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Teaching design patterns in CS1: a closed laboratory sequence based on the game of life

Published:23 February 2005Publication History

ABSTRACT

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.

References

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  6. M. Gardner, The fantastic combinations of John Conway's new solitaire game "life", Scientific American, 223: 120--123, 1970.Google ScholarGoogle ScholarCross RefCross Ref

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  1. Teaching design patterns in CS1: a closed laboratory sequence based on the game of life

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      cover image ACM Conferences
      SIGCSE '05: Proceedings of the 36th SIGCSE technical symposium on Computer science education
      February 2005
      610 pages
      ISBN:1581139977
      DOI:10.1145/1047344

      Copyright © 2005 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 23 February 2005

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