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What is Software Design Pattern

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Documented typical way of designing or implementing certain software (parts).
Published in Chapter:
A Reference Architecture for Game-Based Intelligent Tutoring
Dennis Maciuszek (University of Rostock, Germany) and Alke Martens (University of Rostock, Germany)
DOI: 10.4018/978-1-60960-495-0.ch031
Educational computer games may improve learning experiences and learning outcomes. However, many off-the-shelf games still fail at smoothly integrating learning content into gameplay mechanisms. In addition, they do make an effort at adapting educational content to individual learners. Learner models and adaptivity, as applied by Intelligent Tutoring Systems (ITSs), address this problem. A solution to the integration dilemma would ideally be found at the software architecture level. Assuming the perspective of the software engineer, this chapter reviews published game-based ITS architectures. The most promising approaches are partially integrated architectures, which replace sub-systems of Clancey’s (1984) classic ITS architecture with corresponding game elements. In order to provide a reference to developers, this chapter follows up on these ideas and proposes a unifying game-based ITS architecture based on genre studies of computer role-playing games.
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Crisis Response and Management
A general reusable solution to a commonly occurring problem within a given context.
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Direct Execution of Design Patterns
Design of a software component in an architecture, using a pre-defined pattern, such as a proxy pattern. Similar to the pattern of an apartment in a building.
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