The work-reflection-learning cycle - Department of Computer and ...
The work-reflection-learning cycle - Department of Computer and ...
The work-reflection-learning cycle - Department of Computer and ...
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Cross-Community Collaboration <strong>and</strong> Learning in Customer-Driven<br />
S<strong>of</strong>tware Engineering Student Projects<br />
Birgit Krogstie<br />
NTNU<br />
birgitkr@idi.ntnu.no<br />
Bendik Bygstad<br />
NITH<br />
bendik.bygstad@nith.no<br />
Abstract<br />
This paper explores collaboration <strong>and</strong> <strong>learning</strong> between stakeholders in customer-driven<br />
student projects. <strong>The</strong> research objectives are to obtain empirically based knowledge on how<br />
students relate to stakeholders in customer-driven projects, <strong>and</strong> to suggest implications for<br />
the pedagogical design <strong>of</strong> the project courses.<br />
Empirical data was collected from two Bachelor courses in s<strong>of</strong>tware engineering at two<br />
<strong>learning</strong> institutions in Norway. To make sense <strong>of</strong> the interaction between the three<br />
stakeholders in the project: the student groups, the university <strong>and</strong> the customer, we build on<br />
Wenger’s concept <strong>of</strong> communities <strong>of</strong> practice <strong>and</strong> on the concept <strong>of</strong> boundary objects.<br />
Our analysis highlights that students, through practical experience in the projects, learn to<br />
balance the requirements <strong>and</strong> expectations from different stakeholders in designing a <strong>work</strong>ing<br />
technical solution - a valuable skill for s<strong>of</strong>tware engineers. We argue that for students to<br />
learn to balance stakeholders’ interests in the best possible way, visibility <strong>of</strong> stakeholders’<br />
goals should be focused throughout the projects. Explicit reference to the goals should be<br />
incorporated into project artifacts serving as boundary objects. Collaboration technologies<br />
providing st<strong>and</strong>ard shared <strong>work</strong>space functionality are seen as adequate to support this.<br />
1. Introduction<br />
S<strong>of</strong>tware Engineering (SE) project courses provide students with arenas for project<br />
based <strong>learning</strong> [1, 2] <strong>and</strong> serve as a stage <strong>of</strong> transition from the student role to that <strong>of</strong> a<br />
SE pr<strong>of</strong>essional. Projects with external customers <strong>and</strong> “real” problems provide<br />
authenticity [3] <strong>and</strong> have been found to be useful in preparing the students for <strong>work</strong> in<br />
the IT industry [4]. A pedagogical ideal for the projects can be seen to have the students<br />
complete a tour <strong>of</strong> “educational refinement” in the SE “real world”, making use <strong>of</strong> their<br />
knowledge <strong>and</strong> skills to their best <strong>of</strong> their ability while having their beliefs challenged.<br />
Through the projects, we want students to make a first step towards practicing the SE<br />
‘methodology-in-action’ [5] which requires enough experience to allow for a critical<br />
distance to, <strong>and</strong> application <strong>of</strong>, the formalized SE methodology taught at the university.<br />
In SE projects, success depends on the team recognizing <strong>and</strong> reconciling the different<br />
goals, knowledge <strong>and</strong> practices among major stakeholders [6, 7]. In customer-driven<br />
student projects, there is one stakeholder not found in pr<strong>of</strong>essional SE: the university as<br />
represented by the course staff. <strong>The</strong> latter serves as a resource assisting the students in<br />
meeting realistic challenges <strong>of</strong> SE <strong>work</strong>, e.g. managing the customer relationship, but at<br />
the same time, they impose complexity <strong>and</strong> constraints that are not there in real SE<br />
<strong>work</strong>. <strong>The</strong> research objectives <strong>of</strong> the <strong>work</strong> presented in this paper are to obtain<br />
empirically based knowledge on how students relate to stakeholders in customer-driven<br />
projects, <strong>and</strong> to suggest implications for the pedagogical design <strong>of</strong> the project courses.<br />
In what follows, we first introduce our theoretical underst<strong>and</strong>ing <strong>of</strong> stakeholder<br />
communities <strong>and</strong> goals, <strong>and</strong> how students’ reconciliation <strong>of</strong> them is essential to<br />
<strong>learning</strong>. Particularly, we point to the role <strong>of</strong> artifacts as boundary objects between<br />
communities. In section 3 we present our case study. In section 4 we provide a number<br />
20th Conference on S<strong>of</strong>tware Engineering Education & Training (CSEET'07)<br />
0-7695-2893-7/07 $20.00 © 2007<br />
Authorized licensed use limited to: Norges Teknisk-Naturvitenskapelige Universitet. Downloaded on February 5, 2010 at 08:55 from IEEE Xplore. Restrictions apply.<br />
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