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2012 IEEE 25th Conference on Software Engineering Education and Training最新文献

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Exploring the Computer Science 2013 Curriculum Guidelines 探索2013年计算机科学课程指南
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.30
R. LeBlanc, Michaela Barker
This workshop will familiarize participants with the current draft of the forthcoming CS 2013 curriculum guidelines and provide feedback to the CS 2013 Steering Committee.
本次研讨会将使参与者熟悉即将发布的CS 2013课程指南的当前草案,并向CS 2013指导委员会提供反馈。
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引用次数: 1
A Gentle Introduction to Learn by Doing 边做边学的简单介绍
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.32
R. Bareiss, Todd Sedano
We believe the master's program in Software Engineering offered by Carnegie Mellon University's Silicon Valley Campus to be unique in that it is entirely team-based and project-centered [1]. Students learn by doing as they are coached just in time by faculty in the context of authentic projects, and they are evaluated on the work they produce. Student satisfaction is high: 94% believe that the program has given them a competitive advantage with respect to their professional peers, and their promotion and salary histories bear out this belief. This tutorial introduces the attendees to our learn-by-doing instructional approach through participation in a learn by doing experience, performing a usability analysis of a commercial website, followed by discussion to highlight what we believe to be important principles of teaching by coaching.
我们认为卡耐基梅隆大学硅谷校区提供的软件工程硕士课程是独一无二的,因为它完全以团队为基础,以项目为中心[1]。学生在实践中学习,教师在真实项目的背景下及时指导他们,并根据他们的工作成果对他们进行评估。学生满意度很高:94%的人认为该项目使他们相对于同行具有竞争优势,他们的晋升和薪资历史也证明了这一点。本教程通过参与在实践中学习的经验,对一个商业网站进行可用性分析,向与会者介绍我们在实践中学习的教学方法,然后讨论我们认为的指导教学的重要原则。
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引用次数: 1
Workshop on Collaborative Software Product Line Engineering 协同软件产品线工程研讨会
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.28
D. Weiss, Dong Li
Software Product Line Engineering (SPLE) is a promising process for software development that has started to mature in the past ten years. Early indications are that it provides an improvement in productivity of about 3 to 1 over the software production and sustainment cycle of systems [2]. Although SPLE has been effective for early adopters, we still need to continue research to provide evidence of the effectiveness of SPLE, to find ways to improve SPLE technology and processes, and to establish strategies, methods, and capabilities for teaching SPLE and for training practitioners. Collaborative SPLE provides opportunities and challenges for researchers, educators and practitioners. Our goal is to create a Laboratory for Collaborative Software Product Line Engineering (LCSPLE) with worldwide membership that is willing and able to work towards making SPLE a mature technology that is widely used, that is, moving it from an early adopter technology to a majority technology, used in industry and taught in the universities. This workshop will start the process of creating the LCSPLE by bringing together, for the first time, a group of people who share its goal.
软件产品线工程(SPLE)是一个很有前途的软件开发过程,在过去的十年中已经开始成熟。早期的迹象表明,在软件生产和系统维护周期中,它提供了大约3:1的生产力改进[2]。尽管SPLE对于早期的采用者是有效的,我们仍然需要继续研究来提供SPLE有效性的证据,找到改进SPLE技术和过程的方法,并建立策略、方法和能力来教授SPLE和培训从业者。协作式SPLE为研究人员、教育工作者和实践者提供了机遇和挑战。我们的目标是为协作软件产品线工程(LCSPLE)创建一个实验室,拥有世界范围的成员,他们愿意并且能够努力使SPLE成为广泛使用的成熟技术,也就是说,将其从早期采用者技术转变为主流技术,在工业中使用并在大学中教授。本次研讨会将通过首次将一群分享其目标的人聚集在一起,开始创建LCSPLE的过程。
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引用次数: 1
Involving Undergraduates in Research: Motivations and Challenges 让本科生参与研究:动机与挑战
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.35
W. Eric Wong
In the United States, one of the main objectives of the National Science Foundation (NSF) is the encouragement and support of undergraduate involvement in hands-on research projects. An early exposure to actual research practice can help these students more quickly and effectively grasp the principles and goals of research in general.
在美国,国家科学基金会(NSF)的主要目标之一是鼓励和支持本科生参与动手研究项目。早期接触实际的研究实践可以帮助这些学生更快、更有效地掌握研究的原则和目标。
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引用次数: 4
A Role-Playing Game for a Software Engineering Lab: Developing a Product Line 软件工程实验室的角色扮演游戏:开发产品线
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.39
Sara Zuppiroli, P. Ciancarini, M. Gabbrielli
Software product line development refers to software engineering practices and techniques for creating families of similar software systems from a basic set of reusable components, called shared assets. Teaching how to deal with software product lines in a university lab course is a challenging task, because there are several practical issues that have to be solved in short time. In this paper we report an experience of ours, showing how in the context of a software engineering course at University of Bologna our students tackled the task of developing a software product line consisting of four products which were variants of a basic shared asset. The main idea is that the laboratory activities performed by our students followed the rules of a role-playing game. We describe this experience, defining the role-playing game by a meta-model which abstracts the notion of software process, and we show how we enacted the process for a software product line.
软件产品线开发指的是软件工程实践和技术,用于从一组基本的可重用组件(称为共享资产)创建一系列类似的软件系统。在大学实验课程中教授如何处理软件产品线是一项具有挑战性的任务,因为有几个实际问题必须在短时间内解决。在本文中,我们报告了我们的一个经验,展示了在博洛尼亚大学的软件工程课程的背景下,我们的学生如何处理开发由四个产品组成的软件产品线的任务,这些产品是基本共享资产的变体。我们的主要想法是让我们的学生按照角色扮演游戏的规则进行实验室活动。我们描述了这种经验,通过抽象软件过程概念的元模型定义了角色扮演游戏,并展示了我们如何为软件产品线制定过程。
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引用次数: 12
Engage Your Students by Teaching Computer Science Using Only Mobile Devices with TouchDevelop 通过使用TouchDevelop的移动设备来教授计算机科学,从而吸引您的学生
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.11
N. Tillmann, Michal Moskal, J. D. Halleux, Manuel Fähndrich, Tao Xie
We are experiencing a technology shift: powerful and easy-to-use touchscreen-based mobile devices such as smartphones and tablets are becoming more prevalent than traditional PCs and laptops. Many mobile devices are going to be the first and, in less developed countries, possibly the only computing devices that virtually all people would own and carry with them at all times. We propose to reflect this new reality in how computer science is taught in the classroom. In this tutorial, participants will learn about developing software directly on smartphones without a PC using TouchDevelop on Windows Phone, a novel application-creation environment from Microsoft Research. Its typed, structured programming language is built around the idea of using only a touchscreen as the input device to author code. Easy access to the rich sensor and personal data available on a mobile device results in a fun and engaging programming experience for students.
我们正在经历一场技术变革:功能强大且易于使用的触摸屏移动设备,如智能手机和平板电脑,正变得比传统的个人电脑和笔记本电脑更普遍。许多移动设备将成为第一种,在欠发达国家,可能是唯一一种几乎所有人都拥有并随时携带的计算设备。我们建议在计算机科学的课堂教学中反映这一新的现实。在本教程中,参与者将学习如何使用TouchDevelop在Windows Phone上直接在智能手机上开发软件,而无需PC,这是微软研究院开发的一种新型应用程序创建环境。它的类型化、结构化编程语言是围绕着仅使用触摸屏作为编写代码的输入设备的想法构建的。轻松访问移动设备上可用的丰富传感器和个人数据,为学生带来有趣而引人入胜的编程体验。
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引用次数: 7
Towards Teaching Software Craftsmanship 软件工艺教学刍议
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.29
Todd Sedano
We report on the experience of the first offering of the course, "The Craft of Software Development." The purpose of the course is to identify and remediate individual weaknesses as software developers. Each student was asked to pick a personal learning focus in an area of known software development weakness for that student. Through a "maiden speech" they asked their class community for help in creating a learning plan to address their area of weakness. Learning plans typically incorporated known apprenticeship patterns such as "Find a Coach," "Breakable Toys," and "Practice, Practice, Practice." After creating their learning plan, students identified metrics to track their progress towards their goal. While executing their individual learning plans, the class performed programming katas which are specific programming exercises to work on issues relevant for the entire class. Several issues emerged in the first offering in the course and several suggestions are provided for incorporation in the next offering of the course.
我们报告了这门课程的第一堂课的经验,“软件开发的工艺”。本课程的目的是识别和纠正软件开发人员的个人弱点。每个学生都被要求在一个已知的软件开发弱点中为自己选择一个个人学习重点。通过“首次演讲”,他们向班级社区寻求帮助,制定学习计划,以解决他们的弱点。学习计划通常包含已知的学徒模式,如“找教练”、“易碎的玩具”和“练习、练习、再练习”。在制定学习计划后,学生们确定了跟踪他们朝着目标前进的指标。在执行个人学习计划的同时,班级进行了编程练习,这是一种特定的编程练习,用于解决与整个班级相关的问题。在课程的第一次提供中出现了几个问题,并提出了一些建议,以便在课程的下一次提供中纳入。
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引用次数: 2
A Case Study of Group Communication Patterns in a Large Project Software Engineering Course 大型项目软件工程课程中群体沟通模式的案例研究
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.21
Bonnie K. MacKellar
Effective communication among members of a software development team is considered to be a critical factor in the success of software projects. Social network analysis is a promising way to analyze communication patterns that has been used in a number of studies of professional software development teams. In this paper, we present preliminary data on communication events collected in a software engineering course and analyze it on a number of measures including basic social network measures. Successful groups are compared to an unsuccessful group on these measures. This is a work in progress report of a project to use social network analysis as a means of studying communication patterns among software engineering students, in order to improve teaching strategies.
软件开发团队成员之间的有效沟通被认为是软件项目成功的关键因素。社会网络分析是一种很有前途的分析通信模式的方法,已经在许多专业软件开发团队的研究中使用。在本文中,我们提出了在软件工程课程中收集的通信事件的初步数据,并对包括基本社会网络措施在内的一些措施进行了分析。在这些指标上,成功的小组与不成功的小组进行比较。这是一个项目的工作进展报告,该项目使用社会网络分析作为研究软件工程学生之间通信模式的手段,以改进教学策略。
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引用次数: 12
A New Model on the School-Enterprise Cooperation Curriculum Construction 校企合作课程建设的新模式
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.19
Hongyan Mao, Ningkang Jiang, Wen Su, Yan Zhang
Universities are actively exploring and implementing the cooperation courses with enterprises. In software engineering, the key construction is to build a win-win course to meet the needs of student development and enterprise requirements. This paper introduces a co-teaching curriculum model aimed at narrowing the theory-practice gap. The course construction system and diversified teaching methods are given based on actual experience of school-enterprise cooperation. The feed-back institution is necessary to check the effects of cooperation course. The establishment of integrated cooperation curriculum is helpful to develop innovative, practical and versatile international software engineers.
高校积极探索和实施与企业合作课程。在软件工程中,关键的建设是建立一个双赢的课程,以满足学生发展的需要和企业的要求。本文介绍了一种旨在缩小理论与实践差距的协同教学课程模式。结合校企合作的实际经验,给出了课程建设体系和多样化的教学方法。为了检验合作过程的效果,有必要建立反馈机制。综合合作课程的建立有助于培养创新型、实用型、多面手型的国际化软件工程师。
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引用次数: 5
Teaching Globally Distributed Software Development: An Experience Report 全球分布式软件开发教学:经验报告
Pub Date : 2012-04-17 DOI: 10.1109/CSEET.2012.26
E. Almeida, Dali Li, S. Faulk, Crescencio Rodrigues Lima Neto, Zhang Rui, D. Weiss, Jin Ying, M. Young, Lian Yu
Companies around the world routinely distribute their software development across different sites. Students, however, rarely get a chance to learn the potential problems that arise, and the potential solutions to those problems, when conducting distributed development. It is especially difficult to simulate the situation for students when development is distributed across time zones and cultures. We have developed a course that requires teams of students at widely separated universities to collaborate with each other to complete a software development project. Instances of the course have been presented four times using combinations of five different universities, and we are seeking to create a larger pool of universities interested in and capable of presenting it. This paper discusses our goals, the characteristics of the course and the results of teaching it, with a primary result that all the universities want to and will offer the course again.
世界各地的公司通常在不同的站点上分发他们的软件开发。然而,在进行分布式开发时,学生很少有机会了解出现的潜在问题,以及这些问题的潜在解决方案。当发展跨越时区和文化时,模拟学生的情况尤其困难。我们开发了一门课程,要求各个大学的学生团队相互协作,完成一个软件开发项目。这门课程的实例已经由五所不同的大学联合展示了四次,我们正在寻求创造更多对这门课程感兴趣并有能力展示它的大学。本文对该课程的教学目标、特点和教学效果进行了探讨,初步得出各高校希望并将重新开设该课程的结论。
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引用次数: 5
期刊
2012 IEEE 25th Conference on Software Engineering Education and Training
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