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It remains unclear when it is the right time to introduce software quality into the computing curriculum. Introductory students often cannot afford to also worry about software quality, while advanced students may have been groomed into undisciplined development practices already. To answer these questions satisfactorily, educators need strong quantitative evidence about the pervasiveness of software...
Online education comes in various flavors – skills centered short-duration training, massively open online courses (MOOCs), and more recently, the offering of full online degree programs. In the past 4 years at Arizona State University, the faculty created an online software engineering degree program equivalent to an existing on-campus program, and produced its first graduates in Spring 2017. The...
The IEEE Computer Society's Guide to the Software Engineering Body of Knowledge (SWEBoK) has been an authoritative basis for software engineering since 2004. It also has served as a foundation for other developments including curriculum development, training, software engineering competence definitions, and licensing and certification. SWEBoK is current being updated through the SWEBoK Evolution effort...
Gamification is the application of game-design elements and game principles in non-game contexts. Gamification is a relatively new trend that has been applied in various domains, including Software Engineering. However, few studies have explored the potential of gamification in the context of Software Engineering education. In this paper, we describe an experience of introducing two game elements,...
The increased popularity of Massive Open Online Courses (MOOC) and e-learning has constantly increased video-based online education platforms. There are also many video lectures for software engineering education in online education platforms. Although online lectures have many advantages, there are also limitations. We performed a verification research to see if high frequency words can detect mind...
The significant number of fails and dropouts in computing undergraduate courses, especially in mathematics and programming, remains a challenge. Although the motivation can be directly related to the success of the student, it has only been addressed by a few studies. The purpose in this paper is to assess the impact of factors prior to university on the performance and motivation of undergraduate...
"Girls who..." is an education system belonging to the French national program "Accompanying in Science and Technology in the Primary School" (ASTEP). "Girls who..." is a girl network that develops and maintains an facility called the factory, addressing a double goal: setting an example of science performed by women and foster science and technology in elementary schools...
Distributed Software Development course is a joint project-based course involving three universities, from Croatia, Sweden and Italy, running each year since 2003. Distributed student teams work on all phases of a complex software engineering project, solving several challenges of working in a global environment, thus obtaining a valuable experience for their future careers. The course is very well...
Presents the introductory welcome message from the conference proceedings. May include the conference officers' congratulations to all involved with the conference event and publication of the proceedings record.
In the fall of 1996, the Rochester Institute of Technology launched the first undergraduate software engineering program in the United States. The culmination of five years of planning, development, and review, the program was designed from the outset to prepare graduates for professional positions in commercial and industrial software development. From an initial class of 15, the ABET-accredited...
In this paper, we propose the Computational Thinking concept, which is obtained by enhancing by merging the values of Computational Thinking and Agile. We analyze four existing teaching models for training Cooperative Thinkers, supported by experimental data, and propose an educational path that can promote the early development of this complex skill.
Requirements Engineering (RE) is an essential component of any software development cycle. Understanding and satisfying stakeholder needs and wants is the difference between the success and failure of a product. However, RE is often perceived as a "soft" skill by our students and is often ignored by students who prioritize the learning of coding, testing, and algorithmic thinking. This view...
In an earlier study, we observed that students in a small graduate class who used Cloud Computing (CC) for their programming assignments improved their analysis-to-reuse (A2R) skills more than students who didn't use CC. That preliminary result motivated us to see if the use of CC in programming assignments would yield similar results for a broader range of classes and students. To this end, this...
Several national and international computing and engineering organizations are in the process of developing a new curricular document tentatively titled 'Computing Curricula 2020' (CC2020). This curricular project, based on its predecessor CC2005, intends to reflect the state-of-the-art in computing education and practice as well as the future of the computing educational field for the 2020s. This...
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