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 10:33, 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 |
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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].