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This chapter introduces a class of robots and sketches the world they inhabit. In later chapters, where a greater depth of understanding is necessary, we will amplify this preliminary discussion. Robots live in a world that is unexciting by today's standards (there are no volcanoes, Chinese restaurants, or symphony orchestras), but it does include enough(More)
This pattern language focuses on pedagogy that promotes active learning for beginners to advanced level. The following table lists some problems, which often occur in a teaching environment, and the respective patterns of this language, which address those problems. Bridge the gap between the educational world and real (production/industrial) world. You(More)
The following fourteen patterns form the beginning approaches to a pattern language for Computer Science course development. They might have application to other fields as well. The patterns are not all at the same level of scale. Some speak to the overall course organization and some to very low level things. The general flow is from large structure(More)
In March 2004, SIGCSE members contributed to a mailing list discussion on the question of whether programming should be taught objects first or imperative first. We analyse that discussion, exploring how the CS community debates the issue and whether contributors' positions are supported by the research literature on novice programmers. We applied four(More)
A wiki is a completely interactive web site. Any page can be edited by any visitor. It is driven by a specialized web server or set of cgi scripts generating dynamic pages from the results of visitor edits. A visitor edits a page by grabbing the current content of a page in an ordinary web form and editing it arbitrarily and then saving it back. Users can(More)
1. SUMMARY This panel addresses the teaching of software development methods in undergraduate computer science and software engineering programs. Specifically, the panel focuses on the teaching of Extreme Programming (XP), which is one of the agile software development methods that have received much attention in the last decade. Following its origins in(More)
This set of ten patterns is intended to complement the standard wisdom that can be gleaned from the Agile Development literature such as Kent Beck's Extreme Programming Explained[1]. It is directed primarily at those who are starting out with Extreme Programming or another agile methodology and might miss some subtle ideas. Once a team gains experience(More)