Activity based teaching learning in software engineering - An experience

Author(s):  
Padmashree Desai ◽  
G.H. Joshi
2019 ◽  
Vol 2 (6) ◽  
pp. 913
Author(s):  
Annisa Annisa ◽  
Trisnendri Syahrizal

The purpose of this study is to find out the improvement students’ motivation using ice breaker in learning English at the tenth grade of software engineering major in SMK TI Garuda Nusantara Cimahi. The data obtained from the result of observation and students learning outcomes from the test (pretest and posttest). The result showed Students who were completed value with KKM > 70 in the pre-cycle has 28.60% and in the first cycle increased to 67.80% than in the second cycle improved to 100%. The average student learning outcomes in the first cycle amounted to 66.29 and the second cycle increased to 73.09 so the average student learning outcomes from cycle I to cycle II increased by 6.8. It means there was an improvement in students’ motivation after carried out classroom actions research. Based on the fact, the researcher concluded that the ice breaker was effective to improve students’ motivation in learning English at the tenth grade of office software engineering major in SMK TI Garuda Nusantara Cimahi. It was also proved by observation students when teaching-learning in the classroom. Students feel enjoy, be active, feeling happiness, focus on material and stay in the classroom during the learning process.Keywords: Teaching Method, Motivation, Ice breaker, learning process


2020 ◽  
Vol 6 (3) ◽  
pp. 27-34
Author(s):  
E.J. Robles Gómez ◽  
J.A. Flores Lara ◽  
J.C. Ontiveros Neri

El juego getKanban es una herramienta para enseñar la metodología Kanban y SCRUM de una manera divertida. Facilita la enseñanza de la gestión de proyectos de software a través de un juego de mesa, donde los jugadores aprenden a formular estrategias de gestión de proyectos y las implementan para elaborar proyectos de calidad en tiempo y forma. El presente artículo muestra los resultados de la implementación del juego en una institución educativa de nivel superior, con alumnos de Ingeniería en Sistemas Computacionales de octavo semestre. Se puede apreciar que al utilizar este juego ayuda de manera efectiva a la enseñanza de Kanban y SCRUM, para la gestión de proyectos de software. Por lo cual se recomienda poder implementar este tipo de juegos como estrategia didáctica para la enseñanza/aprendizaje de Ingeniería de Software aplicada a la Gestión de Proyectos de Desarrollo de Software. The game Kanban is a tool to teach the methodology in a fun way. It facilitates the teaching of software project management through where players learn to formulate strategies and implement them to develop quality projects on time Delivery. This article shows the results of the implementation of the game in an educational institution of higher level, with students of Computer Systems Engineering eighth semester. It can be seen that by using this game it helps in an effective way to teach Kanban for the management of software projects. Therefore, it is recommended to be able to implement this type of games as a didactic strategy for the teaching / learning of Software Engineering applied to the Management of Software Development Projects


2021 ◽  
Vol 13 (15) ◽  
pp. 8482
Author(s):  
Juan Carlos López-Pimentel ◽  
Alejandro Medina-Santiago ◽  
Miguel Alcaraz-Rivera ◽  
Carolina Del-Valle-Soto

The fast pace of development of the Internet and the Coronavirus Disease (COVID-19) pandemic have considerably impacted the educative sector, encouraging the constant transformation of the teaching/learning strategies and more in technological areas as Educational Software Engineering. Web programming, a fundamental topic in Software Engineering and Cloud-based applications, deals with various critical challenges in education, such as learning continuous emerging technological tools, plagiarism detection, generating innovative learning environments, among others. Continual change and even more change with the current digitization becomes a challenge for teachers and students who cannot depend on traditional educational methods. The article presents a sustainable teaching/learning methodology for web programming courses in Engineering Education using project-based learning adaptable to the continuous web technological advances. The methodology has been developed and improved during 9 years, 15 groups, and 3 different universities. Our results demonstrate that the methodology is adaptable with new technologies that might arise; it also presents the advantages of avoiding plagiarism in students and a personalized induction for every specific student in the learning process.


Author(s):  
Maicon Herverton Lino Ferreira da Silva ◽  
Augusto José da Silva Rodrigues ◽  
Robson Fernandes Barbosa ◽  
Marcelo Mendonça Teixeira

The Stewart Platforms (SP) bring relevant contributions to handling 3D environments. Among these contributions, the Ilizarov Hexapod Systems (IHS) are developed, aimed at correcting bone deformities. Thus, with the support of the Scrum framework, the development of a set of four 3D learning objects (3DLOs) was carried out, and was then evaluated by eight orthopedic doctors and eleven orthopedic residents. Finally, the contributions of the use of the software engineering Scrum framework in the construction of 3DLOs and its effectiveness as an instructional mechanism in IHS teaching-learning medicine were presented


Author(s):  
P. Sridhar Acharya ◽  
P. S. Aithal

Teaching is a noble profession which requires special skills for the transformation of knowledge from teaching domain to the learning domain. This profession requires deep knowledge, dedication in teaching, encouragement, and control over the activities of the learning domain, providing the knowledge to the learning domain, teaching the discipline ,behavior and smart skills as out of box teaching subjects. The teacher has to continuously upgrade himself in discharging the knowledge because whatever he has learned in his learning domain might be outdated. The Knowledge is always updating and it is the responsibility of all the teachers to update their knowledge so that they can effectively transform the same to the learning domain. The knowledge transformation in technical subject needs a rather different methodology than the traditional classroom based teaching. The subject like Software Engineering needs a different method of teaching than the traditional classroom based teaching. In this subject the learning domain should be active in looking into the various aspects of the software development. In this subject, the traditional classroom based teaching does not transform the knowledge to the learning domain because the learning domain cannot follow the subject since the domain does not have any idea about the subject. This paper explains the need for active teaching in software engineering where in the learning domain has to be active than the teaching domain. The teaching domain has to concentrate on various concepts which are supposed to be given to the learning domain and guide the learning domain how to get the knowledge, effective use of the available technology and its adoption at the right place. The objective of this paper is how to convert the learning domain into smart learning domain. This paper strongly recommends the case study based teaching and learning practice than the traditional unidirectional classroom teaching.


Author(s):  
Ailec Granda Dihigo

Este articulo muestra las distintas etapas y los resultados correspondientes al diseño, desarrollo e implementación de un curso virtual de Ingeniería de Software, cuyo objetivo era potenciar el desarrollo del proceso de enseñanza-aprendizaje de la Ingeniería de Software en la Universidad. Como referencia se utilizo el modelo ADDIE, que preemitió la evaluación del curso. Los resultados obtenidos certificaron la calidad del producto y el cumplimiento de sus objetivos.Virtual course desing to support the teaching learning process of de discipline of software engineering and management at the university of computer scienceAbstractThis article shows the various stages and results for the design, development and implementation of a virtual course of Software Engineering, whose aim was to promote the development of teaching-learning process of Software Engineering at the University. As a reference ADDIE model was used, which allowed the evaluation of the course. Final results certified the quality of the project and compliance with the objectives.


2018 ◽  
Vol 11 (4) ◽  
pp. 715 ◽  
Author(s):  
Maria-Angeles Andreu-Andres ◽  
Fernando R. Gonzalez-Ladron-de-Guevara ◽  
Amparo Garcia-Carbonell ◽  
Frances Watts-Hooge

Purpose: Innovation competences are expected both in businesses and in higher education. Software organizations, in particular, require engineers that collaborate to deliver better services and products. Staff recruitment and training are human resource management tasks that are crucial to insuring that applicants and job holders have the competences that will facilitate quality output in software development processes.This paper seeks to determine the competences that describe high-performing, innovative professionals in software engineering in order to weigh them against the FINCODA model on innovation competences devised to assess and enhance individuals’ capacity to innovate, a core outcome of the Framework for Innovation Competences Development and Assessment Project.Design/methodology/approach: A review protocol was followed to examine the literature on software engineering to identify the innovation competence and behavioral indicators that are required in individuals.Findings: According to the literature, the innovation competences required of the staff in software companies are creativity, critical thinking, initiative, team work and networking, dimensions that are contained in the FINCODA model. Findings also support the inclusion of the thirty-four behavioral indicators that constitute the five dimensions of the FINCODA model.Originality/value: Business organizations need tools to assess innovation competences in employees. Universities, as well, lack the instruments to measure development of innovation competence in undergraduates that teaching/learning methods should enhance before students reach the workplace. This research sheds light on innovative workplace behaviors of software engineers and on feasible designs of training programs for staff and undergraduates by using the FINCODA model and its behavioral indicators. Future research will focus on ratifying the validation of the model and the online assessment tool derived from it.


2011 ◽  
Author(s):  
Emanuel S. Grant ◽  
Washington I. Helps ◽  
Joseph A. Esquivel ◽  
Wilson D. Concepcion ◽  
Jannet T. Redoban ◽  
...  

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