5,687 research outputs found

    Involving External Stakeholders in Project Courses

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    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

    Teaching How to Select an Optimal Agile, Plan-Driven, or Hybrid Software Development Approach: Lessons from Enterprise Software Development Leaders

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    Over 20 years after introducing and popularizing agile software development methods, those methods have proven effective in delivering projects that meet agile assumptions. Those assumptions require that projects be small and simple in scope and utilize small, colocated teams. Given this success, many agile advocates argue that agile should replace plan-driven methods in most or all project contexts, including those projects that deviate significantly from agile assumptions. However, today’s reality is that a diversity of agile, plan-driven, and hybrid approaches continue to be widely used, with many individual organizations using multiple approaches across different projects. Furthermore, while agile advocates argue that the primary barrier to agile adoption is the inertia of traditional organizational cultures, there are, in fact, many rational motivations for utilizing plan-driven and hybrid methods based on individual project characteristics. For information systems students, this creates confusion in two ways: 1) understanding that there is no single best way to develop software in all circumstances but, rather, teams should choose an optimal project approach based on project characteristics, and 2) unpacking and analyzing the wide range of project characteristics – including multiple dimensions in functional requirements, non-functional requirements (NFRs), and team characteristics – that impact that choice. This paper addresses both sources of confusion by utilizing case studies from 22 interviews of enterprise software development leaders. The paper analyzes each case utilizing a “home grounds” model that graphically portrays key project characteristics and their impact on the optimal choice of software development project approach

    Transforming the Productivity of People in the Built Environment: Emergence of a Digital Competency Management Ecosystem

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    This chapter explores how we create and support a digitally enabled, agile, competent, and ultimately, productive workforce and determines the key research questions that need to be addressed if Digital Built Britain (DBB) is to provide return on investment and succeed as the catalyst for evolving the manner in which we conceive, plan, design, construct, operate, and interact with the built environment. The proposed vision is a digital competency management ecosystem where interdependent stakeholders are incentivised to work together in coopetition to create, capture, infer, interpret, specify, integrate, accredit, apply, use, monitor, and evolve competence as a working (data) asset. This needs to be in a consistent, objective, explicit, and scalable manner, with end2end transparency and traceability for all stakeholders that overcome the challenges of competency management. Moreover, a core element must be an ecosystem organised around digital infrastructure of competency frameworks and other knowledge sources of competence, so that competency frameworks are in digital operation and dynamic context

    COLLABORATIVE BEHAVIOURS DRIVING EFFECTIVE INNOVATION: AN EXPLORATORY STUDY (25)

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    This paper focuses on an imaginative internship programme, named Extreme Blue®, which has been introduced by IBM® to help them identify high potential, future graduate level recruits, by getting teams of internees to work together on practical computing projects, for some of IBM’s key collaborative partners and potential customers1 . The research team were given full access to the Extreme Blue participants, and they used a qualitative research approach, based upon interviews, observations and document reviews, to investigate the nature and effectiveness of the software development approaches that were adopted. The key finding was that the Extreme Blue initiative enabled groups of inexperienced, undergraduate internees, to be melded into effective software development teams, in a very short period of time. Moreover, this exploratory study makes a potentially important contribution to the software development literature by providing important new insights regarding an approach, which can deliver timely and effective software solutions, which are both innovative and have the potential to deliver real business value. The study also makes a potential contribution to the developing literature on graduate recruitment in the IS sphere, by answering the question: how can organisations improve their ability to identify and attract the very best graduate, to be employed in technically-oriented roles

    Report on the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3)

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    This report records and discusses the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3). The report includes a description of the keynote presentation of the workshop, which served as an overview of sustainable scientific software. It also summarizes a set of lightning talks in which speakers highlighted to-the-point lessons and challenges pertaining to sustaining scientific software. The final and main contribution of the report is a summary of the discussions, future steps, and future organization for a set of self-organized working groups on topics including developing pathways to funding scientific software; constructing useful common metrics for crediting software stakeholders; identifying principles for sustainable software engineering design; reaching out to research software organizations around the world; and building communities for software sustainability. For each group, we include a point of contact and a landing page that can be used by those who want to join that group's future activities. The main challenge left by the workshop is to see if the groups will execute these activities that they have scheduled, and how the WSSSPE community can encourage this to happen

    Scrum Game: An Agile Software Management Game

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    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    An Empirical Study on the Role of Requirement Engineering in Agile Method and Its Impact on Quality

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    Agile Methods are characterized as flexible and easily adaptable. The need to keep up with multiple high-priority projects and shorter time-to-market demands could explain their increasing popularity. It also raises concerns of whether or not use of these methods jeopardizes quality. Since Agile methods allow for changes throughout the process, they also create probabilities to impact software quality at any time. This thesis examines the process of requirement engineering as performed with Agile method in terms of its similarities and differences to requirement engineering as performed with the more traditional Waterfall method. It compares both approaches from a software quality perspective using a case study of 16 software projects. The main contribution of this work is to bring empirical evidence from real life cases that illustrate how Agile methods significantly impacts software quality, including the potential for a larger number of defects due to poor non-functional requirements elicitation

    2018-19 Graduate Catalog

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    IS2020 A Competency Model for Undergraduate Programs in Information Systems: The Joint ACM/AIS IS2020 Task Force

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    The IS2020 report is the latest in a series of model curricula recommendations and guidelines for undergraduate degrees in Information Systems (IS). The report builds on the foundations developed in previous model curricula reports to develop a major revision of the model curriculum with the inclusion of significant new characteristics. Specifically, the IS2020 report does not directly prescribe a degree structure that targets a specific context or environment. Rather, the IS2020 report provides guidance regarding the core content of the curriculum that should be present but also provides flexibility to customize curricula according to local institutional needs

    Business students\u27 personal branding: An empirical investigation

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    Personal branding is the process by which an individual actively tries to manage others’ impression of their skills, abilities and experiences (Johnson, 2017). It is the marketing of oneself to society (Lair, Sullivan, & Cheney, 2005; Peters, 1997; Shepherd, 2005). While the current job market is touted as being the best in years, employment opportunities for business aspirants in the U.S. economy changed little from 2017 to 2016 when comparing a United States Department of Labor annual report (“United States Department of Labor,” 2018). This suggests that new business graduates continue to face the harsh reality of a challenging environment in terms of future employment prospects. This accentuates a great need for business schools to arm students with the personal branding skills requisite for today’s competitive employment landscape
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