A Game Development-based strategy for Teaching Software Design Patterns through Challenge-Based Learning under a Flipped Classroom approach

  • Ismar Frango Silveira MACKENZIE


Software Design Patterns, namely those belonging to GoF catalog, are gradually being incorporated into undergraduate Computer Sciencesrelated curricula worldwide. However, this is a subject that often requires students to have some maturity on Software Development issues, which is a scenario that is barely found on actual classrooms. Besides, the comprehensive taught of many patterns' aspects depends upon professors' expertise on a large range of Software Engineering and Object Orientation-related topics. Both aspects are possibly caused by the complexity and abstract nature of the subject, whose concrete, real-world applications not always are successfully reached in an undergraduate course. In this sense, this paper presents a strategy for Teaching GoF Design Patterns through a Game Development Process, under a Flipped Classroom pedagogical context. The results of some case studies are also shown, taken from two classes where Challenge-based Learning techniques were applied.


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Como Citar
SILVEIRA, Ismar Frango. A Game Development-based strategy for Teaching Software Design Patterns through Challenge-Based Learning under a Flipped Classroom approach. Anais do Workshop sobre Educação em Computação (WEI), [S.l.], p. 1996-2005, jul. 2016. ISSN 2595-6175. Disponível em: <https://sol.sbc.org.br/index.php/wei/article/view/9643>. Acesso em: 18 maio 2024. doi: https://doi.org/10.5753/wei.2016.9643.