Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Journal of Computing Sciences in Colleges
The game of set®: an ideal example for introducing polymorphism and design patterns
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Holub on Patterns: Learning Design Patterns by Looking at Code
Holub on Patterns: Learning Design Patterns by Looking at Code
Teaching inter-object design patterns to freshmen
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Teaching design patterns in CS1: a closed laboratory sequence based on the game of life
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Methodology and architecture of JIVE
SoftVis '05 Proceedings of the 2005 ACM symposium on Software visualization
Teaching software engineering through game design
ITiCSE '05 Proceedings of the 10th annual SIGCSE conference on Innovation and technology in computer science education
Killer Game Programming in Java
Killer Game Programming in Java
Teaching Design Patterns Through Computer Game Development
Journal on Educational Resources in Computing (JERIC)
On games, patterns, and design
SoD '07 Proceedings of the 2007 Symposium on Science of Design
Engaging students through mobile game development
Proceedings of the 40th ACM technical symposium on Computer science education
Two in the middle: digital character production and machinima courses
Proceedings of the 40th ACM technical symposium on Computer science education
Entertainment arts and engineering(or how to fast track a new interdisciplinary program)
Proceedings of the 40th ACM technical symposium on Computer science education
Proceedings of the 4th International Conference on Foundations of Digital Games
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
Computer games and traditional CS courses
Communications of the ACM - Finding the Fun in Computer Science Education
FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
Digital visualization tools improve teaching 3D character modeling
Proceedings of the 41st ACM technical symposium on Computer science education
A qualitative study of animation programming in the wild
Proceedings of the 2010 ACM-IEEE International Symposium on Empirical Software Engineering and Measurement
Extensive Evaluation of Using a Game Project in a Software Architecture Course
ACM Transactions on Computing Education (TOCE)
Building domain specific software architectures from software architectural design patterns
Proceedings of the 33rd International Conference on Software Engineering
The effect of simulation games on the learning of computational problem solving
Computers & Education
Understanding web enjoyment experiences and informal learning: A study in a museum context
Decision Support Systems
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We present a computer game case study that can be used to motivate the need for design patterns. Design patterns are often misunderstood, but good examples can motivate students to work at understanding patterns. Computer games are used in many books and online resources to teach programming concepts, but these examples are usually simplified or non-object-oriented. We present a simple game that exhibits functionality found in commercial games (animation, collision detection, etc.) and show how it can be used as a case study for design patterns. Specifically, we illustrate how the state, facade, observer, strategy, and visitor patterns can replace procedural approaches for implenting the logic and animation of game written in Java.