5,434 research outputs found
Evaluation of team dynamic in Norwegian projects for IT students
The need for teaching realistic software development in project courses has
increased in a global scale. It has always been challenges in cooperating
fast-changing software technologies, development methodologies and teamwork.
Moreover, such project courses need to be designed in the connection to
existing theoretical courses. We performed a large-scale research on student
performance in Software Engineering projects in Norwegian universities. This
paper investigates four aspects of team dynamics, which are team reflection,
leadership, decision making and task assignment in order to improve student
learning. Data was collected from student projects in 4 years at two
universities. We found that some leader's characteristics are perceived
differently for female and male leaders, including the perception of leaders as
skilful workers or visionaries. Leadership is still a challenging aspect to
teach, and assigned leadership is probably not the best way to learn. Students
is are performing well in task review, however, needs support while performing
task assignment. The result also suggests that task management to be done in
more fine-grained levels. It is also important to maintain an open and active
discussion to facilitate effective group decision makings
Involving External Stakeholders in Project Courses
Problem: The involvement of external stakeholders in capstone projects and
project courses is desirable due to its potential positive effects on the
students. Capstone projects particularly profit from the inclusion of an
industrial partner to make the project relevant and help students acquire
professional skills. In addition, an increasing push towards education that is
aligned with industry and incorporates industrial partners can be observed.
However, the involvement of external stakeholders in teaching moments can
create friction and could, in the worst case, lead to frustration of all
involved parties. Contribution: We developed a model that allows analysing the
involvement of external stakeholders in university courses both in a
retrospective fashion, to gain insights from past course instances, and in a
constructive fashion, to plan the involvement of external stakeholders. Key
Concepts: The conceptual model and the accompanying guideline guide the
teachers in their analysis of stakeholder involvement. The model is comprised
of several activities (define, execute, and evaluate the collaboration). The
guideline provides questions that the teachers should answer for each of these
activities. In the constructive use, the model allows teachers to define an
action plan based on an analysis of potential stakeholders and the pedagogical
objectives. In the retrospective use, the model allows teachers to identify
issues that appeared during the project and their underlying causes. Drawing
from ideas of the reflective practitioner, the model contains an emphasis on
reflection and interpretation of the observations made by the teacher and other
groups involved in the courses. Key Lessons: Applying the model retrospectively
to a total of eight courses shows that it is possible to reveal hitherto
implicit risks and assumptions and to gain a better insight into the
interaction...Comment: Abstract shortened since arxiv.org limits length of abstracts. See
paper/pdf for full abstract. Paper is forthcoming, accepted August 2017.
Arxiv version 2 corrects misspelled author nam
Benefits of Industry Involvement in Multidisciplinary Capstone Design Courses
Opportunities for industry involvement in capstone design courses go beyond industry sponsorship of capstone design projects. Representatives from industry can serve as guest lecturers, curriculum advisors, and design project sponsors and team mentors. Since 2000, industry participation has been a core part of the capstone design course at Marquette University. Practicing engineers provide a relevant, practical real-world perspective of their topic, reinforcing its importance to professional engineering practice. Students and faculty benefit from the up-to-date treatment of the topic provided by guest speakers from industry who have expertise in the topic and are willing to share their experiences with students. Students benefit from industry sponsorship of senior design projects through the opportunity to work on realworld problems of importance to industry, exposure to industry and company-specific project management and product development processes, and familiarity with economic, legal, and regulatory design constraints. This paper provides a brief description of the Multidisciplinary Capstone Design course at Marquette University, examples of industry involvement in the course, and the observed benefits of industry involvement to students, the university, and industry participants. It presents examples of current practices used at other schools as well as helpful recommendations for managing industry participation in capstone design courses
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Space-Based Capstone: Public-Private-Academic Partnership in the Making
The Electronic Systems Engineering Technology (ESET) Program at Texas A&M University provides a recognized undergraduate program with an emphasis in electronics, communication, embedded systems, testing, instrumentation and control systems. The program combines engineering and industrial knowledge and methods to develop, design, and implement new innovative products through a two-semester long Senior Capstone Project.
Capstone is designed to prepare future engineers by bridging the gap between the classroom and industry. Students are required to form teams of two to six members which allows them to develop the skills necessary to succeed in a diverse industry setting. Each team is required to use their knowledge and skills to design, develop, document, and deliver a real-world project equivalent to the assignments they will soon receive as professional engineers.
Following NASA’s approval for funding the development of a research facility named Hermes, a Capstone team, named Microgravity Automated Research Systems (MARS), was sponsored by T STAR, a local space commercialization company, to develop the electronics portion of the facility. Hermes will reside on the International Space Station for five years in the hopes of streamlining the development of experiments that require extended periods of time in microgravity environments.
The Hermes facility will host and manage up to four experiments at a time while allowing for the downlink of experiment data to an Earth station, and the uplink of commands to change experiment parameters. Experiments will adhere to a power budget and communication standard established by MARS so that experiments can be swapped out during the facility’s lifetime. MARS will work with the Mobile Integrated Solutions Laboratory (MISL), an undergraduate applied research lab, in order to prepare them to maintain support for Hermes in the future.Cockrell School of Engineerin
Opiskelijoiden valmistaminen työelämään yliopiston sisäisen ohjelmisto-startupin avulla
Tertiary education aims to prepare computer science students for the working life. While much of the technical principles are covered in lower-level courses, team-based capstone projects are a common way to provide students hands-on experience and teach soft skills. Although such courses help students to gain some of the relevant skills, it is difficult to simulate in a course context what work in a professional software engineering team really is about.
Our goal is to understand ways tertiary education institutions prepare students for the working life in software engineering. Firstly, we do this by focusing on the mechanisms that software engineering capstones use to simulate work-life. A literature review of 85 primary studies was conducted for this overview. Secondly, we present a more novel way of teaching industry-relevant skills in an university-lead internal software startup. A case study of such a startup, Software Development Academy (SDA), is presented, along with the experiences of both students and faculty involved in it. Finally, we look into how these approaches might differ.
Results indicate that capstone courses differ greatly in ways they are organized. Most often students are divided in teams of 4–6 and get assigned with software projects that the teams then develop from an idea to a robust proof-of-concept. In contrast, students employed in the SDA develop production-level software in exchange for a salary for university clients. Students regarded SDA as a highly relevant and fairly irreplaceable educational experience. Working with production-quality software and having a wide range of responsibilities was perceived integral in giving a thorough skill set for the future.
In conclusion, capstones and the internal startup both aim to prepare students for the work-life in software engineering. Capstones do it by simulating professional software engineering in a one-semester experience in a course environment. The internal startup adds a touch of realism to this by being actual work in a relatively safe university context
A systematic literature review of capstone courses in software engineering
Context: Tertiary education institutions aim to prepare their computer science and software engineering students for working life. While much of the technical principles are covered in lower-level courses, team-based capstone courses are a common way to provide students with hands-on experience and teach soft skills. Objective: This paper explores the characteristics of project-based software engineering capstone courses presented in the literature. The goal of this work is to understand the pros and cons of different approaches by synthesising the various aspects of software engineering capstone courses and related experiences. Method: In a systematic literature review for 2007–2022, we identified 127 articles describing real-world capstone courses. These articles were analysed based on their presented course characteristics and the reported course outcomes. Results: The characteristics were synthesised into a taxonomy consisting of duration, team sizes, client and project sources, project implementation, and student assessment. We found out that capstone courses generally last one semester and divide students into groups of 4–5 where they work on a project for a client. For a slight majority of courses, the clients are external to the course staff and students are often expected to produce a proof-of-concept level software product as the main end deliverable. The courses generally include various forms of student assessment both during and at the end of the course. Conclusions: This paper provides researchers and educators with a classification of characteristics of software engineering capstone courses based on previous research. We also further synthesise insights on the reported course outcomes. Our review study aims to help educators to identify various ways of organising capstones and effectively plan and deliver their own capstone courses. The characterisation also helps researchers to conduct further studies on software engineering capstones.Context: Tertiary education institutions aim to prepare their computer science and software engineering students for working life. While much of the technical principles are covered in lower-level courses, team-based capstone courses are a common way to provide students with hands-on experience and teach soft skills. Objective: This paper explores the characteristics of project-based software engineering capstone courses presented in the literature. The goal of this work is to understand the pros and cons of different approaches by synthesising the various aspects of software engineering capstone courses and related experiences. Method: In a systematic literature review for 2007–2022, we identified 127 articles describing real-world capstone courses. These articles were analysed based on their presented course characteristics and the reported course outcomes. Results: The characteristics were synthesised into a taxonomy consisting of duration, team sizes, client and project sources, project implementation, and student assessment. We found out that capstone courses generally last one semester and divide students into groups of 4–5 where they work on a project for a client. For a slight majority of courses, the clients are external to the course staff and students are often expected to produce a proof-of-concept level software product as the main end deliverable. The courses generally include various forms of student assessment both during and at the end of the course. Conclusions: This paper provides researchers and educators with a classification of characteristics of software engineering capstone courses based on previous research. We also further synthesise insights on the reported course outcomes. Our review study aims to help educators to identify various ways of organising capstones and effectively plan and deliver their own capstone courses. The characterisation also helps researchers to conduct further studies on software engineering capstones.Peer reviewe
Latin American perspectives to internationalize undergraduate information technology education
The computing education community expects modern curricular guidelines for information technology (IT) undergraduate degree programs by 2017. The authors of this work focus on eliciting and analyzing Latin American academic and industry perspectives on IT undergraduate education. The objective is to ensure that the IT curricular framework in the IT2017 report articulates the relationship between academic preparation and the work environment of IT graduates in light of current technological and educational trends in Latin America and elsewhere. Activities focus on soliciting and analyzing survey data collected from institutions and consortia in IT education and IT professional and educational societies in Latin America; these activities also include garnering the expertise of the authors. Findings show that IT degree programs are making progress in bridging the academic-industry gap, but more work remains
Experience Report: A Sustainable Serious Educational Game Capstone Project
Capstone courses play a key role in many Computer Science/Software Engineering curricula. They offer a summative opportunity for SE students to apply their skills and knowledge in a single experience and prepare them for work in industry. Capstones have many attributes that make them a valuable high-impact practice, yet there are several challenges that can be associated with them. These challenges include the general nature of a capstone that prevents deeper applications of skills, not to mention the difficulty of creating an interesting and engaging design project upon which students can make meaningful contributions and engage in extensive team dynamics. This experience report outlines an innovative approach to a senior design capstone course that addresses common limitations of capstone courses. The SimSYS capstone course is unique in that it involved a mixed team organization involving a more senior design team who led a development team over the course of the semester, thereby leveraging the diverse experience of capstone students completing their CS/SE degree. The results point to solutions for continuing a capstone project successfully in subsequent semesters that could be of interest to other SE curriculum designers looking to develop effective capstone courses
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