Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
The challenges of teaching computer programming
Communications of the ACM
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
Patterns in learning to program: an experiment?
ACE '04 Proceedings of the Sixth Australasian Conference on Computing Education - Volume 30
Training strategic problem solvers
ACM SIGCSE Bulletin
A tool for programming learning with pedagogical patterns
eclipse '05 Proceedings of the 2005 OOPSLA workshop on Eclipse technology eXchange
Teaching and assessing programming strategies explicitly
ACE '09 Proceedings of the Eleventh Australasian Conference on Computing Education - Volume 95
Teaching novice programming using goals and plans in a visual notation
ACE '12 Proceedings of the Fourteenth Australasian Computing Education Conference - Volume 123
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Learning to program involves the application of programming language features to the solving of novel problems, and the experience of educators suggests that it is this factor that causes novice programmers the most difficulty. Because software patterns are descriptions of common problems and their solution written in a standardised format that facilitates reuse, their use in the novice context is indicated. This paper suggests a process for applying patterns to problems that derives from the relationships between patterns in a pattern language, and demonstrates its use in a simple problem. This approach suits the pedagogical model based on Bloom's taxonomy as it enables the required knowledge to be partitioned and dealt with in stages.