Software factory project for enhancement of student experimental learning |
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Author: | Ahmad, Muhammad Ovais1,2,3; Liukkunen, Kari1 |
Organizations: |
1M3S Research Unit, University of Oulu, Finland 2Department of Mathematics and Computer Science, Karlstad University, Sweden 3Faculty of Electronics, Telecommunications and Informatics, Gdansk University of Technology, Poland |
Format: | article |
Version: | published version |
Access: | open |
Online Access: | PDF Full Text (PDF, 1 MB) |
Persistent link: | http://urn.fi/urn:nbn:fi-fe2020110689604 |
Language: | English |
Published: |
International Association for Development of the Information Society (iadis),
2019
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Publish Date: | 2020-11-06 |
Description: |
AbstractProviding opportunities for students to work on real-world software development projects for real customers is critical to prepare students for the IT industry. Such projects help students to understand what they will face in the industry and experience real customer interaction and challenges in collaborative work. To provide this opportunity in an academic environment and enhance the learning and multicultural teamwork experience, the University of Oulu, Finland offers the software factory (SWF) project. This paper presents the design of the SWF course and the learning environment and assessment techniques, and it discusses the importance of reflective learning diaries and serious games. Additionally, this paper examines factors in the SWF learning environment that affect student learning in the SWF course. Survey data were collected from the last six years of SWF projects. The results show that students consider the SWF to be a good collaborative learning environment that helps them achieve academic triumphs and enhances various professional skills. The learning diaries are effective for increasing students learning experiences as well as providing an opportunity for teaching staff to monitor students progress and offer better facilitation. These results are helpful for academic institutions and industry when developing such a learning environment. see all
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ISBN Print: | 978-989-8533-93-7 |
Pages: | 297 - 306 |
Host publication: |
Proceedings of 16 th International Conference on Cognition and Exploratory Learning in Digital Age CELDA 2019 7-9 Nov, Cagliari, Italy |
Host publication editor: |
Sampson, Demetrios G. Ifenthaler, Dirk Isaías, Pedro Mascia, Maria Lidia |
Conference: |
International Conference on Cognition and Exploratory Learning in Digital Age |
Type of Publication: |
A4 Article in conference proceedings |
Field of Science: |
113 Computer and information sciences 516 Educational sciences |
Subjects: | |
Funding: |
This research is supported by ITEA3 project VISDOM funded by Business Finland. |
Copyright information: |
© The Authors 2019, published by IADIS. Published here with the kind permission by the publisher and also with the CC BY-NC-ND 4.0 license. |
https://creativecommons.org/licenses/by-nc-nd/4.0/ |