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Software development is being revolutionized. The heavy-weight
processes of the 1980s and 1990s are being replaced by
light-weight, so called agile processes. Agile processes move the
focus of software development back to what really matters: running
software. This is only made possible by accepting that software
developmentisacreativejobdoneby, with,
andforindividualhumanbeings.For this reason, agile software
development encourages interaction, communication, and fun. This
was the focus of the Fifth International Conference on Extreme P-
grammingandAgileProcessesinSoftwareEngineeringwhichtookplacebetween
June 6 and June 10, 2004 at the conference center in
Garmisch-Partenkirchen at the foot of the Bavarian Alps near
Munich, Germany. In this way the conference provided a unique forum
for industry and academic professionals to discuss their needs and
ideas for incorporating Extreme Programming and Agile Metho- logies
into their professional life under consideration of the human
factor. We celebrated this year's conference by re?ecting on what
we had achieved in the last half decade and we also focused on the
challenges we will face in the near future.
This collection of patterns proposes some successful techniques to
assist with teaching and learning, especially of technical
subjects. For professional educators, these patterns may seem
obvious, even trivial, because they have used them so often. But
for those newer to teaching, they offer a way to obtain the deep
knowledge of experienced teachers. Patterns are not step-by-step
recipes. Each of these offers a format and a process for
transferring knowledge that can then be used by a variety of
different teachers in many different ways. While most of the
authors are involved in some aspect of computing and informatics,
and so the examples are mostly drawn from those fields, much of the
advice is general enough to be applied to other disciplines. The
advice is not restricted to formal education, but has been used in
various training scenarios as well. Most educators and trainers are
not taught how to teach. Rather, they often find themselves
teaching by accident. Typically, a person with a skill that is in
demand, such as a particular programming language, will be asked to
teach it. People assume that if the person is good in this
programming language, she will be good at teaching it. But knowing
the subject matter is very different from knowing how to teach it.
Effectively communicating complex technologies is often a struggle
for information technology instructors. They may try various
teaching strategies, but this trial and error process can be
time-consuming and fraught with error. Advice is often sought from
other expert instructors, but these individuals are not always
readily available. This creates the need to find other ways to
facilitate the sharing of teaching techniques between expert and
novice teachers.This is the goal of the Pedagogical Patterns
Project. Pedagogy is a term that refers to the systematized
learning or instruction concerning principles and methods of
teaching. Patterns provide a method for capturing and communicating
the deep knowledge in a field. As an example, imagine that you are
looking for an effective way to teach message passing to
experienced programmers in a weeklong industry course. A friend who
is teaching a semester-long object technology course to traditional
age university students has found an effective technique. He shares
it with you without dictating the specific implementation details.
This allows you to use your own creativity to implement the
technique in a way that is most comfortable for you and most useful
for your industry students. This is the essence of patterns: to
offer a format and a process for sharing successful practices in a
way that allows each practice to be used by a variety of people in
many different ways.This pattern language contains patterns from
the Pedagogical Patterns effort, which has been ongoing for over
ten years. They have been revised and rewritten in Alexandrian form
in order to support the integration into a pattern language. The
currently available patterns focus on a classroom situation at
beginners to advanced level. The editors and authors are a mix of
industrial trainers and university educators with a wealth of
experience. Some teach small groups face to face and others teach
huge courses delivered over the internet. Everything here is useful
for secondary education onwards. The patterns in this pattern
language use a form similar to the one used by Christopher
Alexander in his book A Pattern Language. This book introduced
patterns to the world of architecture, from whence it has spread
throughout the computing and educational disciplines.
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