The Learning Patterns project is now offering a video course on using Learning Patterns to design and deploy games for mathematical learning. This course is based on a series of workshops we have conducted during 2006. Each section of the course includes a video segment from one of our workshops, along with links to the relevant resources and tools and a list of readings.
This course can be used for group or individual on-line learning, or as a basis for conducting a similar workshop.
Please contact us if you have any further inquiries.
are designed to provide accesible paths into our resources, tools and
methodology. A trail is not a structured resource in itself, but rather
a guided tour through a partial set of our outcomes, from which the
newcomer can get a sense of our approach, and vernture on to
This trail passes through several case studies and their derived patterns.
We demonstrated the project methodology and supporting resources in action by
analysing several case studies from our own experiences.
For each case
study, we begin with a narrative of the game and its development
process. We then map it to the typologies in order to establish a
common perspective. Finaly, by reference to other examples, we extract
some patterns which can be applied in a broader context.
The juggler game is a game built on e-slate environment.. This is a a game with no specific rules where users can either play the game or change the parameters of it and see what happens. (2 parts, 16 + 18 min)
Two of the groups discussed the Rådgivarna (The Advisers) case study, contributed by Carl Heath and Karl Alfredsson. Several patterns emerged from this discussion, such as: A Key Question and Dilemmarama. When these were presented to the workshop assembly, participants identified potential applications in broad range of fields.