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2023 IEEE/ACM 5th International Workshop on Software Engineering Education for the Next Generation (SEENG)最新文献

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“We Need To Talk About ChatGPT”: The Future of AI and Higher Education “我们需要谈谈聊天技术”:人工智能和高等教育的未来
M. Neumann, M. Rauschenberger, Eva-Maria Schön
On November 30th, 2022, OpenAI released the large language model ChatGPT, an extension of GPT-3. The AI chatbot provides real-time communication in response to users’ requests. The quality of ChatGPT’s natural speaking answers marks a major shift in how we will use AI-generated information in our day-to-day lives. For a software engineering student, the use cases for ChatGPT are manifold: assessment preparation, translation, and creation of specified source code, to name a few. It can even handle more complex aspects of scientific writing, such as summarizing literature and paraphrasing text. Hence, this position paper addresses the need for discussion of potential approaches for integrating ChatGPT into higher education. Therefore, we focus on articles that address the effects of ChatGPT on higher education in the areas of software engineering and scientific writing. As ChatGPT was only recently released, there have been no peer-reviewed articles on the subject. Thus, we performed a structured grey literature review using Google Scholar to identify preprints of primary studies. In total, five out of 55 preprints are used for our analysis. Furthermore, we held informal discussions and talks with other lecturers and researchers and took into account the authors’ test results from using ChatGPT. We present five challenges and three opportunities for the higher education context that emerge from the release of ChatGPT. The main contribution of this paper is a proposal for how to integrate ChatGPT into higher education in four main areas.
2022年11月30日,OpenAI发布了大型语言模型ChatGPT,这是GPT-3的扩展。人工智能聊天机器人根据用户的要求提供实时通信。ChatGPT的自然语音回答质量标志着我们将如何在日常生活中使用人工智能生成的信息的重大转变。对于软件工程专业的学生来说,ChatGPT的用例是多种多样的:评估准备、翻译和创建指定的源代码,仅举几例。它甚至可以处理科学写作中更复杂的方面,比如总结文献和解释文本。因此,本文讨论了将ChatGPT整合到高等教育中的潜在方法的必要性。因此,我们将重点放在讨论ChatGPT对软件工程和科学写作领域的高等教育的影响的文章上。由于ChatGPT是最近才发布的,所以还没有关于这个主题的同行评议文章。因此,我们使用Google Scholar进行了结构化的灰色文献综述,以确定主要研究的预印本。总共55份预印本中有5份用于我们的分析。此外,我们与其他讲师和研究人员进行了非正式的讨论和交谈,并考虑了作者使用ChatGPT的测试结果。我们提出了ChatGPT发布后高等教育面临的五大挑战和三大机遇。本文的主要贡献是在四个主要领域提出了如何将ChatGPT整合到高等教育中的建议。
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引用次数: 15
Gamify-IT – A Web-Based Gaming Platform for Software Engineering Education Gamify-IT -软件工程教育的网络游戏平台
Sandro Speth, Leon Hofmeister, Steffen Becker, Uwe Breitenbücher
Gamification has been increasingly applied to software engineering education in the past. The approaches vary from applying game elements on a conceptual phase in the course to using specific tools to engage the students more and support their learning goals. However, existing tools usually have game elements, such as quizzes or challenges, but do not provide a more computer game-like experience. Therefore, we try to raise the level of gamified learning experience to another level by proposing Gamify-IT. Gamify-IT is a Unity- and web-based game platform intended to help students learn software engineering. It follows an immersive role-play game characteristic where the students explore a world, find and solve minigames and clear dungeons with SE tasks. Lecturers can conFigure the worlds, e.g., to add content hints. Furthermore, they can add and conFigure minigames and dungeons to include exercises in a fully gamified way. Thereby, they customize their course in Gamify-IT to adapt the world very precisely to other materials such as lectures or exercises. Results of an evaluation of our initial prototype show that (i) students like to engage with the platform, (ii) students are motivated to learn when using Gamify-IT, and (iii) the minigames support students in understanding the learning objectives.
过去,游戏化越来越多地应用于软件工程教育。方法各不相同,从在课程的概念阶段应用游戏元素到使用特定的工具来吸引学生并支持他们的学习目标。然而,现有的工具通常有游戏元素,如测验或挑战,但不能提供更像电脑游戏的体验。因此,我们试图通过提出Gamify-IT,将游戏化学习体验的水平提升到另一个层次。Gamify-IT是一个基于Unity和web的游戏平台,旨在帮助学生学习软件工程。它遵循沉浸式角色扮演游戏的特点,学生探索世界,找到并解决小游戏,并通过SE任务清除地下城。讲师可以配置世界,例如,添加内容提示。此外,他们可以添加和配置迷你游戏和地下城,以完全游戏化的方式包含练习。因此,他们在Gamify-IT中定制课程,以使世界非常精确地适应其他材料,如讲座或练习。对我们最初原型的评估结果表明:(i)学生喜欢参与平台,(ii)学生在使用Gamify-IT时有学习的动力,(iii)小游戏支持学生理解学习目标。
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引用次数: 1
Towards a Generic Model for Classifying Software into Correctness Levels and its Application to SQL 软件正确性等级分类的通用模型及其在SQL中的应用
Benard Wanjiru, P. Bommel, D. Hiemstra
Automated grading systems can save a lot of time when carrying out grading of software exercises. In this paper we present our ongoing work on a generic model for generating software correctness levels. These correctness levels enable partial grading of students’ software exercises. The generic model can be used as a foundation for building SQL grading systems that check for correctness of SQL queries and can be generalized to different programming languages.
自动评分系统在进行软件作业评分时可以节省大量时间。在本文中,我们介绍了我们正在进行的用于生成软件正确性级别的通用模型的工作。这些正确级别可以对学生的软件练习进行部分评分。通用模型可以用作构建SQL分级系统的基础,用于检查SQL查询的正确性,并且可以推广到不同的编程语言。
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引用次数: 1
Hey Teachers, Teach Those Kids Some Software Testing 老师们,教这些孩子一些软件测试吧
Baris Ardiç, A. Zaidman
Software testing is generally acknowledged to be an important weapon in the arsenal of software engineers to produce correct and reliable software systems. However, given the importance of the topic, little is known about where software engineers get their testing knowledge and skills from. Is this through (higher) education, training programmes in the industry, or rather is it self-taught? In this paper, we investigate the curricula of 100 highly ranked universities and survey 51 software engineers to shed light on the state-of-the-practice in software testing education, in terms of both academic education and education of software engineers in the industry.
软件测试通常被认为是软件工程师用来生产正确可靠的软件系统的重要武器。然而,考虑到这个话题的重要性,很少有人知道软件工程师从哪里获得他们的测试知识和技能。是通过(高等)教育、行业培训项目,还是自学成才?在本文中,我们调查了100所排名较高的大学的课程,并调查了51名软件工程师,以阐明软件测试教育的现状,包括学术教育和行业中软件工程师的教育。
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引用次数: 1
Learning to Write User Stories with the 4C Model: Context, Card, Conversation, and Confirmation 学习用4C模型写用户故事:上下文、卡片、对话和确认
Cécile Péraire
Writing user stories that effectively support software product development is difficult for students new to the practice. This position paper addresses this challenge by extending the existing 3C model for defining user stories with an extra C for ‘context’. This format is targeted to interactive software systems and inspired by a grounded theory research study where the observed product managers provided context by basing most user stories on concrete and validated design artifacts, such as wireframes. After experimenting with the 4C model during four semesters with positive initial results, we posit that the model helps students generate stories that are easier to create and review while supporting the development of innovative solutions that satisfy the stakeholders’ needs.
编写有效地支持软件产品开发的用户故事对于刚接触实践的学生来说是困难的。本文通过扩展现有的3C模型来定义用户故事,并为“上下文”增加了一个C,从而解决了这一挑战。这种格式以交互式软件系统为目标,并受到一项基础理论研究的启发,在该研究中,观察到的产品经理通过将大多数用户故事建立在具体的和经过验证的设计工件(如线框图)上来提供上下文。在对4C模型进行了四个学期的实验并取得了积极的初步结果之后,我们认为该模型可以帮助学生生成更容易创建和审查的故事,同时支持满足利益相关者需求的创新解决方案的开发。
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引用次数: 1
Evolving FinTech 512 ‘Software Engineering For Financial Technology’ 金融科技发展512“金融科技软件工程”
P. Morrison, John Slankas
The Duke FinTech Master’s program requires introductions to programming and software engineering as part of its core requirements. This paper presents the project-based software engineering course offered by the program and the process by which it has been refined over the course of four semesters to support entry into the development of financial technology. As part of a growing program, enrollment in this core course has grown from 8 to over 100 students per semester, primarily graduate students with backgrounds in finance and economics. We identify lessons learned by the students and the course staff.
杜克金融科技硕士课程要求编程和软件工程入门作为其核心要求的一部分。本文介绍了该项目提供的基于项目的软件工程课程,以及该课程在四个学期的课程中不断完善的过程,以支持进入金融科技的发展。作为一个不断增长的项目的一部分,这门核心课程的注册人数已经从每学期8人增加到100多人,主要是具有金融和经济学背景的研究生。我们确定学生和课程工作人员所学到的经验教训。
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引用次数: 0
Improving the Quality of Commit Messages in Students’ Projects 提高学生专题中提交信息的质量
Iris Ma, Cristina Lopes
Commit messages play a crucial role in collaborative software development. They provide a clear and concise description of the changes made to the source code. However, many commit messages among students’ projects lack useful information. This is a concern, as low-quality commit messages can negatively impact communication of software development and future maintenance. To address this issue, this research aims to help students write high-quality commit messages by “nudging” them in the right direction. We modified the GitHub Desktop application by incorporating specific requirements for commit messages, specifically “what” and “why” parts. To test whether this affects the quality of commit messages, we divided students from an Information Retrieval class into two groups, with one group using the modified application and the other using other interfaces. The results show that the quality of commit messages is improved in terms of informativeness, clearness, and length.
提交消息在协作软件开发中起着至关重要的作用。它们提供了对源代码所做更改的清晰而简洁的描述。然而,学生项目中的许多提交信息缺乏有用的信息。这是一个值得关注的问题,因为低质量的提交消息会对软件开发和未来维护的沟通产生负面影响。为了解决这个问题,本研究旨在通过“轻推”学生正确的方向来帮助他们写出高质量的提交信息。我们修改了GitHub Desktop应用程序,纳入了提交消息的特定需求,特别是“是什么”和“为什么”部分。为了测试这是否会影响提交消息的质量,我们将Information Retrieval班的学生分为两组,一组使用修改后的应用程序,另一组使用其他接口。结果表明,提交消息的信息量、清晰度和长度都得到了提高。
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引用次数: 2
期刊
2023 IEEE/ACM 5th International Workshop on Software Engineering Education for the Next Generation (SEENG)
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