Difference between revisions of "Module's Story"

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[[Category:Design_patterns]] [[Category:Patlet]]<!-- List of other categories the design pattern belongs to. The syntax for linking to a category is: [[Category:<Name of category]] -->
[[Category:Design_patterns]] [[Category:Patlet]] [[Category: Patterns for Classroom Education]] [[Category:Traditional Classroom]]<!-- List of other categories the design pattern belongs to. The syntax for linking to a category is: [[Category:<Name of category]] -->

Latest revision as of 10:01, 16 May 2017


Module's Story
Contributors Dana L. Anthony
Last modification May 16, 2017
Source Anthony (1996)[1]
Pattern formats OPR Alexandrian
Usability
Learning domain
Stakeholders

Make the flow of a module (or lecture) into a story by using an example, exercise, or goal which makes use of most or all topics in the module[1].

Context

Problem

Forces

Solution

Consequences

Benefits

Liabilities

Evidence

Literature

Discussion

Data

Applied evaluation

Related patterns

Example

References

  1. 1.0 1.1 Anthony, D. L. (1996). Patterns for classroom education. In Pattern languages of program design 2 (pp. 391-406). Addison-Wesley Longman Publishing Co., Inc..