9. Design patterns [describe] a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice (Alexander et al., 1977) C o n t e x t Problem Solution
10. Problem Keep the rain out Context Cold, wet, poor. Method of solution Thatched roof Related Timber frame, Slanted roof, Chimney
11. example: activity nodes Design problem Community facilities scattered individually through the city do nothing for the life of the city. Design solution Create nodes of activity throughout the community, spread about 300 yards apart. http://www.uni-weimar.de/architektur/InfAR/lehre/Entwurf/Patterns/030/ca_030.html
12. Example pattern: Mathematical game pieces Mathematical content is often injected artificially into games or other activities, as sugar-coating . This has a dual effect of ruining the game and alienating the mathematics. By contrast, for many mathematicians, mathematics is the game. Problem / Intent Context Games for mathematical learning.
18. Example pattern: try once, refine once Problem Lack of immediate feedback for students leads to fossilisation of errors and misconceptions providing immediate feedback in an iterative fashion can also hinder effective learning since students are able to "grope their way" step-by-step to a correct solution without necessarily having to think about each answer as a whole.