Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Teaching data structure design patterns
SIGCSE '98 Proceedings of the twenty-ninth SIGCSE technical symposium on Computer science education
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Patterns for decoupling data structures and algorithms
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Design patterns for the data structures and algorithms course
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on 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
The game of set®: an ideal example for introducing polymorphism and design patterns
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Design patterns for marine biology simulation
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Computer games as motivation for design patterns
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Teaching Design Patterns Through Computer Game Development
Journal on Educational Resources in Computing (JERIC)
An empirical study on students' ability to comprehend design patterns
Computers & Education
CAiSE'06 Proceedings of the 18th international conference on Advanced Information Systems Engineering
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The benefits of object-oriented programming apply only to programs consisting of multiple objects. Inter-object design patterns make it, in theory, possible for beginning programmers to create well-understood forms of such programs. However, their descriptions have been targeted at experienced programmers with knowledge, for instance, of the implementation of compilers. We show that it is possible to explain and motivate several of these patterns including the iterator, model-view-controller, model-interactor, observer, façade, composite, and factory patterns by showing them working "in the small" in simple examples. We have effectively used this approach to teach an undergraduate class including several college freshmen and one high-school junior, who were able to exercise the patterns "in the medium.