Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Kaleidoscope: using design patterns in CS1
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
OO overkill: when simple is better than not
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
An object-oriented refactoring of Huffman encoding using the Java collections framework
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
A CS1 to CS2 bridge class using 2D game programming
Journal of Computing Sciences in Colleges
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)
Teaching design patterns using a family of games
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
A review of using design patterns in CS1
Proceedings of the 46th Annual Southeast Regional Conference on XX
Hi-index | 0.00 |
Design patterns are an important element of today's undergraduate curricula. However, their inherent complexities often make them difficult for entry-level students to even partially grasp. In this paper, we describe the latest in our continuing efforts to build educational materials appropriate for infusing design patterns in entry-level computer science courses.