Knowing the story

Design Pattern: Knowing the story



Name: Knowing the story.

Mark out the beginning, middle and end of your learnign journey to help the learner build a pathway. 


Knowing what to do when studying a complicated discipline at a distance is not easy. There is a meta-narrative to any learning activity which touches on the idea of a journey and of personal transformation. How does the learner use this an understanding of this to his/her advantage? Inventing a 'new story' is not always a useful exercise and learners do so at their own risk.




How to guide or trust people to find their way through an online course at a distance with what is minimal instructor interaction.


Studying a course is a journey in its own right. As a story it will at the very least have recognisable nodes ... a beginning, middle and an end. Exploit key story nodes, or points to help the learner travel through your module/course/programme. By having a picture of how the path and the potential ending (who I will be or become) can create empowered learners who realise they can safely delineate their own pathways through a discipline or domain. Use a familiar story to prompt contextual meaning.



Three little pigs. The narrative arc.

Agricola boardgame - you may not know the every rule by heart but you know how a farm operates.

Zombicide boardgame - the narrative is simple kill the zombies and do not get bitten.

These ideas all use familair mechanics and this idea of core mechanics can be used to help learners orientate themsleves and feel in control. 

Data and References

Links with design pattern: CHECKPOINTS


Learning as a personal jorney:
van Halenā€Faber, C. (1997). Encouraging critical reflection in preservice teacher education: A narrative of a personal learning journey. New directions for adult and continuing education, 1997(74), 51-60.

See 'game mechanics' definition and listing on wikipedia. 


Author(s): Yishay Mor, Steven Warburton
Published at: 19 Jun 2015 08:17 GMT
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