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Design Patterns

Select any pattern summary from the list below to see the full design patterm.

Design Patterns

Select any pattern summary from the list below to see the full design patterm.

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Showing 56 - 60 of 136 total results

Gamification: Achievement Unlocked

December 2015

Gamification: Achievement Unlocked engages students to self-assess their knowledge and progress, and reflect on presented course content. As part of a gamified system educators create or reframe each of 3 online non-assessment quizzes as missions. Successful completion of each mission levels a student up towards unlocking bonus support/learning materials and resources.

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Gamification: Create a Database of Management Simulations

December 2015

The gamification database describes the design, creation and use of a cord sourced database of games and simulations with curriculum relevance. The database offers feedback from peers and students who have played each game, saving time in selecting games most relevant to course content.

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Facebook Page as a Broadcast Channel

December 2015

Facebook page as a broadcast channel provides first year students, in a core course, with the opportunity to identify theory in action and induct them into the digital landscape of their chosen field, guiding them around key websites, publications and experts through social curation.

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Discussion Structure: Fishbowl

December 2015

Discussion Structure: Fishbowl activity divides students into two teams to discuss, observe and collect evidence of an argument. It requires groups to be able to sit physically in concentric circles.

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Discussion Model: Context Mapping

December 2015

Discussion Model: Context Mapping allows students to examine the contextual domain of a problem, case or design. It can be used to construct or deconstruct a business case.

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