scholarly journals A Social Network Scrum Framework for Software Development under COVID-19 Pandemic

Author(s):  
Nalinee Sophatsathit

This research proposes a framework for social network scrum meeting that serves as an alternate means for work continuation under the COVID-19 pandemic. Conventional agile and scrum methods that require in-person meeting on daily basis, as well as scrum process become impractical under stringent ‘social lockdown’ mandates. To prevent any disruptive discontinuity, the proposed framework sets up an online meeting to replace the in-person stand-up meeting and scrum. Some supporting practices are also established to adjust both agile and scrum event flows that suit this online encounter. They are production development setup and social network meeting. The former offers industrial practices that are well entrenched and proven, while the latter has been used extensively in this digital age. The proposed method is tested with computer science student’s projects. Students are able to continue their meeting, discussion, and some outputs rather than being isolated with no fruitful outcome. The proposed method does establish some ground work to be explored for future software development environments that will suit to the imminent digital technological advancement.

2021 ◽  
pp. 073563312199595
Author(s):  
Te-Lien Chou ◽  
Kai-Yu Tang ◽  
Chin-Chung Tsai

Programming learning has become an essential literacy for computer science (CS) and non-CS students in the digital age. Researchers have addressed that students’ conceptions of learning influence their approaches to learning, and thus impact their learning outcomes. Therefore, we aimed to uncover students’ conceptions of programming learning (CoPL) and approaches to programming learning (APL), and analyzed the differences between CS and non-CS students. Phenomenographic analysis was adopted to analyze 31 college students (20 CS-related, and 11 not) from northern Taiwan. Results revealed six categories of CoPL hierarchically: 1. memorizing concepts, logic, and syntax, 2. computing and practicing programming writing, 3. expressing programmers’ ideas and relieving pressure, 4. applying and understanding, 5. increasing one’s knowledge and improving one’s competence, and 6. seeing in a new way. Four categories of APL were also found, namely: 1. copying from the textbook, teachers, or others, 2. rote memory, 3. multiple exploration attempts, and 4. online or offline community interactions. Furthermore, we found that most CS students held higher level CoPL (e.g., seeing in a new way) than non-CS students. However, compared with non-CS students, CS students adopted more surface approaches to learning programming, such as copying and rote memory. Implications are discussed.


1992 ◽  
Vol 1 (2) ◽  
pp. 135-167 ◽  
Author(s):  
G. Engels ◽  
C. Lewerentz ◽  
M. Nagl ◽  
W. Schäfer ◽  
A. Schürr

10.28945/4553 ◽  
2020 ◽  
Vol 19 ◽  
pp. 339-365
Author(s):  
Yasar Guneri Sahin ◽  
Ufuk Celikkan

Aim/Purpose: This paper investigates the gaps between industry and academia perceptions of information technology fields, such as computer science, software engineering, and computer engineering, and it identifies areas of asymmetry between curricula and industry expectations. The study mainly focuses on the skills required of IT professionals (graduated students) and on how higher education institutes equip students for industry. Background: Higher education institutes have several IT-related departments. However, it is not clear whether these departments have sufficient content to equip students with industry-related skills. Rapid advances mean that some curriculum topics are redundant before the end of a standard two- or four-year degree programs. Balancing the technical/non-technical skills and adjusting the curricula to better prepare the students for industry is a constant demand for higher education institutions. Several studies have demonstrated that a generic curriculum is inadequate to address current IT industry needs. Methodology: The study involved a comprehensive survey of IT professionals and companies using a Web-based questionnaire sent directly to individual companies, academics, and employers. 64 universities and 38 companies in 24 countries were represented by the 209 participants, of whom 99 were IT professionals, 72 academics, and 38 employers. Contribution: This paper is intended to guide academics in preparing dynamic curricula that can be easily adapted to current industry trends and technological developments, with content directly relevant to student’s careers. In addition, the results may identify the skills that students need to secure employment and the courses that will provide skills in line with current industry trends. Findings: The results indicate a lack of emphasis on personal and non-technical skills in undergraduate education compared to general computer science, software development, and coding courses. Employers’ and software experts’ responses emphasize that soft skills should not be ignored, and that, of these, analytical thinking and teamwork are the two most requested. Rather than a theoretical emphasis, courses should include hands-on projects. Rapid developments and innovations in information technologies demand that spiral and waterfall models are replaced with emerging software development models, such as Agile and Scrum development. Recommendations for Practitioners: A multidisciplinary approach should be taken to the teaching of soft skills, such as communication, ethics, leadership, and customer relations. Establishing multiple learning tracks in IT education would equip students with specialized knowledge and skills in IT. An effective communication channel should be established between students and industry. It is also important to reduce the distance between academics and students and to provide an interactive environment for technical discussions. Enterprise level computing and Framework use provide job market advantages. Recommendation for Researchers: Researchers and department heads, particularly those involved in curriculum design and accreditation, could use the results of this exemplary study to identify key topics for attention. Impact on Society: Changes of various degrees are required in the current curricula in many higher education institutions to better meet student needs. Societies and technology are dynamic in nature, and information technology-related curricula in higher education institutions should be equally dynamic. Future Research: Since technology (especially information technology) transforms and advances itself so rapidly, this study should be replicated t to investigate how these changes affect the gap between revised curricula and current industry expectations.


1996 ◽  
Vol 25 (509) ◽  
Author(s):  
Henrik Bærbak Christensen

<p>This report describes the current state of my research in software development environments. I argue in favour of strong support for <em>project management, comprehension and navigation,</em> and <em>collaboration</em> primarily based on experiences from developing large-scale industrial-strength applications.</p><p>An underlying model of such an environment, named ``Ragnarok´´, is outlined. A design and first prototype of important parts of Ragnarok is described as well as some results from initial experiments.</p>


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