Difference between revisions of "Sugar-Coating"

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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 13:27, 5 May 2017


Sugar-Coating
Contributors Yishay Mor
Last modification May 5, 2017
Source Mor (2008)[1]
Pattern formats OPR Alexandrian
Usability
Learning domain
Stakeholders

This is an anti-pattern. Mathematical (or any other subject) matter is injected into a game in a disconnected way, so that the game is the sugar-coating used to help the learner swallow the bitter content.


As a result the game loses its appeal, and the learner receives the message that the educational content is inherently un-enjoyable.


Context

Problem

Forces

Solution

Consequences

Benefits

Liabilities

Evidence

Literature

Discussion

Data

Applied evaluation

Related patterns

Example

References

  1. Patlet published in Mor, Y. (2008). Guess my X and other Techno-pedagogical Patterns: Toward a Language of Patterns for Teaching and Learning Mathematics. In Proceedings of the 13th European Conference on Pattern Languages of Programs. Irsee, Germany.