TY - GEN
T1 - Fostering design patterns education
T2 - 18th Brazilian Symposium on Software Quality, SBQS 2019
AU - da Cruz Silva, Diogo Soares
AU - Schots, Marcelo
AU - Duboc, Leticia
N1 - Funding Information:
We thank Evandro Macedo, Rodrigo Bello and Anny Mayara for their feedback on the patterns. We thank CNPq and FAPERJ for the financial support. The research leading to these results has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement no. 712949 (TECNIOspring PLUS) and from the Agency for Business Competitiveness of the Government of Catalonia.
Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/10/28
Y1 - 2019/10/28
N2 - 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.
AB - 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.
KW - Design patterns
KW - Game development
KW - Software engineering education
UR - http://www.scopus.com/inward/record.url?scp=85123041781&partnerID=8YFLogxK
U2 - 10.1145/3364641.3364660
DO - 10.1145/3364641.3364660
M3 - Conference contribution
AN - SCOPUS:85123041781
T3 - ACM International Conference Proceeding Series
BT - SBQS 2019 - Proceedings of the 18th Brazilian Symposium on Software Quality
PB - Association for Computing Machinery
Y2 - 28 October 2019 through 1 November 2019
ER -