Difference between revisions of "Real World Experience"

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

Revision as of 11:33, 5 May 2017


Real World Experience
Contributors Joseph Bergin, Jutta Eckstein, Markus Völter, Mariana Sipos, Eugene Wallingford, Klaus Marquardt, Jane Chandler, Helen Sharp, Mary Lynn Manns
Last modification May 5, 2017
Source Bergin et al. (2012)[1]
Pattern formats OPR Alexandrian
Usability
Learning domain
Stakeholders

Involve the students in real world situations, by inviting them to accomplish a project in a real world environment. Involving a domain interest allows the students to experience the real project life, from the time pressure of a deadline to the pride of demonstrating the result[1].

Context

Problem

Forces

Solution

Consequences

Benefits

Liabilities

Evidence

Literature

Discussion

Data

Applied evaluation

Related patterns

Example

References

  1. 1.0 1.1 Bergin, J., Eckstein, J., Völter, M., Sipos, M., Wallingford, E., Marquardt, K., Chandler, J., Sharp, H., and Manns, M.L. (2012). Pedagogical patterns: advice for educators. Joseph Bergin Software Tools.