Using Evidence-Based Patterns to Design Innovative Learning Experiences

ID: 52470 Type: Virtual Paper
  1. Amy Wood and Angela Payne, Pearson, United States

Abstract: Pearson continues to evolve its efficacy agenda in order to design, test and implement digital learning tools by addressing key internal challenges of bringing cross-functional teams together to create and validate learner-centered designs. This innovation presentation uses a design thinking process to provide participants an opportunity to learn how to create their own cross-functional, learner-centered experiences using Design-Based Research (DBR) and learning patterns. DBR is a methodology designed by educators to facilitate the application of learning science and educational research to learning experience designs. Learning patterns are an evidence-based, learner-centered solution to a learning problem. Cross-functional teams are formed and apply a given learning pattern to design strategically across similar but custom contexts. Patterns are part of an innovative learning experience design workflow that empowers learning designers, instructional designers, authors, content experts, instructors, technology developers and other learning professionals to co-create, evidence-based learning experiences that support learner engagement, motivation, persistence, and achievement. “Pattern theory is fundamentally open to the new, and is first and foremost a tool for change” (Leitner, 2015).

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