SIGCSE '92 Proceedings of the twenty-third SIGCSE technical symposium on Computer science education
Design patterns: an essential component of CS curricula
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
Programming patterns and design patterns in the introductory computer science course
Proceedings of the thirty-first SIGCSE technical symposium on Computer science education
A library to support a graphics-based object-first approach to CS 1
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
COOL (comprehensive object-oriented learning)
Proceedings of the 7th annual conference on Innovation and technology in computer science education
Objects from the beginning - with GUIs
Proceedings of the 7th annual conference on Innovation and technology in computer science education
Object orientation in CS1-CS2 by design
Proceedings of the 7th annual conference on Innovation and technology in computer science education
Frameworks in CS1: a different way of introducing event-driven programming
Proceedings of the 7th annual conference on Innovation and technology in computer science education
Teaching objects early and design patterns in Java using case studies
Proceedings of the 8th annual conference on Innovation and technology in computer science education
An open-source CVE for programming education: a case study
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Evolving an integrated curriculum for object-oriented analysis and design
Proceedings of the 39th SIGCSE technical symposium on Computer science education
An interactive Bomberman game-based teaching/learning tool for introductory C programming
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Intelligent flight task algorithm for unmanned aerial vehicle
Expert Systems with Applications: An International Journal
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In order to teach object-oriented design and programming in introductory computer science it is imperative to teach objects from the very beginning of the course. The use of interacting objects is motivated by examples with an inherent complexity. We describe a case study based on a maze as an example that provides a complex framework but at the same time admits to simple pieces that students can work with early in an introductory course. This case study can be used throughout the first year not only to introduce basic control structures, but also to introduce a number of design ideas and algorithms.