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What is Design for Learning

Handbook of Research on Learning Design and Learning Objects: Issues, Applications, and Technologies
Designing, planning, and orchestrating learning activities as part of a learning session or program.
Published in Chapter:
Representing Models of Practice
Isobel Falconer (Glasgow Caledonian University, Scotland) and Allison Littlejohn (Glasgow Caledonian University, Scotland)
DOI: 10.4018/978-1-59904-861-1.ch002
Abstract
Practice models are generic approaches to the structuring and orchestration of learning activities for pedagogic purposes, intended to promote sharing of effective e-learning practice. This chapter surveys the background to the idea of practice models, and then examines the issues surrounding their representation that emerged from the UK Joint Information Systems Committee (JISC)-funded Mod4L project. These issues are ones of purpose, design as a process, granularity, community, and characterisation. It analyses the purpose and the metaphor for design, coupled with consideration of the audience for practice models, suggesting that while generic models are useful for technical developers, they may not be an effective way of sharing teaching practice. The possibility that a rich domain map coupled with community building activities and richly contextualised exemplars might be more effective is briefly discussed. The complex interactions of characteristics of a design representation underpin the necessity for different representations to fulfil different user needs.
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More Results
Activity Theory and the Design of Pedagogic Planning Tools
A perspective closely associated with learning design, that (a) focuses on the process of planning for a learning session which makes appropriate use of technology and (b) recognizes the distinction between the systematic and the creative dimensions of this process.
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Computer-Assisted Language Learning and Design for Learning: Potential Synergies
Also named learning design, the term is used to emphasize the learner-centered and technology-enhanced learning environments. It favors advancing the quality of the learning environments through the reusability of the learning artefacts, materials, and designs across educational disciplines.
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