual learning
spaces and learning activities that are engaging and lead to better learning outcomes.
In broad terms, contemporary lecturers, irrespective of their disciplinary back-
grounds, will need to acknowledge the legitimacy of different teaching and learn-
ing paradigms, based on different learning theories. The different paradigms and
learning theories bring with them a plurality of methods and rules of teaching
and learning practice. Investigating the paradigm ascribed to a particular learning
activity sequence is important because “to be locked in a particular paradigm is to
view the world in a particular way” (Burrell & Morgan, 1974, p. 24).The design of
a learning activity sequence, based on a particular epistemological and ontologi-
cal model, is referred to as Learning Design Practice (LD-P) within the Larnaca
Declaration on Learning Design (see Ch. 1 in this volume).
Transdisciplinary Pedagogical Templates 185
observation (which is ascribed to a positivist view of the world and aligned with
instructionism, also often referred to as behaviourist learning theory).
Hence, if a lecturer subscribes to a non-positivist view of reality and learn-
ing, classical transmission education may be devalued as something that is at best
ineffective and at worst distorts the concept of what it means “to know”. Con-
sequently, a reusable learning activity sequence complete with learning content
that is based on an instructionist paradigm would most likely not be viewed as an
acceptable solution by this lecturer, even if the learning content would be aligned
to the curriculum requirements.The reason is that the sequence’s set of pedagogi-
cal principles do not align with the lecturer’s view of reality—her or his view of
what is knowledge, what is valuable and the relationship between the knower and
what is to be known. Pansiri explains:
Paradigms have been defined as “world views’ that signal distinctive onto-
logical (view of reality), epistemological (view of knowledge and relation-
ships between knower and to-be known), methodological (view of mode of
inquiry), and axiological (view of what is valuable) positions.
(2005, p. 96)
This quote may explain why there is much confusion about what similarities
and differences exist among the great variety of learning theories and traditions
outlined by, or attributed to educational thinkers and if, for example, Albert Ban-
dura should be classed as a behaviourist (McLeod, 2007) or cognitivist (Slavich &
Zimbardo, 2012). Nevertheless, there is a general acceptance that learning theo-
ries, rather than being unified, accepted theories of teaching and learning, are a
collection of overlapping general ideas based on epistemological and ontological
realities; for example, the relationship between instructionism and behaviourism,
cognitivism and information processing theory, and social constructivism and
connectivism. For reasons of simplicity and clarity, we opted to refer to three
distinctively different educational paradigms as follows:
• Instructionism
• Cognitivism
• Social Constructivism/Connectivism
The definitional constructs, key characteristics and functions of the three dis-
tinct educational paradigms as we currently understand them will form the basis
of our exploration of TPTs and LD-Ps (see Table 9.1).
TABLE 9.1 Three different educational paradigms
Definition “Learners learn “Knowledge can be seen as schema or symbolic Both contemporary learning theories
through mental constructions. Learning is defined foreground student autonomy, agency
listening, watching as change in a learner’s schemata. . . . The and relatedness (Community of
and reading, i.e. architecture of the brain’s cognitive processes can Practice model or Personal Learning
learning through be likened to the standard engineering model Environment). Learning as knowledge
acquisition of for computer information processing: input; sharing, and meaning making through
knowledge and processing; storage; output. This is not to say that experience and exchange, embracing
concepts” (example the brain is patterned like a computer; rather it is authenticity, intentionality, diversity and
from Laurillard, to say that we have, consciously or unconsciously, open-mindedness (Mok, 2013).
2010, p. 21). designed computers to work much as our brains “A learner will always be subjected to
do” (Cognitive Approaches to Learning, 2008, influences from the social and cultural
p. 1). setting in which the learning occurs,
which will also define at least partly the
learning outcomes. This view of learning
focusses on the way knowledge is
distributed socially” (Mayes & de Freitas,
2010, p. 9).
Key Behaviourist— Information processing theory, individualist, Relativist, situated, relational and
characteristic stimulus-based mind-body connection transformative learning theories
learning theory
Centricity Teacher-centric Teacher/Learner-centric Learner-centric
Learning focus Predominantly Content/Process Predominantly process
content
Teacher role Knowledge teller Knowledge teller using step-by-step instruction and Knowledge curator and mentor
mentor
Student role Tabula rasa, consumer Some prior knowledge acknowledged and Producer and sharer of dynamic knowledge,
of pre-packaged misconceptions expected, consumer of building on collective prior knowledge
information pre-packaged information of team, challenging and displacing
individual misconceptions
Purpose Substantial “just-in- Substantial “just-in-case” knowledge and skills Mainly “just-in-time” knowledge and skills
case” knowledge development development
and skills
development
Interaction Primarily teacher to Primarily teacher to student Primarily student to student
pattern student
Thinking skills Primarily lower-order Some lower-order thinking (knowledge and Higher-order thinking (analyzing,
(Bloom’s thinking application of knowledge and skills) and some synthesizing, critiquing, redesigning and
taxonomy) (knowledge and higher-order thinking applying information to new contexts)
application of
knowledge and
skills)
Power/Agency Teacher in charge of Teacher in charge of content decision, but students Student in charge of content and process
content and process may have input into process decisions—medium decisions—high student agency
decisions—low to low student agency
student agency
Assessment Summative—high Summative—high stakes and/or formative, authentic Authentic, formative and summative
stakes
190 Eva Dobozy and James Dalziel
contexts with minimal effort and cost. The next section will illustrate the ease
with which discipline-specific curriculum content can be inserted into specific
TPTs that align with one of the three learning and teaching paradigms explored
earlier.
FIGURE 9.2 (Continued)
Reuse Philosophy
The central idea of designing pedagogical templates is their potential for adaptive
reuse. Adaptive reuse is a common architectural design strategy (Conejos, 2013)
that seems attractive also for pedagogy.The adopted generic template (instruction-
ist TPT, cognitivist TPT or social constructivist/connectivist TPT), while open
to modification as a pedagogical “blueprint”, provides a workable pedagogical
solution that can be applied in many different contexts. Hence, we argue that the
potential of TPT design lies with the ease of user application of these examples
of LD-P in various disciplinary contexts, with minimal effort and cost. However,
as TPTs become more widely known and used, their strengths and weaknesses,
structural integrity and the breadth, depth and appropriateness of elements will
need to be evaluated.
As noted in some early studies on reuse of learning designs (e.g. Dalziel,
2013; Dalziel et al., 2009) the benefits of TPTs are not limited to the direct use
of these templates in preparing teaching materials; they can also assist with the
professional development of educators in pedagogical concepts. For example,
educators who review TPTs often comment on how the exploration of the
Transdisciplinary Pedagogical Templates 205
generic and local versions of the design assisted them with understanding the
underlying pedagogical assumptions of the templates, and even when they do
not plan to use the given TPT in a specific teaching situation, they retain the
“essence” of the idea for later adaptation in another teaching context (Dalziel
et al., 2009). Hence, exploration of TPTs can be a useful component of profes-
sional learning for educators even apart from specific plans for implementation
with students.
Conclusion
The complexity of pedagogical decision making has been acknowledged in
higher education in combination with a growing understanding that some
subject specialists need support to bring their teaching methods into the 21st
century. Whereas some lecturers seek assistance so that they can offer more
interactive learning experiences, built on social constructivist/connectivist
learning theory, others are interested in infusing their teaching with Web 2.0
applications, gradually moving from an instructionist approach to teaching and
learning to a cognitivist approach as they focus on the teaching and learning
of foundational knowledge. In this chapter, we not only provided an argument
for the adoption of TPTs, but illustrated the attractiveness of pedagogical tem-
plate design. Moreover, we introduced the Larnaca Declaration on Learning
Design and explored the idea of a layer of abstraction, making possible a view
of LD that is on one hand “neutral” or independent of paradigmatic restric-
tions (see LD-F), and on the other hand acknowledge that epistemological and
ontological assumptions that guide a lecturer’s belief about good teaching are
most often aligned with specific learning theories (see LD-P). Hence, the TPTs
introduced here as examples of generic designs align to different educational
paradigms to provide choice to lecturing staff. As a busy lecturer with in-depth
subject-specific knowledge, it is not necessary to engage in time-consuming
and costly upskilling to create new pedagogical templates from scratch. Instead,
he or she can choose from the bank of pre-designed TPTs that provide a “best
fit” with her or his epistemological and ontological beliefs about good teach-
ing and then easily populate the selected TPT with discipline-specific content
without the need for complex pedagogical knowledge. Educators’ time is, so we
argue, better spent adapting and modifying “ready-to-use” templates for their
specific contexts, rather than holding on to “old” teaching methods, because
they may lack the time and expertise to develop something that is better suited
to the contemporary educational marketplace. Nevertheless, educators intend-
ing to modify TPT designs may not necessarily be proficient in certain peda-
gogical paradigms and teaching techniques, which may result in changes that
alter the pedagogical approach of the design—further research is required to
investigate the practical use of TPTs.
206 Eva Dobozy and James Dalziel
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10
SOCIAL ADOPTION OF
LEARNING DESIGN
Emil Badilescu-Buga
Introduction
The Larnaca Declaration (See Chapter 1) describes the field of Learning Design
as follows:
benefit from research that tries to answer this question to learn how to accelerate
the adoption of new methodologies and tools and pace their investment effort to
obtain enhanced outcomes more effectively.
The first study discussed in this chapter examines the social adoption of a
Learning Design online tool using a model of social adoption of innovation
derived from a comprehensive educational research literature that analyzes vari-
ous aspects of adopting an online Learning Design tool and its use in teaching
and learning practice.
The online tool considered in this study is the Learning Activity Manage-
ment System (LAMS). This tool implements a Learning Design framework using
open source (http://lamsinternational.com) and many teachers around the world
have used it for a decade or so. The framework, the product and the platform
architecture are based on the fundamental belief that better teaching and learning
outcomes are achieved through sharing and collaborative participation.
The second study included in this chapter presents some of the findings
resulting from a project that looked into the influence and spread of ideas in the
research field of Learning Design using citation social networks analysis. Although
this research is not about how new educational methodologies are adopted, it
offers a social perspective on how research authors worked together on research
and publications in this particular field. The reason this study is included in this
chapter is to show how the model of social adoption of ideas applies to researchers
working in a field in its early stages. Educators who have adopted Learning Design
should have similar characteristics as innovators and early adopters, as the discus-
sion of the first study will explain in the following section. The conclusions from
the two studies overlap, suggesting that adoption of innovation is not exclusively
dependent on the availability of quality of training and structured acquisition of
knowledge through large institutional programmes, but it is strongly influenced
by social factors, which can stimulate or inhibit the adoption.
Adoption of online Learning Design tools takes place in a social context. The
role of social interactions is important when new methods, concepts and tools are
trialled. The complexity of new systems is imposing a cognitive tax on the adop-
tion effort. This is difficult to address because the field hasn’t yet reached an early
majority adoption stage (see Figure 10.1) when training, instruction manuals and
practices are standardized and readily available.
The study used adoption of innovation models by four interdependent
domains (see Figure 10.1) in which adoption takes place in synchronized stages.
According to this study, the innovation advances to the next level of adoption
when the ideas are diffused within the adopters’ social structures typical to the
current adoption level, the use of information has the appropriate cognitive struc-
tures (information organization, processing and conversion into knowledge), and
the innovation is implemented using adequate professional standards (training,
professional accreditation).
The explicit cognitive structures are not fully developed at this stage as there
is little or no documentation because of the experimental characteristics of the
work.The newly generated information is shared based on trust and implicit rules
borne out of a long history of cooperation between the members of the com-
munities of practice, face-to-face interaction and ad hoc creative activities. Trial
data and related observations are generated and presented in pedagogical terms,
and other minimal cognitive items are shared through mostly informal conversa-
tions among members of community of practice. Innovators involved at this stage
are highly skilled and have the ability to identify emergent usage patterns, leading
to definitions of concepts, solutions for increased efficiency and distribution to a
broader user base.
Professional practice is established based on the knowledge and the skills of
members of the community of practice who learn by doing throughout the inno-
vation process.The innovators may share the acquired knowledge and experience
with the broader professional community and interact with others interested in
the new development.
Early Adopters
Walker and Masterman (2010) found that small communities of practice are early
adopters of innovation. It is important to make the distinction between the com-
munities of practice of innovators and early adopters. The early adopters are part
of a loosely connected network of distributed communities aiming at adopting
new tools and processes made available by the original innovators. Hung and
Nichani refer to the networks as quasi-communities characterized by loosely knit
relationships, bound by an indirect, explicit flow of information, with members
largely unknown to each other and in general exhibiting low organizational trust
(Hung & Nichani, 2002b). The online quasi-communities are built ad hoc in
spaces created by a hosting public infrastructure, which could be generic (wikis,
Yahoo, Facebook) or more specialized (LAMS communities, CloudWorks: http://
cloudworks.ac.uk/).
According to Hung and Nichani, in a community of practice learning is
demand driven, it is social, and it is identity forming (Hung & Nichani, 2002a).
These characteristics may be used to differentiate between formal school learning
communities and “real-life” communities. Teachers join the quasi-communities
because of their intrinsic motivation—seeking to learn and be inspired by what
they find—cultivate relationships with other members based on common inter-
ests and needs, and in the process share their own experience.
Finding information and learning through an individual effort using informa-
tion systems (computer based or otherwise) that employ instructions, manuals
and structured aid in general is also part of the adoption process. To make the
experience and findings available to others, the artefacts innovators generate need
212 Emil Badilescu-Buga
Early Majority
The critical moment in the innovation adoption life cycle occurs when the inno-
vation has been trialled and tested and is successfully used by early adopters with
positive results and an increasing number of users is attracted by the benefits
that result from the implementation of the innovation (Moore, 2002). The gap
between the two stages of adoption, which Moore calls the Innovation Chasm,
represents a jump in the adoption rate from 16% to 50% with transformational
impact on professional practice.
Social Adoption of Learning Design 213
After organizing the network layout to highlight the authors’ input, the analy-
sis identified several patterns that suggest that the social relationships between
authors influence the transmission of ideas and the creation of conceptual subsets
of Learning Design. The use of references to studies published over a period of
10 years also provided a view into how the field evolved over time.
The layout makes it easy to identify collaborations on writing research papers.
Because of the relatively large citation data it was possible to differentiate between
weak and strong links connecting pairs of authors. This study used the strong
links to research the work of the identified authors during their career and the
relationships between the authors in other circumstances such as education, jobs,
participation in conferences and collaborating on books and papers.
Figure 10.2 shows the overall authors’ relationship network based on citations
over a span of 10 years.
The authors with higher influence have larger nodes coloured in darker shades
(see Figure 10.3 for a detailed view).
Dominant Influencers
Creating citation networks for each year in which the items in the publication
lists were published revealed that authors who established an early lead in influ-
ence in general see their influence increase over time.
The citation network shows that new authors bring original views into the
field and link them to existing research ideas. This is due not only to a natural
intellectual process, but to social relationships as a mechanism for transmission of
ideas.The network layout has a fan-out type of structure that reaches to new ideas
from neighbouring fields and schools of thought, but it also has a core network of
relationships between existing authors with a history in this field.
The distribution of influence is a long-tail distribution which is typical of
social networks. Figure 10.4 shows how rapidly the strength of influence decreases
from the top five most influential authors to those who have a weak individual
influence.
The history of the citation network over time shows that overall influence
forms through strong relationships that spread influence as a group, helping
leaders in the group to gain influence over time. Learning Design had an ini-
tial strong technical background through the work of Koper and Tattersall and
related research groups. As the field developed and more educational institutions
became interested in the application of technology in teaching and learning, the
pedagogy-focused researchers started to gain more influence (see Figure 10.3). An
extended research would be interesting as it could reveal with more clarity the
influence of various schools of thought and disciplines through social connec-
tions. Learning Design draws on resources from many disciplines, as shown in the
218 Emil Badilescu-Buga
Learning Federation Australia. The individual members of these clusters may not
have a dominant influence, but as a group they do.
The citation network analysis shows that although in some cases physical local-
ity matters, in most cases the concentration of research is facilitated by social con-
nections based on personal and professional affinities. In the case of The Learning
Federation Australia, the researchers are based in western Australia, while in the
case of Visual Instructional Design, researchers are spread across a large geographi-
cal area from Canada to Europe.
Conclusions
The findings of these two studies suggest that a successful adoption of new meth-
odologies and concepts is significantly helped by social structures that are appro-
priate for each adoption stage. The transition from the earliest stage to the full
adoption of an idea, a methodology or a product involves different types of social
structures that facilitate the transmission of influence and diffusion of the new
concepts. The other two dimensions, cognitive and professional, are also impor-
tant and they need to be considered synchronously for each stage.
There are implications that organizations attempting to adopt Learning Design
methodology should consider.While the goal of adopting a new system is to have
220 Emil Badilescu-Buga
it deployed across the entire organization, even when the adoption is supported
with a strong case based on the initial assessment, conviction of the leadership
team and examples of successful adoption elsewhere, the organization would be
wise to plan the adoption validating its merits through each stage with appropri-
ate social, cognitive and professional structures.
Adopting Learning Design at the Innovator stage requires the initial pilot to
involve a team of highly skilled members connected by strong personal relation-
ships, with experience of collaborating on projects (typical of close communities
of practice), and who need little support for acquiring in-depth knowledge in
Learning Design, and experimenting with the implementation of the new meth-
odology within their organization. This team needs to evaluate the methodology
hands on, collaborate and be able to use its knowledge in creative ways to produce
new models that are applicable to its organization.
The second stage, the Early Adopter, requires the involvement of a larger num-
ber of people. Some of them have loose connections with each other, and some of
them have strong relationships. Those involved have to be comfortable with using
new tools, and although they need support, they are passionate and willing to invest
personal effort in taking the use of the new models to a higher level that can be
shared and replicated elsewhere. The social structures that connect them are those
typical of quasi-communities. This group of adopters needs to have adequate sup-
port to facilitate effective social interactions. While overall the adoption project is
coordinated to provide formal support, the social structures should allow the mem-
bers of this community to help each other and share their experience and work
outputs.This is a key aspect of this adoption stage.The social structures should allow
the natural emergence of patterns of interactions, promoting those who are produc-
tive and helping them build their reputation based on the quality of their creations,
and their willingness and ability to share their knowledge with others, even with
those outside the early adopters group. The artefacts created during the first two
stages, the positive view of those involved and the apparent evidence of the benefits
of using the new methodology set the ground for the next two major stages of
adoption.This stage is not only a validation stage, but a stage where the interest and
the enthusiasm towards the adoption of the innovation is ignited across the organi-
zation by communicating its values and sharing working models and its successes.
The Early Majority and Late Majority take the adoption of Learning Design
to the rest of the organization. The Learning Design processes at this stage are
well known and well established. Training programmes and dedicated support
ensure the most efficient use of the methodology in a standardized fashion. This
is the typical outcome of adoptions in a traditional sense. However, this is not like
adopting an Office software suite. Using Learning Design in teaching and learn-
ing requires constantly a fresh approach, a continuous improvement. Strong social
infrastructures supporting active networks allowing sharing and communication
of ideas are necessary for effective and innovative use of Learning Design.
Social Adoption of Learning Design 221
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files/communities-of-practice.pdf.
11
A FRAMEWORK FOR ADAPTIVE
LEARNING DESIGN IN
A WEB-CONFERENCING
ENVIRONMENT
Matt Bower
Introduction
Adaptation in e-learning can be defined as “a method to create a learning experi-
ence for the student, but also for the tutor, based on the configuration of a set of
elements in a specific period aiming to increase the performance of pre-defined
criteria” (Burgos, Tattersall & Koper, 2007, p. 162). The source of adaptation can
vary in nature from being invoked by the machine (adaptivity) to being enacted
by users (adaptability) (Burgos et al., 2007). There are several benefits of adapta-
tion in e-learning that primarily centre around the ability to personalize learning
to meet the requirements of individuals, especially in light of increasing student
diversity, at times massive student numbers and the large array of modalities con-
temporary learning technologies afford (Paramythis & Loidl-Reisinger, 2004).
Adaptation can take many forms, including interface-based, learning
flow–based, content-based, interactive problem-solving support, adaptive infor-
mation filtering, adaptive user grouping, adaptive evaluation and changes on the
fly (Burgos et al., 2007). A considerable amount of work has been undertaken
to address the way e-learning standards can support adaptivity so that adaptive
learning systems are interoperable and adaptive learning resources are reusable (for
example, see Paramythis & Loidl-Reisinger, 2004).
However there has been less work examining how learning designers (humans)
might adapt the environment and tasks during lessons to support emergent learn-
ing needs. In fact, historically there has been a degree of vagueness about whether
learning design is something that only occurs before a class or whether it can
take place during lessons. This chapter argues that learning design can and should
happen during live lessons, in order to optimize the learning experience of stu-
dents. Always relying on pre-emptive design fails to acknowledge the true nature
224 Matt Bower
This definition implies that providing direct answers to student questions in class
would not constitute adaptive learning design because it is part of the learn-
ing sequence and is not strategic in nature. On the other hand, responding to a
student question by re-configuring the learning environment or switching the
type of task that students complete would be considered adaptive learning design
under this definition.
The live nature of adaptive learning design requires that teachers rapidly and
appropriately adjust the environment, which increases the importance of having
context-specific design patterns and heuristics from which they can draw. Teach-
ers can often identify that students are experiencing difficulty with certain con-
cepts or processes or tasks, yet are unable to dynamically and strategically adapt
the environment because they do not possess pedagogical schema that relates
design patterns to student ability levels or knowledge types. Adaptive design can
be challenging in technology-mediated learning environments because educa-
tors not only need to know how to adjust the nature of the task and associated
explanations, but also how to redesign and deploy the technological resources at
their disposal.
That adaptive design occurs in real time is a consequence of adaptations need-
ing to be made within lessons that are being enacted, and thus it relates more to an
“activity” level of granularity. This implies that “atomic patterns” which contain
more specific information about the enactment of an activity or part of activity
(Prieto, Dimitriadis & Villagrá-Sobrino, 2011) may often be of more use than
many well-established learning design patterns that typically span across lessons
or modules of work. For instance, as part of an adaptive redesign of the environ-
ment it may be appropriate to change the layout of an interface or a task that
students complete, rather than embarking on an entirely new Think-Pair-Share or
Predict-Observe-Explain learning design. Thus adaptive learning design does not
imply teachers will replace an entire lesson with a new one, but redesign parts of
a lesson based on emergent needs.
Some learning technologies have foreseen the educational importance of
adaptive learning design, and have incorporated it into their functionality. For
instance, LAMS (LAMS International, 2014) not only allows teachers to design
collaborative learning experiences for their classes and monitor their students’
Learning Design and Web-Conferencing 225
contributions, but also enables teachers to dynamically adjust the learning design
during the lesson via the “Live Edit” feature in light of unfolding student responses.
Web-conferencing systems are another class of learning technologies that allow
“on-the-fly” adaptation, and are the focus of this study. Adobe Connect (Adobe Sys-
tems Inc., 2014), Blackboard Collaborate (Blackboard Inc, 2014) and WebEx (Cisco
Inc, 2014) allow a range of media-rich tools to be integrated on demand, offering pre-
viously unavailable possibilities for instantiating synchronous online learning experi-
ences.Voice-over IP, text-chat, whiteboards, screen sharing, communal note areas and
so on provide a powerful suite of tools with which to present information, model
processes and share concepts. Tools can be inserted, resized and removed during a
live learning episode. However, the flexibility of Web-conferencing systems raises a
raft of design questions. If teachers can adjust the size and placement of the tools in
a Web-conferencing environment, on what basis should they do so? What factors
should influence the tools that are selected? How should the tools be arranged?
Approaches to applying a transmissive or “teacher-centred” style of teaching
in Web-conferencing environments are self-evident. A low level of interpretation
is required to understand how teachers can use such systems to present informa-
tion to students because this is a typical use for which these systems are designed.
However, solely applying transmissive teaching approaches is insufficient because
to learn effectively people need to engage in learning activities (Britain, 2007).
Contemporary technologies afford the potential to improve the quality of learn-
ing by engaging students in an interactive dialogue (Laurillard, 2012) and facilitate
collaborative problem solving ( Jonassen, Lee,Yang & Laffey, 2005).
This chapter presents findings from a three-semester design-based research
study that investigated how to adaptively design an online multimodal
(Web-conferencing) environment to meet the evolving cognitive and collabora-
tive requirements of learning activities. Capturing and sharing successful patterns
of collaboration and meaning making in Web-conferencing environments is par-
ticularly useful because compared to single-modality technologies (such as discus-
sion boards or straight text-chat) design possibilities are more complex, and thus
leave greater possibility for suboptimal design by novice designers.While the study
related to teaching graduate students computing through a Web-conferencing
platform, the outcomes of the study provide a framework to make sensible adap-
tive learning design decisions for a variety of learners, subject areas and multi-
modal learning systems.
Background Literature
Designing online environments to facilitate context-sensitive learning requires
consideration of the type of information being presented, the type of pedagogy
being applied and interface design principles to mediate these concept representa-
tions and interactions. The literature reviewed later provides a conceptual frame
and nomenclature for analysis and results to follow.
226 Matt Bower
If there are several available modes by which to represent knowledge and they
each have different characteristics, the decision needs to be made about which
modes to use for different types of knowledge. Note that metacognitive knowl-
edge may be represented in factual, procedural or conceptual forms, and as such
will be subsumed into the other levels for the purposes of this chapter.
Interactive Patterns
Just as there is a variety of knowledge that may be represented, there is also a range
of interactive patterns that may be instantiated. Ruth Clark (2005) identifies three
types of collaborative designs for e-learning:
Learning Design and Web-Conferencing 227
A critical aspect of designing the environment is ensuring the interface can facili-
tate the type of collaboration intended. If the mediating technology cannot support
the frequency or type of communication, then a form of “distributed process loss” may
result, which can render collaboration ineffective (Neale, Carroll & Rosson, 2004).
Interface Design
Because in education the interface is responsible for supporting the “forming”
of concepts rather than merely “informing” existing ones, some researchers have
posited that educational user interface design requires its own approaches and
specialized theoretical HCI frameworks (Rappin, Guzdial, Reallf & Ludovice,
1997; Sedig, Klawe & Westrom, 2001). A range of research in the field of educa-
tion informs the effective design of interfaces for learning.
228 Matt Bower
Educational interfaces that engage students at the level of concepts rather than
just operations on objects can result in more effective learning (Sedig et al., 2001).
This supports the development of more generic problem-solving skills, allowing
students to apply their learning beyond the specific context in which they are
being used ( Johnson & Hyde, 2003; Salomon, 1992). Providing students with
spatial flexibilities to resize and rearrange icons, objects and emergent structures
allows students to align the interface to meet the changing requirements of their
thinking processes and intersubjective activities (Hollan, Hutchins & Kirsh, 2000).
The interface should also match the level of user ability, for instance by sup-
porting more deconstructed, sequential operation for novice users as opposed to
top-down composite operations for more experienced users (Vu, Hanley, Stry-
bel & Proctor, 2000).
Multimedia learning principles provide a scientifically grounded point of ref-
erence for designing interfaces in multimodal learning environments. Principles
particularly relevant to dynamic design of the Web-conferencing environment
include:
• The multimedia principle—people learn more effectively from words and pic-
tures than from words alone (Fletcher & Tobias, 2005)
• The modality principle—presenting some of the instructional content in visual
mode and other parts of the material in auditory mode can lead to more
effective learning than using text to supplement the visual information
(Low & Sweller, 2005)
• The split-attention effect—people learn less effectively when words and pic-
tures are physically and temporally separated (Ayres & Sweller, 2005; Mayer,
2005b)
• The redundancy effect—information should not be unnecessarily repeated in
different forms, for instance by including textual explanations with a visual
presentation that already incorporates an auditory explanation of the same
content (Mayer, 2005b, p. 184; Sweller, 2005)
• Symbol System Theory—matching the modality to the nature of the informa-
tion being communicated can reduce the level of elaboration and recoding
required for learner comprehension (Salomon, 1994).
Methodology
A Design-Based Research Approach
Design-based research is a methodology advocated by many researchers to attend
to the complex and messy nature of real-world learning design problems (Barab &
Squire, 2004; Cobb, Confrey, diSessa, Lehrer & Schauble, 2004; Lesh, 2003).While
design-based research is not strictly considered a Learning Design concept or prac-
tice, its typical focus on improving learning and teaching in technology-enabled
environments means that it is often used in learning design contexts. Through
230 Matt Bower
Twelve two-hour classes (sessions) were conducted for each of the three semes-
ters using the same curriculum materials. The same textbook, recorded lectures
and tutorial and practical sheets were used across the three semesters in order to
provide a consistent curriculum across the three iterations and hence reduce the
possibility of intervening environmental effects. In order to avoid persistent effects
of interactions between particular individuals, an effort was made to mix the
membership of any groups as far as possible throughout each semester.
Observations both between lessons and iterations informed the refinement
of redesigns. By providing students with the access control they could also
dynamically redesign the interfaces based on their perceived needs. In such cases
the teacher could then question students as to the rationale for their changes,
providing a more complete body of evidence for how interface designs in the
Web-conferencing environment affected learning. Note that no redesigns
occurred in the first week of Iteration 2 and Iteration 3 to provide a means of
calibration between iterations and allowing the consistency of collaborations for
the same learning designs across different cohorts of students to be confirmed.
Approach to Analysis
Throughout the study a project database was maintained that included recordings
of all sessions, artefacts arising from the learning activities, student feedback (both
anecdotal and from structured surveys) and a reflective journal. All observations
relating to cause-and-effect relationships occurring within the learning episodes
were noted, with particular emphasis on how different designs engaged different
levels of interaction and enabled concepts to be more effectively represented.
Both successes and failures were documented, with the failures seen as mak-
ing an important contribution to understanding teaching and learning in the
Web-conferencing environment.
The analysis contained in the reflective journal notes along with lesson artefacts
and student feedback were then used as a basis for redesign. Strategic redesigns
occurred across iterations as described in the “Enactment of Iterations” subsection,
232 Matt Bower
The Students
Students who undertook the online GDIT were graduate students (or students
with commensurate professional experience that qualified them to enter the
course) from a discipline other than computing who wished to extend their IT
knowledge and skills.Twenty-six students enrolled across the three semesters were
analyzed in this study, of which 20 completed the unit. Of the 20 students who
completed the subject, 10 were enrolled in 2005 Semester 2, 7 in 2006 Semester
1 and 3 in 2006 Semester 2.This decline in enrolments across semesters was com-
mensurate with other courses at the university and other universities generally
(Cassel, McGettrick, Guzdial & Roberts, 2007). Of the 26 students, 9 were female
and 17 were male.
Learning Design and Web-Conferencing 233
Results
Results have been derived by organizing and describing key observations from
the three semesters in order to demonstrate the evolving understanding of how
adaptive design could be used to cater to the emerging cognitive and collaborative
requirements of the learning episodes. Based on these observations, principles for
design of multimodal synchronous online learning environments and the frame-
work for adaptive learning design are described in the Discussion section.
Iteration 1
Even though predominantly transmissive approaches were adopted in Iteration
1, there were still times when reasonable levels of student contribution arose, for
instance in the form of responses to questions from the teacher. In cases where the
number of contributions was high it was sometimes necessary to adapt the inter-
face to better accommodate the amount of text-chat arising, even if individuals
were only making short factual contributions. For example, in Figure 11.1 the
teacher is presenting the solutions to tutorial questions using direct instruction
approaches. Then at one point a degree of student participation was encouraged
by asking students to contribute their answers to the factual-style questions by
typing responses in the text-chat pod.
234 Matt Bower
Note that the small size of the text-chat pod reduced the capacity of students’
text-chat contributions to be reviewed and monitored because of the small num-
ber of comments visible at any one time. As a result the teacher chose to enlarge
the chat pod and place it along the bottom section of the browser window (see
Figure 11.2).
In the lesson students indicated that enabling more text-chat contributions
to be viewed at once represented an improvement to the interface. One student
also made the suggestion to elongate the attendee pod in the interface shown
in Figure 11.2 to utilize the empty space and to allow students to immediately
see who else was in the room. This suggestion was subsequently enacted, again
improving the ability for participants to interact.This episode not only illustrated
how the size of pods could influence collaboration in the learning environment,
but also how the students (as the end-user of the interface) could be critical
sources of in situ interface design ideas. Student observations and design sugges-
tions were derived from their actual attempts and experiences using the interface
rather than from estimating the student experience in advance (as is the tradi-
tional context of the educational designer).
To facilitate the practical activities, the interface was often changed to desktop
broadcasting mode so that the teacher could model programming processes (as
exemplified in Figure 11.3). This allowed students to observe programming pro-
cesses such as editing, compiling and debugging program code, offering them a
“cognitive apprenticeship” (Brown, Collins & Duguid, 1989). The screen-sharing
provided a modality that was able to dynamically represent the process information
practical skills relating to writing and running computer programs. This allowed
students to efficiently develop their procedural knowledge in cases where they
had little or no previous understanding of how to program. The teacher could
use audio to provide insight into underlying thought processes in a more cogni-
tively efficient manner than if text-chat was being used. However, the transmissive
nature of the approach meant that students had little opportunity to practise their
programming skills, and as such the teacher could not accurately diagnose student
problems or provide remedial instruction.
Iteration 2
Iteration 2 was characterized by redesigning the environment to facilitate more
student-centred pedagogies. For instance, during the second online tutorial, stu-
dents were divided into two rooms and asked to construct a group answer identi-
fying the classes, objects, instance fields, methods and local variables in a program.
The interface was redesigned to provide the program in the middle column of the
window, a communal solution space in the top right note-pod and a text-chat pod
at the bottom right of the interface. A shared solution space was provided in order
to allow activity to centre around students rather than the teacher (see Figure 11.4).
Students in both groups were able to complete this exercise in their teams,
negotiating collaborative solutions to the factual knowledge task.The teacher was
able to review the group-work room note pods and text-chat transcripts to iden-
tify any misconceptions and then attend to these once students had returned to
the main room. As opposed to the teacher delivery approach adopted in Itera-
tion 1, the redesign of the environment had enabled far greater levels of student
engagement and collaboration about the foundational subject matter knowledge.
In other instances, students were provided with authentic programming pro-
cess tasks that required them to build solutions in teams. In order to accomplish
this, the environment was redesigned to provide each group with its own room
and increased permissions so that they could add and share their computer codes.
For instance, in Figure 11.5 students were divided into group-work rooms and
asked to complete the following task:
Write a class TinCan that creates cylindrical TinCan objects and has a method to
return the volume.Write a class TinCanTest to test your class.
Instructions were provided as part of the interface design to avoid split atten-
tion. The teacher selected the two most capable students as the “facilitators” to
be guided by the other team members. However, these two students had not
been given prior instruction on how to facilitate such an activity, and as a con-
sequence they lacked some skills relating to effectively collaborating while using
screen sharing. As well, the teacher had not considered that without audio they
FIGURE 11.4 Iteration 2 Topic 2 Purpose built interface to facilitate student-centred
sharing of declarative knowledge
would not be able to respond to their peers using text-chat without switch-
ing focus from the IDE that they were broadcasting. If the teacher would have
anticipated the collaborative requirements of the learning episode in advance,
then students could have been trained in the use of audio and directed to
use it. Students in both groups were highly engaged by the student-centred
task. However their collaborative efficiency was compromised by the interface
design and their incomplete technological skills, which were in turn rectified
in future lessons by enabling student audio and providing students with prior
practice in using it.
In order to allow students to more effectively work between multiple pro-
gramming files the interface was often redesigned to incorporate several program
files at once. For instance, in the activity shown in Figure 11.6, students were
required to combine a resize circle program and re-centre circle program into one
applet so that a circle could be both re-centred and resized.
For this interface, the resize and re-centre programs were displayed in note-pods,
and a third note-pod column was provided for students to write their combined
program. The layout allowed all the relevant information to be accessed from the
one interface, resulting in less split attention than when the IDE is used. Once
again the text-chat discourse allowed the teacher to easily review collaborations
that had transpired in each room. The interface supported high levels of student
Learning Design and Web-Conferencing 239
Iteration 3
In Iteration 3 whiteboards were used, often spontaneously, to support concept
development. Whiteboards allow persistent visual presentation and interrelation
240 Matt Bower
of several items of information. For instance, for the “Circle Combine” activ-
ity described in Iteration 2, the starting programs were once again shown in
note-pods, however students were slow to make progress on this task. The poor
progress was partially due to their difficulty understanding mathematical concepts
relating to centring the circle. In order to provide a clearer explanation of the
coordinate geometry underlying the task, the teacher chose to spontaneously use
a whiteboard to represent the situation (see Figure 11.8).
The whiteboard allowed audio explanations to be supported by visual means,
leveraging the cognitive gains the multimedia principle afforded (Fletcher &
Tobias, 2005). The audio modality was easier to use in conjunction with the
visual solution space and diagram than the text-chat modality (modality principle,
Low & Sweller, 2005), and as such the text-chat pod was not used. Having the
whiteboard next to the note-pod enabled the programming code to be directly
compared to the concept being addressed, allowing students to interrelate the
syntax of the programming language with its semantic meaning. As a result of the
adaptive redesign, students could better understand the programming concepts
with which they were working and henceforth completed the programming pro-
cess expeditiously.
Whiteboards were often introduced to represent dynamic concepts. They
allowed the teacher and students to step through programs and emulate their
operations. For instance, at one point in the subject students were required to
to the solution space. However, the approach did not enable them to collabora-
tively test their program and resolve errors in their code.
Subsequently a student volunteered to lead the debugging process, changing
the interface so as to broadcast his screen (see Figure 11.13).
Discussion
The ability to select the combinations of modalities that will be used to facilitate
interaction and knowledge representation in many synchronous learning environ-
ments means educational designers have a strong influence over the collaboration
and learning that transpires. The ability to adaptively design some of these multi-
modal learning environments affords the potential to tailor the interface to meet the
evolving collaborative and cognitive requirements of the learning episode.
On the basis of the observations and analysis conducted in this study, principles
for design of multimodal synchronous learning environments are outlined later.
This is followed by a framework for adaptive learning design, based on the level
of interaction anticipated and the type of knowledge represented.
models were more fully revealed. This provided the teacher with greater insight
into the accuracy of student schema and the form of remediation that may be
required. Students were able to practise subject-specific processes and co-construct
understandings with one another. Successful learning may depend on having a bal-
ance of transmissive, interactive and collaborative activities; however, the efficacy
of lessons where student contributions are not made on a frequent basis should be
carefully considered. In such circumstances, it is not possible to ascertain the level
of student engagement or understanding. This is particularly pertinent in online
environments because of the lack of nonverbal cues such as body language. Rel-
evant tasks require students to integrate different levels of knowledge and encour-
age collaboration through their goal-oriented and problem-solving nature.
rather an essential collection of atomic patterns which can form the basis of a
teacher’s adaptive design repository. They reflect the accumulated understand-
ing derived by the end of the three iterations analyzed in this study. The patterns
could also be used to inform the design of more extensive learning designs that
occur across an entire lesson or module of work.
If students have no or weakly formed understanding of content matter, then a
teacher-centred approach allows fundamental mental model forming information
to be transmitted. If students have acquired an understanding of individual items
of information, then a teacher-led approach allows students to learn other knowl-
edge chunks and observe how the pieces may be synthesized. If students under-
stand components of knowledge, then student-centred group-work approaches
allow them to collaboratively interrelate knowledge by negotiating solutions with
their peers. While it is acknowledged that amongst a class or even within an
individual student the level of knowledge cannot be precisely defined at a single
level, this fading approach to scaffolding provides a general framework for con-
sidering how to redesign the environment to accommodate appropriate levels of
student-centeredness.
As the level of student control is increased, students are provided with greater
collaborative space; transmissive interfaces provide a small text-chat area, interac-
tive interfaces increase the text-chat area and provide audio for more substantive
discursive contributions, and collaborative interfaces provide audio to enable stu-
dents to hold discussions at the same time as they construct solutions.
The level of knowledge influences which representational modality is included
in the interface.Text (prepared documents, text-chat or note pods) is provided when
working with factual knowledge. Screen-broadcasting is used to share procedural
knowledge (with note pods providing an alternative at early stages of co-authoring
processes), and whiteboards are used to share conceptual representations.
Transitioning to the optimal interface design is a matter of diagnosing the level
of knowledge to be addressed and the degree of interaction that will take place,
and then adapting the interface accordingly. To some extent, this can be antici-
pated in advance based on the prescribed learning activities and an appreciation of
the students’ level of ability. At other times the levels of interaction and knowledge
may unexpectedly change based on student questions, activity or feedback, in
which case the framework in Table 11.1 provides a guide for rapid adaptive rede-
sign to meet the emergent collaborative and cognitive needs.Thus the framework
provides support for Learning Design Pedagogy, but also relies on the pedagogical
insights of the teacher to appropriately improvise.
It should be noted once again that this framework provides standard
techno-pedagogic patterns for different levels of interaction and knowledge lev-
els. It is anticipated that there are many other possible designs depending on the
specific collaborative and cognitive needs of the specific context. As well, it may
be possible to represent hybrids of the aforementioned designs in order to support
TABLE 11.1 Framework to support adaptive design in the Web-conferencing environment
Conclusion
Adaptive design of learning environments can enable more effective interaction
and knowledge representation, which in turn enables the teacher to more accu-
rately gauge student understanding and provide appropriate intervention. As the
technologies at educators’ disposal become more flexible, frameworks to guide
adaptive design will become increasingly important.
This study derived a framework for adaptive redesigning of a Web-conferencing
environment to more effectively cater to the level of knowledge addressed and
the type of interaction that transpired. Text was used to support factual knowl-
edge, screen-sharing and notes areas supported sharing of procedural knowledge,
and whiteboards were used to exchange conceptual knowledge. As the degree of
student contribution increased, the size of the text-chat area was enlarged, and in
the case of student-centred collaborative tasks students used audio to enable them
to exchange larger amounts of text while working on their co-constructive tasks.
As they are provided with greater control over the learning experience, students
(as end users of the environment) may become important participants in this
dynamic design process.
The design-based research methodology allowed the effect of different
interface designs to be gauged and validated over several cycles of iterative
refinement (both within semesters and between them). Rather than being
prescriptive or exhaustive, the nine patterns in the framework provide a
design repository that teachers can use to support rapid interface redesign and
context specific adjustment. By including teacher-led and student-centred
approaches to developing procedural and conceptual understanding, it is
hoped that the framework encourages educators to transition from more
transmissive approaches to more effective application of interactive and col-
laborative pedagogies in online multimodal synchronous environments. Thus,
while the framework contains a degree of pedagogical neutrality insofar as it
does not prescribe how teachers should use it, the Learning Design Pedagogy
that teachers apply when using the framework will determine the extent to
which it positively affects student learning.
The field of technology-based learning is continually evolving, and if teach-
ers are expected to move to new technologies and rapidly redesign the environ-
ment to facilitate more effective learning, then frameworks will be needed to
252 Matt Bower
support this process. These frameworks could take the form of guides for teach-
ers, either within or external to learning technology systems. In the future, it is
possible that a level of intelligence could be integrated into educational tech-
nologies that processes participant contributions and provides educators with
advice about how to adapt the environment in light of emerging requirements.
“Big data” and learning analytics may mean that the adaptation of learning
environments may be informed by collective analysis of learning episodes across
a wide range of institutions and contexts. As learning technologies become
more refined, knowledge derived from this analysis may be presented to teach-
ers in the form of a simple option to “apply” a redesign, or even be automati-
cally implemented.
In each instance, the development and deployment of adaptive design frame-
works will require an analysis of the affordances of the technologies, the types
of activity desired and the types of knowledge addressed, as was the case in this
study. The development of adaptive design frameworks for a variety of technolo-
gies will also allow the field to determine more general principles for adaptive
technology-based learning design.
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12
LEARNING DESIGN: WHERE DO
WE GO FROM HERE?
James Dalziel, Sandra Wills, Gráinne Conole, Simon
Walker, Sue Bennett, Eva Dobozy, Leanne Cameron,
Emil Badilescu-Buga, Matt Bower and Chris Pegler
Introduction
This chapter explores some implications of the concepts discussed in the book
Learning Design: Conceptualizing a Framework for Teaching and Learning Online. For
those in teaching roles, it encourages greater reuse and adoption of Learning
Design, and a shift from focussing primarily on learning content towards learning
activities. For those in educational leadership, it stresses the importance of appro-
priate rewards and recognition for educators who adopt learning designs, and the
importance of fostering and supporting sharing and reuse at an institutional level.
For those in educational research, it notes the benefits of using Learning Design
to conduct more fine-grained comparisons in educational investigations, and the
potential benefits of a learning design for Instructional Design. It concludes with
the need for Learning Design theory to keep trying to develop a broadly accepted
representational framework(s).
Overview
This book has provided a new synthesis of foundational concepts for Learn-
ing Design (LD-F, LD-CM and LD-P), followed by a range of chapters that
explore the theoretical and practical implications of these concepts. In this
final chapter, we briefly consider some of the implications of these ideas for
our educational colleagues—those in teaching, those in leadership and those
in research. We then conclude with reflections on next steps for the field of
Learning Design itself.
Where Do We Go from Here? 257
While all of these initiatives are relatively small, they are pointers to a future
where learning designs are widely shared and reused.
If the field of Learning Design is to transform education globally, then one
of the shifts needed is a change of mind-set among educators from creating all
resources themselves, to starting to investigate whether pre-existing resources
could be used or adapted for local use. This switch in educators’ minds from
“default self-creation” to “default searching for existing resources” may yet be the
most important change needed for broad transformation.
Just as searching and reuse are important, so too is sharing. While some educa-
tors are willing to share widely, others have concerns that inhibit their sharing.
The use of appropriate copyright approaches for sharing and reuse, such as the
Creative Commons licences, can help remove certain concerns. For some edu-
cators, it is the thought of sharing with people they don’t know (who might
potentially criticize their contributions) that inhibits them (Masterman & Wild,
2011). Where broad sharing isn’t acceptable, a practical approach to this concern
is to encourage limited sharing among a smaller group (across a university, or
a school or group of schools), with the hope that following an initial positive
experience of sharing, there will be greater willingness to consider wider sharing
in the future. Furthermore, sharing between educators should not stop at formal
educators themselves. The important shift towards involving students as partners
in the learning process means that students can be used as educational researchers;
they may explore others’ designs and propose more appropriate designs for their
258 James Dalziel et al.
There are few examples to date of formal reward and recognition to encourage
change in mainstream sharing and reuse practice. In 2010/2011 Leeds Metropoli-
tan University introduced recognition of Open Educational Resource (OER) use
and release as an optional measure within annual academic performance review
(Thomson, 2010). That model may be adopted elsewhere, but meanwhile active
engagement with reuse is, unless project-funded, commonly left to the discretion
of the individual.
In universities, academics are rewarded for sharing and reconfiguring their
research work in a format that assists in research dissemination (e.g. journal pub-
lication). But there is no widespread equivalent process to reward educators for
undertaking extra activity to prepare their educational resources for wider dis-
semination and reuse. This is a key area where educational leaders can provide
recognition and reward for something that many educators would like to do (if
given support).
Another step that educational leaders can take to help transform reuse and
sharing is through establishing central teaching support positions or groups.
Many schools and universities have centrally supported positions to assist
educators—these positions could be given a much greater focus on encouraging
reuse and the adoption of learning designs. For example, colleagues in university
educational development centres, as part of the services they already provide for
sharing good teaching practice, could provide targeted support to improve uptake
of learning designs.
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CONTRIBUTORS
James Dalziel is a Director of the LAMS Foundation Ltd and LAMS Interna-
tional Pty Ltd.
264 Contributors
Learning Design Conceptual Map and 72; learning experiences and 31,
(LD-CM): challenge related to 18; 32, 60; pedagogical approaches and 18
defined 39; educational philosophy and learning outcomes: course map view and
18–19; educational theory and 29 – 32; 138; Fibonacci numbers and 203; lesson
implementation of 2 8; introduction plans 105, 107, 110; storyboarding
to 16–17; learner responses and 28 – 9; concept and 142
learning environment and 17, 19, 31, learning resources, reusable 163 – 5, 169,
32, 33, 60; level of granularity and 21 – 2, 175, 176, 181, 223
75; overlays to 31 – 2; Teaching Cycle learning theories: pedagogical clarity and
and 21 ; theories and methodologies 19 187; types of 51
Learning Designer 7, 22, 23, 25 lesson plans: introduction to 3, 6, 12, 29; for
Learning Design Framework (LD-F): mathematics lesson 105; as a metaphor
7Cs of 118 – 20, 144; defined 39; 70 – 1; number sequences in context
educators and 36–7; introduction to 16; 108 – 9; readjusted 107; teaching and
pedagogical theories and 33; TPACK learning activities and 71;TPACK and 110
and 112 local design 190, 191
Learning Design metaphors: Business lock-step tools 158
Process Modelling 73 – 4; conclusion London Planner see Learning Designer
about 75 – 6; introduction to 63 – 4;
lesson plans 70 – 1; music notation “Map My Programme” project 68
67 – 70; patterns 74 – 5; play/act 65 – 7; massive open online courses (MOOCs):
types of 64 – 5; Unified Modelling classification schema 141;
Language 71 – 3 designing 140; digital literacy and 80;
Learning Design Practice (LD-P): introduction to 1, 29; proliferation of 117
description of 36–7, 39; pedagogical mathematics lesson, lesson plans for 105
clarity and 186 – 9; shared LD media forms 128, 129
conceptualization and 99; TPACK and mediated activity concept 44 – 5
104; TPTs and 191, 205; in unbalanced Mediating Artefacts: introduction to 43;
lesson 106 Learning Design and 45 – 6; role of 45,
Learning Design Research (LDR) 97, 98, 99 46; types of 43, 44
Learning Design software system 11, 13, metaphors: Business Process Modelling
28 – 9, 67, 71 73 – 4; IMS Learning Design and
Learning Design Support Environment 64 – 7, 73; introduction to 63; lesson
(LDSE) project 147, 214 plans 70 – 1; musical notation 67 – 70,
learning environment: adaptive redesign of 75; patterns 74 – 5; play/act 65 – 7, 75;
248; asynchronous 69; characteristics and purpose of 63 – 4; Unified Modelling
values 19 – 20; collaborative learning and Language 71 – 3
247 – 8; effective 55; features of 232 – 3; mobile devices 117, 258
LD-CM and 17, 19–20, 31, 32, 33, 60; mobile learning 80, 107
mixed-media 50; structured 53; students modality principle 228, 240
and 232, 234, 236, 248; teachers Motivation factors, reuse and 171, 175
and 247; Web-conferencing multimedia learning 228, 246
environments and 232 – 3 multimedia principle 228, 240
learning experiences: affordances and multimodal synchronous environments
128 – 9; design thinking and 146, 154, 245 – 8, 251
159; learning objectives and 31, 32, 60; musical notation: educational notation
pedagogical approaches and 18 and 3 – 6, 38; examples of 12, 14; as
Learning Management System (LMS) 13, foundational metaphor 67 – 70, 75;
15, 28, 149 – 51, 157 Learning Design and 2 – 3, 15
Learning Object concept 163, 165, 169, 190
learning objectives: Conversational New Digital Age,The (Schmidt) 79
Framework and 128; Learning Design note-pods 238 – 40, 246 – 8, 250
Index 269
online communities 54, 58, 213 reuse and repurpose: comparing factors
online environment 10, 225, 226, 247 about 175, 176; conclusion about
online role play 164 – 7, 169, 175, 177 180 – 1; course design issues 258;
Open Educational Resource (OER) 117, e-learning model and 164; factors for
126, 163, 164, 165, 259 and against 166 – 9; introduction to 163 – 4;
Open University Learning Design Initiative nuances of 175 – 8; Pegler study 170 – 4;
(OULDI) approach 25 proximity zones and 178 – 80; role plays
and 166 – 7; studies on 164 – 5; terms and
patterns as a metaphor 74 – 5 concepts related to 163;TPTs and 204 – 5;
pedagogical approaches/theories: course types of 177;Wills study 165 – 9
features view and 122; examples of 19; role plays: CDL integration in 88;
Learning Design and 32 – 4; learning description of 9; example of 10;
objectives and 17 – 18; technologies and implementation of 10; interactive
51 – 2 whiteboards 11; narrow types of 9;
pedagogical clarity, need for 186 – 9 online 164 – 7, 169, 175, 177; phases of
pedagogical content knowledge (PCK) 9; reuse of 166 – 7; teaching and learning
100, 101, 102 activities for 11; transfer of 165 – 6
pedagogical neutrality, Learning Design roles, concept of 66
and 15 – 16
pedagogical technology integration SCORM courseware 30, 31, 32
content knowledge model (PTICK) screen-sharing layout 226, 234, 235, 237,
110 – 11 246, 250
pedagogical theories 32 – 4 self-reflection process 9, 104
pedagogy profile 137, 140 7Cs framework 59, 117–44; see also
Pegler study 170 – 4, 178 – 80 Learning Design Framework (LD-F)
Persona activity 122 – 5 Shareable Content Object Reference
Personal Inquiry project 57 Model (SCORM) 30, 31, 32
play/act metaphor 65 – 7, 75 sharing and reuse of learning design 23,
“Predict-Observe-Explain” teaching 121, 213, 256 – 9
method 23, 24, 224, 255 signs as tools 43, 44
pre-emptive design 223, 247 situative category/perspective 52, 54,
Problem-Based Learning 5, 22, 52, 53, 57 – 8
56 – 7, 67 six design frames 123 – 6
professional development 5, 21, 23, 90, 91 sociability and usability 58, 59
proximity zones 178 – 80 social adoption: conclusion about
pyramid pedagogical pattern 120, 133 219 – 21; of ideas and influence 214 – 19;
introduction to 208 – 9; of Learning
Quality factors, reuse and 170, 175 Design 209 – 14
quasi-communities 211, 212, 213 social constructivism/connectivism
187 – 9, 204
REAP project 134 social network system 213, 215, 216
redundancy effect 228 sociocultural perspectives: design
reflection and demonstration 137 – 9 guidelines 46; Learning Design and
reflective journal 231, 232 42 – 5
reflective learning 134 – 6 SoURCE project 6, 7
reflective observation 135, 136 split-attention effect 228
representational approaches 23 – 7 staff digital literacy: DLLD model and
Resource Audit concept 126 – 8 89 – 90; impact of 83, 85; visualizing 86
reusable learning activity 163, 169, 176, storyboarding concept 140 – 2
186 structured debates 129 – 30
Reusable Learning Objects (RLO) 163, structure diagrams 72
164, 165, 170 student-centered design 227
270 Index
student-centered pedagogies 236, 237, 108; teachers and 96, 100 – 4, 110 – 12;
246 – 7 unbalanced 106; unrealistic expectations
student digital literacy: DLLD model and of 102 – 4
89 – 90; impact of 83, 85; visualizing 86 technology: LDR and 98; learning and
students: collaborative learning and 65, teaching enhanced by 78, 98, 102, 110,
66, 243; learning environment and 232, 112, 127; pedagogical approaches and
234, 236, 248; see also digital literacy/ 51 – 2
technologies; teaching and learning techno-pedagogic patterns 248, 249
activities text-chat 225, 233 – 6, 238, 240, 245,
symbolic languages 47 – 8 249 – 51
Symbol System Theory 228, 235 Think-Pair-Share activity 130 – 1, 224
synchronous learning environments 245 – 8 timeline and pie chart 23, 25
tools and signs 43, 44
teacher-centered approach/design 227, transdisciplinary pedagogical templates
249, 251 (TPTs): cognitivist 195 – 9; conclusion
teacher-led programming activity 242, 243 about 205; curriculum content of 203;
teachers: interactions between learners instructionist 192 – 4, 199; introduction
and 128; Learning Design and 59, 224; to 183 – 5; LAMS and 191, 199; Larnaca
learning environment and 247; TPACK Declaration and 185 – 6; LD-P and 191,
and 96, 100 – 4, 110 – 12; see also digital 205; models of 191 – 204; pedagogical
literacy/technologies; Learning Design clarity and 186 – 9; reuse philosophy and
Framework (LD-F) 204 – 5; schools of thought related to
teacher training 10, 20, 23, 67, 71 190 – 1; social constructivist/connectivist
teaching, implications for 257 – 8 200 – 2
teaching and learning: learner centered transmissive approaches 233, 236, 239, 242,
35 – 6; practices 97, 112, 184 250, 251
teaching and learning activities: descriptive
framework for 6, 12, 16; different Unified Modelling Language (UML) 6,
representations of 45; educator’s role 27, 71 – 3
in 35; growing importance of 258; Unit of Learning 65, 133
guidance and 22–3, 36–7; introduction unit of study 150, 151
to 1; Learning Design software system usability and sociability 51, 58, 59
and 13; lesson plans and 71; level of
granularity in 21 – 2; for role plays 11; Voice-over IP 225, 226
theories and methodologies 19
Teaching Cycle 21 , 30, 37 Web-conferencing environments:
teaching strategy, defined 39 conclusion about 251 – 2; interactive
Teaching Teachers for the Future (TTF) patterns and 226 – 7; interface design
project 102, 103, 108 and 227 – 9; introduction to 225;
Technical factors, reuse and 170, 171, iterations enactment and 230 – 1;
175, 178 knowledge representation in 226, 229,
technological affordances see affordances 245, 251; learning design and 248 – 51;
Technological Pedagogical and Content learning environment and 232 – 3;
Knowledge (TPACK): balanced 110; multimodal synchronous environments
complementary nature of 104 – 5, 111; and 245 – 8; principles for design of
components of 100 – 2; conclusion about 228; research study 229 – 32, 251
112; educational research and 97, 99, Western music notation 68, 69
102, 111; Fibonacci numbers and 105 – 7; whiteboards 226, 231, 233, 239 – 44, 246,
future research in 111; introduction to 249 – 51
30, 96 – 8; LAMS and 105, 109; LD-F Wills study 165 – 9, 175 – 8
and 112; LD-P and 104; lesson balancing
108; for number sequences in context XML-based approaches 12, 67, 73