CSEE&T 2011 – Author Index |
Contents -
Abstracts -
Authors
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Bruegge, Bernd |
CSEE&T '11-PMPT: "SLPC++: Teaching Software ..."
SLPC++: Teaching Software Engineering Project Courses in Industrial Application Landscapes - A Tutorial
Bernd Bruegge, Helmut Naughton, and Michaela Gluchow (Technische Universität München, Germany) Single large project courses (SLPC) with clients from industry have been established as capstone courses in many software engineering curricula. They are considered a good way of teaching industry relevant software engineering practices to students. However they are lacking in two regards. First, the results are often seen as exploratory prototypes by the client and are not intended for productive use. Second, the projects are usually not integrated into the application landscape of the client. Both of these challenges are of great practical importance in real software engineering projects. In this tutorial we cover the key factors for successfully carrying out our teaching approach called SLPC++ to address these issues. First we show how to initiate such a project course with real clients and problems. Then we describe how to carry out the project using a hybrid process model based on a combination of the Unified Process and Scrum. Finally we address the issues instructors face during such courses. Throughout the tutorial we use examples from a series of four project courses carried out in a highly successful collaboration with the Munich Airport. @InProceedings{CSEE&T11p549, author = {Bernd Bruegge and Helmut Naughton and Michaela Gluchow}, title = {SLPC++: Teaching Software Engineering Project Courses in Industrial Application Landscapes - A Tutorial}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {549--551}, doi = {}, year = {2011}, } |
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De Halleux, Jonathan |
CSEE&T '11-PMPT: "Pex4Fun: Teaching and Learning ..."
Pex4Fun: Teaching and Learning Computer Science via Social Gaming
Nikolai Tillmann, Jonathan de Halleux , and Tao Xie (Microsoft Research, USA; North Carolina State University, USA) Pex4Fun from Microsoft Research is a web-based serious gaming environment for teaching computer science. Pex4Fun can be used to teach and learn computer programming at many levels, from high school all the way through graduate courses. With Pex4Fun, a student edits code in any browser - with Intellisense - and Pex4Fun executes it and analyzes it in the cloud. Pex4Fun connects teachers, curriculum authors, and students in a unique social experience, tracking and streaming progress updates in real time. In particular, Pex4Fun finds interesting and unexpected input values that help students understand what their code is actually doing. The real fun starts with coding duels where students write code to implement a teacher's specification. Pex4Fun finds any discrepancies in behavior between the student's code and the specification. This tutorial instructs materials to equip participants with skills and knowledge of using Pex4Fun in teaching and learning, such as solving puzzles, solving coding duels, exploring course materials in feature courses, creating and teaching a course, creating and publishing coding duels, and learning advanced topics behind Pex4Fun. @InProceedings{CSEE&T11p546, author = {Nikolai Tillmann and Jonathan de Halleux and Tao Xie}, title = {Pex4Fun: Teaching and Learning Computer Science via Social Gaming}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {546--548}, doi = {}, year = {2011}, } |
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Gluchow, Michaela |
CSEE&T '11-PMPT: "SLPC++: Teaching Software ..."
SLPC++: Teaching Software Engineering Project Courses in Industrial Application Landscapes - A Tutorial
Bernd Bruegge, Helmut Naughton, and Michaela Gluchow (Technische Universität München, Germany) Single large project courses (SLPC) with clients from industry have been established as capstone courses in many software engineering curricula. They are considered a good way of teaching industry relevant software engineering practices to students. However they are lacking in two regards. First, the results are often seen as exploratory prototypes by the client and are not intended for productive use. Second, the projects are usually not integrated into the application landscape of the client. Both of these challenges are of great practical importance in real software engineering projects. In this tutorial we cover the key factors for successfully carrying out our teaching approach called SLPC++ to address these issues. First we show how to initiate such a project course with real clients and problems. Then we describe how to carry out the project using a hybrid process model based on a combination of the Unified Process and Scrum. Finally we address the issues instructors face during such courses. Throughout the tutorial we use examples from a series of four project courses carried out in a highly successful collaboration with the Munich Airport. @InProceedings{CSEE&T11p549, author = {Bernd Bruegge and Helmut Naughton and Michaela Gluchow}, title = {SLPC++: Teaching Software Engineering Project Courses in Industrial Application Landscapes - A Tutorial}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {549--551}, doi = {}, year = {2011}, } |
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Heckman, Sarah |
CSEE&T '11-PMPT: "Teaching Second-Level Java ..."
Teaching Second-Level Java and Software Engineering with Android
Sarah Heckman, Thomas B. Horton, and Mark Sherriff (North Carolina State University, USA; University of Virginia, USA) Over the past two years, second-year Java and software engineering courses have been taught at the University of Virginia and North Carolina State University utilizing the Android OS platform. Instructors taught a variety of traditional second-year topics, including abstraction, design, requirements, and testing, utilizing a variety of Android-based mobile devices. Anecdotal responses from student surveys and evaluations from five course sessions indicate that teaching lower-level courses with more advanced and current technology, even with a steeper learning curve, is beneficial. In this tutorial proposal, we outline our plan for presenting a session that would help educators incorporate the Android OS into their curriculum and how to use the system even if mobile devices are not available. @InProceedings{CSEE&T11p540, author = {Sarah Heckman and Thomas B. Horton and Mark Sherriff}, title = {Teaching Second-Level Java and Software Engineering with Android}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {540--542}, doi = {}, year = {2011}, } |
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Horton, Thomas B. |
CSEE&T '11-PMPT: "Teaching Second-Level Java ..."
Teaching Second-Level Java and Software Engineering with Android
Sarah Heckman, Thomas B. Horton, and Mark Sherriff (North Carolina State University, USA; University of Virginia, USA) Over the past two years, second-year Java and software engineering courses have been taught at the University of Virginia and North Carolina State University utilizing the Android OS platform. Instructors taught a variety of traditional second-year topics, including abstraction, design, requirements, and testing, utilizing a variety of Android-based mobile devices. Anecdotal responses from student surveys and evaluations from five course sessions indicate that teaching lower-level courses with more advanced and current technology, even with a steeper learning curve, is beneficial. In this tutorial proposal, we outline our plan for presenting a session that would help educators incorporate the Android OS into their curriculum and how to use the system even if mobile devices are not available. @InProceedings{CSEE&T11p540, author = {Sarah Heckman and Thomas B. Horton and Mark Sherriff}, title = {Teaching Second-Level Java and Software Engineering with Android}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {540--542}, doi = {}, year = {2011}, } |
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Jazayeri, Mehdi |
CSEE&T '11-PMPT: "Structuring a Software Engineering-based ..."
Structuring a Software Engineering-based Curriculum: Tutorial Presentation Summary
Mehdi Jazayeri (University of Lugano, Switzerland) We have designed a novel computer science curriculum at the University of Lugano in Switzerland. The curriculum is based largely on software engineering principles. We have been teaching the curriculum since 2004. Following the European standards, the curriculum consists of a 3-year bachelor program and a 2-year master’s program. With 6 years of experience, we are in a position to draw some conclusions about the curriculum and offer lessons to others who are interested in designing or evolving a software engineering-based curriculum. The principles apply whether one wants to design a bachelor’s curriculum or a master’s curriculum. They apply to both US and European systems. @InProceedings{CSEE&T11p543, author = {Mehdi Jazayeri}, title = {Structuring a Software Engineering-based Curriculum: Tutorial Presentation Summary}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {543--545}, doi = {}, year = {2011}, } |
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John, Bonnie E. |
CSEE&T '11-PMPT: "A Quantitative Usability Assessment ..."
A Quantitative Usability Assessment Method for Inclusion in Software Engineering Courses
Bonnie E. John (IBM Research Watson, USA) Usability is recognized as a critically important quality of software, as evidenced by its inclusion in SE 2004: Curriculum Guidelines for Undergraduate Degree Programs in Software Engineering. However, many techniques for designing useful, usable and desirable software depend on knowledge and skills in the behavioral sciences, making them difficult for SE students to learn and for SE educators to teach with confidence. This tutorial will introduce SE educators to a quantitative usability assessment method that has had over 100 papers validating its predictions in the Human-Computer Interaction literature and a tool embodying that method suitable for inclusion in SE courses. @InProceedings{CSEE&T11p537, author = {Bonnie E. John}, title = {A Quantitative Usability Assessment Method for Inclusion in Software Engineering Courses}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {537--539}, doi = {}, year = {2011}, } |
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Naughton, Helmut |
CSEE&T '11-PMPT: "SLPC++: Teaching Software ..."
SLPC++: Teaching Software Engineering Project Courses in Industrial Application Landscapes - A Tutorial
Bernd Bruegge, Helmut Naughton, and Michaela Gluchow (Technische Universität München, Germany) Single large project courses (SLPC) with clients from industry have been established as capstone courses in many software engineering curricula. They are considered a good way of teaching industry relevant software engineering practices to students. However they are lacking in two regards. First, the results are often seen as exploratory prototypes by the client and are not intended for productive use. Second, the projects are usually not integrated into the application landscape of the client. Both of these challenges are of great practical importance in real software engineering projects. In this tutorial we cover the key factors for successfully carrying out our teaching approach called SLPC++ to address these issues. First we show how to initiate such a project course with real clients and problems. Then we describe how to carry out the project using a hybrid process model based on a combination of the Unified Process and Scrum. Finally we address the issues instructors face during such courses. Throughout the tutorial we use examples from a series of four project courses carried out in a highly successful collaboration with the Munich Airport. @InProceedings{CSEE&T11p549, author = {Bernd Bruegge and Helmut Naughton and Michaela Gluchow}, title = {SLPC++: Teaching Software Engineering Project Courses in Industrial Application Landscapes - A Tutorial}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {549--551}, doi = {}, year = {2011}, } |
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Sherriff, Mark |
CSEE&T '11-PMPT: "Teaching Second-Level Java ..."
Teaching Second-Level Java and Software Engineering with Android
Sarah Heckman, Thomas B. Horton, and Mark Sherriff (North Carolina State University, USA; University of Virginia, USA) Over the past two years, second-year Java and software engineering courses have been taught at the University of Virginia and North Carolina State University utilizing the Android OS platform. Instructors taught a variety of traditional second-year topics, including abstraction, design, requirements, and testing, utilizing a variety of Android-based mobile devices. Anecdotal responses from student surveys and evaluations from five course sessions indicate that teaching lower-level courses with more advanced and current technology, even with a steeper learning curve, is beneficial. In this tutorial proposal, we outline our plan for presenting a session that would help educators incorporate the Android OS into their curriculum and how to use the system even if mobile devices are not available. @InProceedings{CSEE&T11p540, author = {Sarah Heckman and Thomas B. Horton and Mark Sherriff}, title = {Teaching Second-Level Java and Software Engineering with Android}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {540--542}, doi = {}, year = {2011}, } |
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Tillmann, Nikolai |
CSEE&T '11-PMPT: "Pex4Fun: Teaching and Learning ..."
Pex4Fun: Teaching and Learning Computer Science via Social Gaming
Nikolai Tillmann, Jonathan de Halleux , and Tao Xie (Microsoft Research, USA; North Carolina State University, USA) Pex4Fun from Microsoft Research is a web-based serious gaming environment for teaching computer science. Pex4Fun can be used to teach and learn computer programming at many levels, from high school all the way through graduate courses. With Pex4Fun, a student edits code in any browser - with Intellisense - and Pex4Fun executes it and analyzes it in the cloud. Pex4Fun connects teachers, curriculum authors, and students in a unique social experience, tracking and streaming progress updates in real time. In particular, Pex4Fun finds interesting and unexpected input values that help students understand what their code is actually doing. The real fun starts with coding duels where students write code to implement a teacher's specification. Pex4Fun finds any discrepancies in behavior between the student's code and the specification. This tutorial instructs materials to equip participants with skills and knowledge of using Pex4Fun in teaching and learning, such as solving puzzles, solving coding duels, exploring course materials in feature courses, creating and teaching a course, creating and publishing coding duels, and learning advanced topics behind Pex4Fun. @InProceedings{CSEE&T11p546, author = {Nikolai Tillmann and Jonathan de Halleux and Tao Xie}, title = {Pex4Fun: Teaching and Learning Computer Science via Social Gaming}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {546--548}, doi = {}, year = {2011}, } |
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Xie, Tao |
CSEE&T '11-PMPT: "Pex4Fun: Teaching and Learning ..."
Pex4Fun: Teaching and Learning Computer Science via Social Gaming
Nikolai Tillmann, Jonathan de Halleux , and Tao Xie (Microsoft Research, USA; North Carolina State University, USA) Pex4Fun from Microsoft Research is a web-based serious gaming environment for teaching computer science. Pex4Fun can be used to teach and learn computer programming at many levels, from high school all the way through graduate courses. With Pex4Fun, a student edits code in any browser - with Intellisense - and Pex4Fun executes it and analyzes it in the cloud. Pex4Fun connects teachers, curriculum authors, and students in a unique social experience, tracking and streaming progress updates in real time. In particular, Pex4Fun finds interesting and unexpected input values that help students understand what their code is actually doing. The real fun starts with coding duels where students write code to implement a teacher's specification. Pex4Fun finds any discrepancies in behavior between the student's code and the specification. This tutorial instructs materials to equip participants with skills and knowledge of using Pex4Fun in teaching and learning, such as solving puzzles, solving coding duels, exploring course materials in feature courses, creating and teaching a course, creating and publishing coding duels, and learning advanced topics behind Pex4Fun. @InProceedings{CSEE&T11p546, author = {Nikolai Tillmann and Jonathan de Halleux and Tao Xie}, title = {Pex4Fun: Teaching and Learning Computer Science via Social Gaming}, booktitle = {Proc.\ CSEE&T}, publisher = {IEEE}, pages = {546--548}, doi = {}, year = {2011}, } |
11 authors
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