Premise
Explore a fantasy world full of patterns.
You will...
- Work with a team
- Solve pattern-related puzzles
- Reflect on what you've learned
Format
- Half day.
- About 2/3 to 3/4 is game time, with the rest introduction and follow-up.
Outline
- Introduction: why dungeons, why patterns?
- Game, part 1
Break
- Game, part 2
- Debrief
- Summary and wrap-up
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Audience
Any level of knowledge about the book Design Patterns (Gamma et al.).
(It will be most fun if there is a variety of experience levels.)
No prior experience with role-playing games is required.
Offerings
OOPSLA 2001 through 2004.
Private offerings (email William.Wake@acm.org)
Instructors
Steve Metsker (Steve.Metsker@acm.org)
is the author of Building Parsers in Java (Addison-Wesley, 2001), and has a keen interest in patterns
and how to teach them.
William Wake (William.Wake@acm.org,
www.xp123.com) is a
programmer, the author of Extreme Programming Explored, and the
inventor of the Test-First Stoplight and the Programmer’s Cube.
Background Reading
Design Patterns, Erich Gamma et al. Addison-Wesley, 1995.
Also of Interest
Consulting services
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