Fostering desgin patterns education: An examplar inspired in the angry birds game franchise
Author
Silva, Diogo
Schots, Marcelo
Duboc, Leticia
Other authors
Universitat Ramon Llull. La Salle
Rio de Janeiro State University
Publication date
2019-10Abstract
Design patterns aim at easing the reuse of design solutions, saving time in solving recurring problems and supporting code maintainability. However, teaching design patterns is challenging. One of the reasons lie in the students’ difficulties, not only in understanding this concept in a high level of abstraction, but also in realizing how to effectively use design patterns. The use of games in software engineering education has been successfully enabling students to understand some contents more easily, besides acting as a motivational factor. However, the few existing approaches for teaching design patterns using game-oriented methods focus mostly in the pattern implementation, ignoring the fact that students need to first recognize the scenarios in which patterns can be used. In this sense, this paper proposes and evaluates an educational material that illustrates the use of design patterns using game scenarios from the Angry Birds franchise. An evaluation with students indicates an overall positive feedback, also pointing out some difficulties and barriers in abstraction levels and knowledge transferring between domains. There were also some suggestions for improvements.
Document Type
Article
Accepted version
Language
English
Subject (CDU)
004 - Computer science and technology. Computing. Data processing
316 - Sociology
37 - Education
62 - Engineering. Technology in general
Keywords
Videojocs -- Educació
Jocs per ordinador -- Programació
Pages
20 p.
Publisher
ACM
Is part of
Proceedings of the 18th Brazilian Symposium on Software Quality (SBQS 2019) - Education Track p. 168-177 (2019)
Grant agreement number
info:eu-repo/grantAgreement/EU/H2020/MCSA/Grant agreement ID:712949
This item appears in the following Collection(s)
Rights
© ACM. Tots el drets reservats