Work Models

  1. Flow Model
  2. Sequence Model
  3. Artifact Model
  4. Cultural Model
  5. Physical Model
  6. Metaphors


  1. Design Problem
  2. Literature Review
  3. Work Models
  4. Design Patterns
  5. Design Experiments
  6. Lesson Ideas
  7. Montessori Computes
  8. Thinking About Circles

Related Links

Patterns and Design



A trigger is an event that initiates a sequence (Beyer and Holtzblatt, 1998).  In the Montessori classroom, a trigger for a child's work with a material might be the sight of the material on a shelf, the site of someone else using the material (which might trigger observation until the current user is finished and then selection of that material), an invitation from another child to join in an activity, or a demonstration from a teacher.

A trigger for a teacher intervention might be danger to children, "disruption in the classroom, fantasy play with Montessori materials, errors of fact (such as misidentification of colors, spelling errors, errors in addition), and errors in the use of Montessori materials, such as mistakes in seriating or classifying with the Sensorial materials." (Chattin-McNichols, 1992).  It should be noted here that some of these events are much more likely to be triggers for intervention than others.

Designers must understand these triggers and apply this understanding to provide appropriate triggers in software.  For example, the way that materials are returned to or removed from storage and displayed on shelves in a particular way creates triggers to motivate children to use the materials, to encourage care of the materials, to promote use of materials in a particular order.