38,258 research outputs found

    Design Patterns for Effective Technology Enabled Learning

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    As always seen from past times, the most effective way of learning is via observing, imitating and participation. But with advent of technology in our daily lives, the use of information and communication technologies (ICT) in learning is quite essential. The use of technology has brought about radical changes in the field of distance education. Also for successful progress of any interactive learning environment, the role of an efficient Design is very crucial. In this paper we firstly discuss the role of an effective design pattern, secondly the need of Technology Enabled Learning (TEL) and finally elaborate on the various design patterns that can be applied in the field of TEL

    Motivational game design patterns of ’ville games

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    The phenomenal growth of social network games in the last five years has left many game designers, game scholars, and long-time game players wondering how these games so effectively engage their audiences. Without a strong understanding of the sources of appeal of social network games, and how they relate to the appeal of past games and other human activities, it has proven difficult to interpret the phenomenon accurately or build upon its successes. In this paper we propose and employ a particular approach to this challenge, analyzing the motivational game design patterns in the popular ‘Ville style of game using the lenses of behavioral economics and behavioral psychology, explaining ways these games engage and retain players. We show how such games employ strategies in central, visible ways that are also present (if perhaps harder to perceive) in games with very different mechanics and audiences. Our conclusions point to lessons for game design, game interpretation, and the design of engaging software of any type

    Penerapan Design Patterns Untuk Perancangan Berbasiskan Objek Oriented

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    Dalam mendesain suatu perangkat lunak cara penyelesainya biasanya didasari dari pemahaman secara pribadi atau bersifat subjektif sehingga dibutuhkan gambaran secara formal dari suatu masalah dan berikut pemecahannya. Design patterns adalah unsur-unsur rancangan yang seringkali muncul pada berbagai sistem yang berbeda. Setiap kemunculan ini menguji pattern tersebut di berbagai situasi. Design pattern harus mempunyai nama yang sederhana dan deskriptif yang dapat langsung digunakan untuk mengacu pada pola tersebut. Sebuah design pattern harus mendokumentasikan permasalahan, pemecahan, serta akibat-akibat penggunaannya. Class diagram adalah salah satu bentuk dari interprestasi dari suatu pattern dengan memanfaatkan kemampuan UML yang sudah berorentasi pada perancangan yang berbasiskan objek (OOP)

    A first exploration of an inductive analysis approach for detecting learning design patterns

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    Please cite as: Francis Brouns, Rob Koper, Jocelyn Manderveld, Jan van Bruggen, Peter Sloep, Peter van Rosmalen, Colin Tattersall and Hubert Vogten (2005). A first exploration of an inductive analysis approach for detecting learning design patterns. Journal of Interactive Media in Education (Advances in Learning Design. Special Issue, eds. Colin Tattersall, Rob Koper), 2005/03. ISSN:1365-893X [http://jime.open.ac.uk/2005/03]One way to develop effective online courses is the use of learning design patterns, since patterns capture successful solutions. Pedagogical patterns are commonly created by human cognitive processing in "writer's workshops". We explore two ideas; first whether IMS Learning Design is suitable for detecting patterns in existing courses and secondly whether the use of inductive analyses is a suitable approach. We expect patterns to occur in the method section of a learning design, because here the process of teaching and learning is defined. We provide some suggestions for inductive techniques that could be applied to existing learning designs in order to detect patterns and discuss how the patterns could be used to create new learning designs. None of the suggested approaches are validated yet, but are intended as input for the ongoing discussion on patterns

    Automated Verification of Design Patterns with LePUS3

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    Specification and [visual] modelling languages are expected to combine strong abstraction mechanisms with rigour, scalability, and parsimony. LePUS3 is a visual, object-oriented design description language axiomatized in a decidable subset of the first-order predicate logic. We demonstrate how LePUS3 is used to formally specify a structural design pattern and prove (‗verify‘) whether any JavaTM 1.4 program satisfies that specification. We also show how LePUS3 specifications (charts) are composed and how they are verified fully automatically in the Two-Tier Programming Toolkit

    Design Patterns for Fusion-Based Object Retrieval

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    We address the task of ranking objects (such as people, blogs, or verticals) that, unlike documents, do not have direct term-based representations. To be able to match them against keyword queries, evidence needs to be amassed from documents that are associated with the given object. We present two design patterns, i.e., general reusable retrieval strategies, which are able to encompass most existing approaches from the past. One strategy combines evidence on the term level (early fusion), while the other does it on the document level (late fusion). We demonstrate the generality of these patterns by applying them to three different object retrieval tasks: expert finding, blog distillation, and vertical ranking.Comment: Proceedings of the 39th European conference on Advances in Information Retrieval (ECIR '17), 201
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