Object Oriented Design through game development in XNA

D. Giordano, F. Maiorana
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引用次数: 7

Abstract

The difficulties in teaching introductory programming, Object Oriented Design (OOD) and Object Oriented Programming (OOP) are well known, whereas game attraction in young teens as well as the strong appeal that mobile technologies has on students is being debated as a means to engage students and overcome such difficulties. This work presents a one term teaching experience on a K-11 class focusing on learning OOD and OOP by using a versatile framework such as XNA to build games. The pedagogical approach, the context and the contents of the course are presented, with a focus on the challenges in presenting advanced curriculum topics in a classroom with highly differentiated students and on the strategies used to overcome such difficulties. The main elements of the approach are: a project and inquiry based pedagogical method; an “object first” approach leading to designing an UML class and a sequence diagram from the beginning, formation of a shared memory of student's solutions to assignments and a blog used for supporting class activities and fostering self-reflection and critical thinking. A content analysis of the blog as well as of the data collected during face to face conversation both in the laboratory and in class reveals common errors and suggests approaches for avoiding them.
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面向对象设计在XNA中的应用
教授入门编程、面向对象设计(OOD)和面向对象编程(OOP)的困难是众所周知的,而游戏对青少年的吸引力以及移动技术对学生的强烈吸引力正在被讨论作为吸引学生和克服这些困难的手段。本文介绍了一学期K-11课程的教学经验,重点是通过使用XNA等通用框架来构建游戏,学习OOD和OOP。课程的教学方法、背景和内容被呈现,重点是在一个高度分化的学生课堂上呈现高级课程主题所面临的挑战,以及用于克服这些困难的策略。该方法的主要要素是:基于项目和探究的教学方法;一个“对象优先”的方法导致从一开始就设计一个UML类和一个序列图,形成一个共享记忆的学生的作业解决方案,以及一个用于支持课堂活动和培养自我反思和批判性思维的博客。对博客的内容分析,以及在实验室和课堂上面对面交谈中收集的数据,揭示了常见的错误,并提出了避免这些错误的方法。
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