ABSTRACT
In this paper we present a pattern language for learners who want to learn better without killing their creativity. In order to tell a 'knack' about the way of learning we apply the method of pattern language, which was originally proposed in architectural design and became famous in software design. Our proposed pattern language for creative learners, which we named "Learning Patterns," consists of 40 patterns. Each pattern is described in the same format; pattern number, pattern name, introduction, illustration, context, problem, forces, solution, actions, and related patterns. Although Learning patterns were originally developed in order to support learning of university students, we think it can be applied to any learners in various situations like engineering, business, science, and everyday life due to their fine abstract descriptions as a pattern language. In this paper, we show the overview of the 40 patterns and four patterns in detail. Note that other five patterns have been presented in our previous paper at PLoP09 [1].
- Iba, T., Miyake, T., Naruse, M., and Yotsumoto, N. Learning Patterns: A Pattern Language for Active Learners. In 16th Conference on Pattern Languages of Programs, 2009.Google Scholar
- Alexander, C., S. Ishikawa, and M. Silverstein. A Pattern Language. Oxford University Press, 1977.Google Scholar
- Alexander, C., The Timeless Way of Building. Oxford University Press, 1979.Google Scholar
- Alexander, C., H. Davis, J. Martinez, and D. Corner. The Production of Houses. Oxford University Press, 1985.Google Scholar
- Gamma, E., R. Helm, R. Johnson, and J. Vlissides. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley, 1995. Google ScholarDigital Library
Index Terms
- Learning Patterns: a pattern language for creative learning II
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