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   | [[What is Sugar?|english]] | [[What is Sugar?/lang-es|español]]| [[What is Sugar?/lang-pt_BR|português brasil]] }}
 
   | [[What is Sugar?|english]] | [[What is Sugar?/lang-es|español]]| [[What is Sugar?/lang-pt_BR|português brasil]] }}
 
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Sugar is a learning platform that reinvents how computers are used for education. Collaboration, reflection, and discovery are integrated directly into the user interface. Sugar promotes "studio thinking [1]" and "reflective practice [2]". Through Sugar's clarity of design, children and teachers have the opportunity to use computers on their own terms. Students can reshape, reinvent, and reapply both software and content into powerful learning activities. Sugar's focus on sharing, criticism, and exploration is grounded in the culture of free software (FLOSS).
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== About the Sugar pedagogy ==
 
Information is about nouns; learning is about verbs. The Sugar interface, in its departure from the desktop metaphor for computing, is the first serious attempt to create a user interface that is based on both cognitive and social constructivism: learners should engage in authentic exploration and collaboration. It is based on three very simple principles about what makes us human:  
 
Information is about nouns; learning is about verbs. The Sugar interface, in its departure from the desktop metaphor for computing, is the first serious attempt to create a user interface that is based on both cognitive and social constructivism: learners should engage in authentic exploration and collaboration. It is based on three very simple principles about what makes us human:  
 
# everyone is a teacher and a learner;  
 
# everyone is a teacher and a learner;  
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# you learn through doing, so if you want more learning you want more doing; and  
 
# you learn through doing, so if you want more learning you want more doing; and  
 
# love is a better master than duty—you want people to engage in things that are authentic to them, things that they love.
 
# love is a better master than duty—you want people to engage in things that are authentic to them, things that they love.
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== About the Sugar Learning Platform ==
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The Sugar Learning Platform is an alternative to the ubiquitous computer desktop metaphor that has dominated computing since its invention at Xerox Park in the 1970s. (Children are not office workers, nor does anything in their future resemble office work from 30 years ago.)
    
The Sugar platform is characterized by three attributes:
 
The Sugar platform is characterized by three attributes:

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