Interaction factors in software development performance in distributed student teams in computer science

Author(s):  
Martha L. Hause ◽  
Vicki L. Almstrum ◽  
Mary Z. Last ◽  
M. R. Woodroffe
2001 ◽  
Vol 33 (3) ◽  
pp. 69-72 ◽  
Author(s):  
Martha L. Hause ◽  
Vicki L. Almstrum ◽  
Mary Z. Last ◽  
M. R. Woodroffe

10.28945/4553 ◽  
2020 ◽  
Vol 19 ◽  
pp. 339-365
Author(s):  
Yasar Guneri Sahin ◽  
Ufuk Celikkan

Aim/Purpose: This paper investigates the gaps between industry and academia perceptions of information technology fields, such as computer science, software engineering, and computer engineering, and it identifies areas of asymmetry between curricula and industry expectations. The study mainly focuses on the skills required of IT professionals (graduated students) and on how higher education institutes equip students for industry. Background: Higher education institutes have several IT-related departments. However, it is not clear whether these departments have sufficient content to equip students with industry-related skills. Rapid advances mean that some curriculum topics are redundant before the end of a standard two- or four-year degree programs. Balancing the technical/non-technical skills and adjusting the curricula to better prepare the students for industry is a constant demand for higher education institutions. Several studies have demonstrated that a generic curriculum is inadequate to address current IT industry needs. Methodology: The study involved a comprehensive survey of IT professionals and companies using a Web-based questionnaire sent directly to individual companies, academics, and employers. 64 universities and 38 companies in 24 countries were represented by the 209 participants, of whom 99 were IT professionals, 72 academics, and 38 employers. Contribution: This paper is intended to guide academics in preparing dynamic curricula that can be easily adapted to current industry trends and technological developments, with content directly relevant to student’s careers. In addition, the results may identify the skills that students need to secure employment and the courses that will provide skills in line with current industry trends. Findings: The results indicate a lack of emphasis on personal and non-technical skills in undergraduate education compared to general computer science, software development, and coding courses. Employers’ and software experts’ responses emphasize that soft skills should not be ignored, and that, of these, analytical thinking and teamwork are the two most requested. Rather than a theoretical emphasis, courses should include hands-on projects. Rapid developments and innovations in information technologies demand that spiral and waterfall models are replaced with emerging software development models, such as Agile and Scrum development. Recommendations for Practitioners: A multidisciplinary approach should be taken to the teaching of soft skills, such as communication, ethics, leadership, and customer relations. Establishing multiple learning tracks in IT education would equip students with specialized knowledge and skills in IT. An effective communication channel should be established between students and industry. It is also important to reduce the distance between academics and students and to provide an interactive environment for technical discussions. Enterprise level computing and Framework use provide job market advantages. Recommendation for Researchers: Researchers and department heads, particularly those involved in curriculum design and accreditation, could use the results of this exemplary study to identify key topics for attention. Impact on Society: Changes of various degrees are required in the current curricula in many higher education institutions to better meet student needs. Societies and technology are dynamic in nature, and information technology-related curricula in higher education institutions should be equally dynamic. Future Research: Since technology (especially information technology) transforms and advances itself so rapidly, this study should be replicated t to investigate how these changes affect the gap between revised curricula and current industry expectations.


2015 ◽  
Vol 17 (1) ◽  
Author(s):  
Mzwandile M. Shongwe

Background: Knowledge-creation is a field of study that has gained popularity in recent times.Knowledge-creation is the creation of new ideas or new innovations. In computing, software development is regarded as knowledge-creation. This is because software-development involves the creation of a new innovation (software). Knowledge-creation studies in this field tend to focus mainly on knowledge-creation activities in business organisations. They use experienced, professional software-development teams as subjects, largely ignoring novice student development teams. This has denied the field of computing valuable knowledge about how novice teams create knowledge.Objectives: The study addressed this gap in the literature by investigating knowledge-creation in student software teams.Method: An ethnographic study was conducted on six student teams developing software in a management-information systems (MIS) course. They were conducting a systems development project at a university during a term of study. Data were collected over a period of four months through participant observation and interviews.Results: The results reveal knowledge-creation activities such as problem definition,brainstorming, programming and system documentation. Students use the Internet, books,class notes, class presentations, senior students and professional software developers as sources of information. Mobile phones and BlackBerry devices facilitate knowledge-creation.Challenges to knowledge-creation are the lack of material and financial resources,a lack of technical skills, a lack of time, students staying off-campus and ambivalent team members.Conclusion: The conclusion drawn from this study is that student teams are capable of creating knowledge (a working system) just like professional teams, but the knowledge-creation process is slightly different.


2006 ◽  
Vol 38 (3) ◽  
pp. 108-112 ◽  
Author(s):  
Emilia Mendes ◽  
Lubna Al-Fakhri ◽  
Andrew Luxton-Reilly

2018 ◽  
Vol 67 (5) ◽  
pp. 104
Author(s):  
Kateryna P. Osadcha ◽  
Hanna Yu. Chemerys

The article deals with some aspects of the process of forming the future computer science bachelor's graphic competency at the stage of user's interface prototyping in the course of software development. The modern situation has been studied and the urgency of the stage of user's interface prototyping as a mediator in the man-machine coordination during the process of software development is proved. The Conceptual set in the sphere of prototyping is examined, namely — the concepts of wireframe, prototype and mockup. The factors of projects successfulness, the problems in the coordination of the project participants and the methods of their overcoming are being considered. The comparison of the essence and the analysis and the main methods of prototyping and correlating their value during the software development are given. The comparative analysis of the software and on-line resources for prototyping according to the detalization degree and taking into account the basic characteristics of a means, types and stages of prototyping, portability and using the means is carried out. The necessary base of knowledge, skills and knacks, forming during the study of such disciplines as “Computer Graphics” and “The Essential of Computer Design”, as well as essentials of composition, colour theory, ergonomics and typography is determined. The necessity of both the student's mastering an amount of theoretical knowledge and its successful using in his practical activity is stressed. The results of the research can be a substratum for improving the content of the educational and methodical complex in the discipline “Software Projecting” for computer science bachelors by means of introducing the teaching of prototyping from the low-fidelity to high fidelity detalization. The influence of user's interface prototyping on the formation of the future computer science bachelor's professional qualities is determined.


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