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Every software company has its own set of coding guidelines that increases code readability, code reuse and helps in code storage in organized structure. These guidelines also using various tools help in the determination of various attributes of code such as its complexity, duplicity, warnings, memory leaks, coverage etc. However coding guidelines are not present in academics field. Scholars of educational...
Research suggests that storytelling can motivate middle school students to explore computer programming. However, difficulties finding and realizing story ideas can decrease time actually spent on programming. In this paper, we present guidelines for constructing story scenes that reliably inspire ideas for novice programmers creating stories. To evaluate the impact of pre-built scenes with strategic...
The importance of delivering software process courses to software engineering students has been more and more recognized in China in recent years. However, students usually cannot fully appreciate the value of software process courses by only learning methodology and principle in the classroom. Therefore, a process-specific project course was designed to fill the gap between the software process theoretical...
There have been many claims about knowledge management's benefits in software engineering, such as decreased time and cost for development, increased quality, and better decision-making abilities. Although we can find some success stories illustrating these claims, particularly on aspects related to the systems and engineering schools, more research is necessary to explore the intersection between...
The dynamics of business and software engineering in the flattened world poses both challenges and opportunities in terms of pedagogical exploration and innovative experiments. A generic pedagogical scenario is to serve the purpose by incorporating two empiricist approaches in management education to emphasize situated authentic experiences in context. A case contextualized game for software project...
We present features of an education system entirely based on a 7-months project, performed by a 6-students team within a virtual company and tutored by an experimented software engineer. We describe some aspects of a past project: functions of the system, technology, deliverables, and assessment. Students' outcomes are drafted in term of roles.
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