Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Pattern languages of program design
Pattern languages of program design
Patterns for classroom education
Pattern languages of program design 2
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Testing object-oriented systems: models, patterns, and tools
Testing object-oriented systems: models, patterns, and tools
A Pattern Approach to Interaction Design
A Pattern Approach to Interaction Design
Pattern Languages for Usability: An Investigation of Alternative Approaches
APCHI '98 Proceedings of the Third Asian Pacific Computer and Human Interaction
A Study Case: Evolution of Co-Location and Planning Strategy
ADC '04 Proceedings of the Agile Development Conference
Fearless change patterns for introducing new ideas
Fearless change patterns for introducing new ideas
Towards a pattern language approach to sharing experiences in healthcare technology evaluations
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
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Establishing a suitable environment for multimedia course production is important for e-learning authors. Such an environment includes two primary components: an authoring station for preparing the artifacts and a physical workplace where authoring takes place. The establishment of the environment is a non-trivial task because it involves several disciplines such as IT, pedagogy, and human-computer interaction. Inspired by Christopher Alexander's work on pattern languages, this paper proposes a pattern language for establishing personal authoring environments in e-learning. The pattern language takes the end-user perspective and can be applied by people with interests in creating a personal authoring environment for producing quality e-learning contents. Its use is illustrated with an example.