Reflective conversation with materials
Bringing design to software
The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Lingua Francas for design: sacred places and pattern languages
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
Towards a Unified Catalog of Hypermedia Design Patterns
HICSS '00 Proceedings of the 33rd Hawaii International Conference on System Sciences-Volume 6 - Volume 6
Grounding Systems Research: Re-establishing Grounded Theory
HICSS '02 Proceedings of the 35th Annual Hawaii International Conference on System Sciences (HICSS'02)-Volume 8 - Volume 8
Patterns, designs and activities: unifying descriptions of learning structures
International Journal of Learning Technology
Acting with Technology: Activity Theory and Interaction Design
Acting with Technology: Activity Theory and Interaction Design
Dealing with abstraction: Case study generalisation as a method for eliciting design patterns
Computers in Human Behavior
E-learning frameworks: facilitating the implementation of educational design patterns
International Journal of Technology Enhanced Learning
A case study on the design of learning interfaces
Computers & Education
Words are not enough: empowering people with aphasia in the design process
Proceedings of the 12th Participatory Design Conference: Research Papers - Volume 1
Participatory evaluation of an educational game for social skills acquisition
Computers & Education
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One of the important themes that emerged from the CAL'07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition [Alexander, C., Silverstein, M., & Ishikawa, S. (1977). A pattern language: Towns, buildings, construction (Center for environmental structure series). New York, NY: Oxford University Press] and the design research paradigm [DiSessa, A. A., & Cobb, P. (2004) Ontological innovation and the role of theory in design experiments. Journal of the Learning Sciences, 13(1), 77-103]. We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants.