9. Das Auto-Muster Design Pattern „ Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice“
11. Verschiedene Lösungen für das gleiche Problem Problem: Wie komme ich von A nach B? Design Pattern = Lösung für ein Problem in einem Kontext
12. Problem + Context –> Forces -> Solution “ It is based on the idea that every design problem begins with an effort to achieve fitness between two entities: the form in question and its context. The form is the solution to the problem; the context defines the problem.” (Alexander, 1964) A problem in different contexts raises different forces.
13. So...we know how to do it. Do we? ...diese Formen sind keine gute Lösung.
14. Timeline: Entwicklungsgeschichte 1979 „ The Quality without a Name“ 1987 1995 WikiWikiWeb: The Portland Pattern Repository 1964 2000 2003 2006 1977 Notes on the Synthesis Of Form A Pattern Language The Timeless Way of Building Beck&Cunningham: Software Patterns „ Gang of Four“ Design Pattens GUI Pattern Pedagogical Patterns AJAX Web 2.0 E-Learning Web-Design
17. Pedagogical Patterns. E-Learning Patterns. Problem: How to organize asynchronous online collaboration? -> Patterns not only capture the form (=solution) but also appropriate situations (=context) for tools
18. Patterns, pattern languages and educational design Goodyear, P. (2004) Self selecting group E-print E-journal Virtual library Discussion board Chat room Whiteboard Shared folder Wiki Virtual café Portal Textbook Study bedroom Dyad Triad T-group Learning set Tutorial group Seminar group Whole class cohort Project team Roles: Summariser Motivator Discuss Debate Brainstorm Investigate Critique Assess Summarise Solve puzzle Write essay Develop tool Memorise Learning environment (tools, resources) Organisational Forms Tasks