Software Engineering Education

Author(s):  
Pankaj Kamthan

In this article, we explore the prospects and concerns of integrating information technologies (IT) in software engineering education (SEE), both inside and outside the classroom. By IT we will mean the technologies for various activities related to information (such as acquisition, creation, communication, dissemination, processing, archival, retrieval, transformation, and so on), within the context of the Internet and the Web, unless specified otherwise. The rest of the article is organized as follows. We first provide the background necessary for later discussion. This is followed by the prospects and concerns of systematically integrating IT in SEE and examples of use of IT in SEE, both inside and outside the classroom. Next, challenges and directions for future research are outlined. Finally, concluding remarks are given.

Author(s):  
Pankaj Kamthan

The discipline of software engineering has been gaining increasing significance in computer science and engineering education. In this chapter, the goal is to describe a systematic approach toward integrating information technologies in software engineering education (SEE), both inside and outside the classroom. A methodology for integrating IT is proposed and explored in the context of SEE, particularly related to the Internet and the Web; in this context, SEE supports a heterogeneous combination of objectivism and constructivism, and aims to be feasibility sensitive. In doing so, the prospects and concerns of incorporating IT in SEE are presented. The potential of integrating IT in SEE is illustrated by examples.


Author(s):  
Pankaj Kamthan

The discipline of software engineering has been gaining increasing significance in computer science and engineering education. A technological revitalization of software engineering education requires a considerate examination from both human and social perspectives. The goal of this chapter is to adopt a systematic approach towards integrating Social Web technologies/applications in software engineering education, both inside and outside the classroom. To that regard, a pedagogical patterns-assisted methodology for incorporating Social Web technologies/applications in software engineering education is proposed and explored. The potential prospects of such integration and related concerns are illustrated by practical examples. The directions for future research are briefly outlined.


2021 ◽  
Vol 11 (19) ◽  
pp. 9015
Author(s):  
Jesus Mayor ◽  
Daniel López-Fernández

Education is crucial for the growth of society, and the usage of effective learning methods is key to transmit knowledge to young students. Some initiatives present Virtual Reality technologies as a promising medium to provide active, effective, and innovative teaching. In turn, the use of this technology seems to be very attractive to students, making it possible to acquire knowledge through it. On the other hand, agile methodologies have taken an essential role within information technologies and they are key in Software Engineering education. This paper combines both areas and presents prior research about Virtual Reality experiences with educational purposes and introduces a serious VR video game that aims to promote the learning of agile methodologies in Software Engineering education, specifically the Scrum methodology. This application tries to bring students closer to their first days of work within a software development team that uses the Scrum methodology. Two evaluation processes performed with university teachers and students indicate that the developed video game meets the proposed objectives and looks promising.


10.28945/4062 ◽  
2018 ◽  
Vol 17 ◽  
pp. 127-152
Author(s):  
Aileen Joan O Vicente ◽  
Tiffany Adelaine G Tan ◽  
Alvin Ray O Yu

Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach implemented through projects has been the established pedagogy for introducing the Software Engineering course to undergraduate Computer Science students. The collaboration, however, is limited to collaboration among Computer Science students and their clients. This case study explored an enhancement to the collaborative approach to project development by integrating other related disciplines into the project development framework; hence, the Interdisciplinary Approach. Methodology: This study adopted the case method approach. An interdisciplinary service innovation activity was proposed to invite other disciplines in the learning process of the computer science students. The agile methodology Scrum was used as the software development approach during project development. Survey data were collected from the students to establish (a) their perception of the interdisciplinary approach to project development; (b) the factors that influenced success or failure of their team to deliver the project; and (c) the perceived skills or knowledge that they acquired from the interdisciplinary approach. Analysis of data followed a mixed method approach. Contribution: The study improved the current pedagogy for Software Engineering education by integrating other related disciplines into the software project development framework. Findings: Data collected showed that the students generally accepted the interdisciplinary approach to project development. Factors such as project relevance, teamwork, time and schedule, and administration support, among others, affect team performance towards project completion. In the case of the Computer Science students, results show that students have learned skills during the experience that, as literature reveal, can only be acquired or mastered in their future profession as software engineers. Recommendations for Practitioners: The active collaboration of the industry with the University and the involvement of the other related courses in teaching software engineering methods are critical to the development of the students, not only in learning the methodology but also as a working professional. Recommendation for Researchers: It is interesting to know and eventually understand the interactions between interdisciplinary team members in the conduct of Software Engineering practices while working on their projects. More specifically, what creative tensions arise and how do the interdisciplinary teams handle the discourse? Impact on Society: This study bridges the gap between how Software Engineering is taught in the university and how Software Engineering teams work in real life. Future Research: Future research is targeted at refining and elaborating the elements of the interdisciplinary framework presented in this paper towards an integrated course module for Software Engineering education.


Author(s):  
Pankaj Kamthan

The Internet, particularly the Web, has opened new vistas for many sectors of society, and over the last decade it has played an increasingly integral role in our daily activities of communication, information, and entertainment. This evidently has had an impact on how Web applications are perceived, developed, and managed. The need to manage the size, complexity, and growth of Web applications has led to the discipline of Web engineering (Ginige & Murugesan, 2001). It is known (Kruchten, 2004) that conventional engineering practices cannot be simply mapped to software engineering without the engineer first understanding the nature of the software, and we contend the same applies to Web engineering. This article proposes a systematic approach to identify and elaborate the characteristics that make Web engineering a unique discipline, and considers the implications of these characteristics. The rest of the article is organized as follows. We first outline the background and related work necessary for the discussion that follows, and state our position in that regard. This is followed by a model to uniquely posit the nature of Web applications based on the dimensions of project, people, process, product, and resources. Next, challenges and directions for future research are outlined. Finally, concluding remarks are given.


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