4,767 research outputs found

    Experimenting with Realism in Software Engineering Team Projects: An Experience Report

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    Over Several years, we observed that our students were sceptical of Software Engineering practices, because we did not convey the experience and demands of production quality software development. Assessment focused on features delivered, rather than imposing responsibility for longer term `technical debt'. Academics acting as 'uncertain' customers were rejected as malevolent and implausible. Student teams composed of novices lacked the benefits of leadership provided by more experienced engineers. To address these shortcomings, real customers were introduced, exposing students to real requirements uncertainty. Flipped classroom teaching was adopted, giving teams one day each week to work on their project in a redesigned laboratory. Software process and quality were emphasised in the course assessment, imposing technical debt. Finally, we introduced a leadership course for senior students, who acted as mentors to the project team students. This paper reports on the experience of these changes, from the perspective of different stakeholders

    Information technology team projects in higher education: an international viewpoint

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    It is common to find final or near final year undergraduate Information Technology students undertaking a substantial development project; a project where the students have the opportunity to be fully involved in the analysis, design, and development of an information technology service or product. This involvement has been catalyzed and prepared for during their previous studies where the students have been told and shown how to develop similar systems. It is the belief that only through this ‘real’ project do they get the chance to experience something similar to what is expected of them when they embark on their chosen profession; that is, as an information technology professional. The high value of ‘near real life’ educational experience is recognized by many universities across the globe. The aim of this paper is to present examples from three countries - Australia, United Kingdom and South Africa, of the delivery of these team, capstone or industrial experience projects; their curricula and management processes. Academics from institutions in each of the countries share experiences, challenges and pitfalls encountered during the delivery of these information technology projects within their institutions. An overview of each institution’s strategies is provided and highlights specific issues such as the selection of projects, allocation of teams to projects, legal requirements, assessment methods, challenges and benefits. The pedagogies presented here are not exhaustive; however, the three institutions do have in common the implementation of a combination of constructivism with a community of practice approach in delivering the project unit. The three universities recognize the need for industrial experience and learning of applied skills, and therefore make these projects a compulsory part of the curriculum. The projects tend to be real life business problems which are solved over a period of two semesters, and in the case of Cape Town it could be two consecutive years of two semesters each. These projects tend to involve practical development (for example databases and web sites). The process of project-to-team allocation is generally similar in all cases. Despite their differences, team work related problems are quite similar in all three cases presented, and seem to appear as a result of team work complexity, and the number of stakeholders involved. The intention of this paper is not to propose solutions to these problems (as these would be context dependent), but to draw the attention to the main problem categories for similar schemes, these are; • project selection, • management of students, • management of academic staff, • student team motivation, • equality and diversity, • passengers, and • assessment. Furthermore, it is not the intention of the authors to portray one approach as better than another, however, the approaches are representative of how team projects are being delivered across the globe, and in particular, in the contributing institutions. It is hoped that the assimilation and dissemination of information regarding the various approaches presented will nurture further discussion, and open communication across the globe with the view to enhancing the teaching and learning experience of such projects

    Towards an industry-collaborative, reflective software learning and development environment

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    A significant mismatch (88%) has been found between what employers and graduates perceived as important abilities and how universities had prepared graduates for employment. Conventional Teaching and Learning approaches fall short of providing the kind of learning experiences needed to prepare graduates for the realities of professional practice in industry. On the other hand, current students have very different learning styles than their forebears. Their learning preferences are experiential, working in teams, and using technology for learning. One solution to address this mismatch issue is the software development studio. Our aim is to provide an industry-collaborative, reflective learning environment that will effect the students development of holistic skills, such as teamwork, collaboration and communication, together with technical skills, in a discipline context. This paper further describes the design and validation via prototyping for our software development studio, the progress that we have made so far, and presents the preliminary insights gleaned from our studio prototyping. The prototypes raised issues of attitudinal change, communication, reflection, sharing, mentoring, use of process, `doing time, relationships and innovation

    Towards a situated media practice: Reflections on the implementation of project-led problem-based learning

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    In the field of media practice education, project-based learning is utilized as a major pedagogic paradigm with the aim of mirroring professional practice within the curriculum. However, if the use of project-based learning is to be considered as more than just a way of administrating student activity, then educators need a critical understanding of how problem encounters order practice within the life cycle of a project. The drawing together of practice-based, project-based and problem-based approaches allows us to see the overlapping nature of these approaches and also differentiate them as unique pedagogies in their own right. It is argued here that this tension between similarity and difference requires a new way of thinking about mirroring professional practice within higher education, one which offers a theory of project-based learning as a productive pedagogy which places problem encounters at its heart

    Things coming together: Learning experiences in a software studio

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    We have evidence that the software studio provides learning that genuinely prepares students for professional practice. Learning that entails dealing with complex technical problems and tools. Learning that involves working effectively in groups. Learning that results in the building of students'self-confidence and the conviction that they can successfully deal with the challenges of modern software system development. Learning that allows the accomplishment of the more elusive professional competencies. In order for students to achieve this type of deep learning, they need time to immerse themselves in complex problems within a rich environment - such as the software studio. The studio also enables each student group to develop and succeed according to their needs, and in different ways. The conclusions above arise from an ethnographic study in an undergraduate software studio prototype with two student groups and their mentors. Copyright Š 2014 ACM

    Teaching Agile Development with DevOps in a Software Engineering and Database Technologies Practicum

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    [EN] DevOps is a new concept for Software Engineering. Teaching DevOps can be challenging with the limited resources that are available at many universities. This paper exams how to teach of an Agile Development Methodology using a DevOps approach for the Regis University (RU) M.S. in Software Engineering and Database Technologies Practicum. With faculty support, heavy stakeholder involvement and RU Information Technology Services (Operations Support) mentoring, students were able to successfully follow the Agile Development methodology to create an application that was incoporated into the RU Web-site infrastructure.Mason, R.; Masters, W.; Stark, A. (2017). Teaching Agile Development with DevOps in a Software Engineering and Database Technologies Practicum. En Proceedings of the 3rd International Conference on Higher Education Advances. Editorial Universitat Politècnica de València. 1353-1362. https://doi.org/10.4995/HEAD17.2017.5607OCS1353136

    Virtual teams and employability in global software engineering education

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    Universities face many challenges when creating opportunities for student experiences of global software engineering. We provide a model for introducing global software engineering into the computing curriculum. Our model is based on a three year collaboration between Robert Gordon University, UK and the International Institute for IT Bangalore, India. We provide evidence based on student feedback from three cohorts of virtual team who never met face to face. We found potential employers were supportive of global software engineering in university curricula. We identify four key principles for global software engineering student projects: reconcile contrasting assessment demands between institutions, create a detailed joint timetable to reconcile teaching calendars, provide a project management framework to support phased delivery and carefully manage project scope
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