Members of the A4L Network have developed the following kinds of resources:
- Design Patterns developed by our community that serve as illustrative examples, along with brief descriptions of what a Design Pattern (DP) looks like and how it used.
- Worked Examples to make the process of measuring and using measures more transparent. They address key and often not well documented aspects of the measurement process.
The following design patterns and worked examples have been developed by the A4L Community and are in a regular state of development.
- Gaming the System
- Design Pattern by Ryan Baker
- Design Patter by Sidney D’Mello
- Task Persistence
- Design Pattern by Kristen DiCerbo
- Assessment of Task Persistence by Kristen E. DiCerbo
- Wheel Spinning
- Design Patten by Mingyu Feng
- Worked Example by Mingyu Feng, based on work done by Yue Gong & Joseph Beck.
- Productive Persistence
- Design Pattern by Andrew Krumm and Rachel Beattie
- Practical Measurement and Productive Persistence: Strategies for Using Digital Learning System Data to Drive Improvement
Please use the following format for citing any of these works:
Author Last Name, Author First Name Initial. (2017). A4L Design Pattern: and Worked Example [NAME OF CONSTRUCT]. Retrieved from http://improvement-analytics.org/