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The work-reflection-learning cycle - Department of Computer and ...

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Due to the openness <strong>of</strong> OSS communities, students may use them as<br />

an environment for <strong>learning</strong> which is interactive, ‘real’ <strong>and</strong> outside<br />

the university. OSS development has been acknowledged both as a<br />

means <strong>and</strong> as an objective <strong>of</strong> <strong>learning</strong> in SE education. Whereas the<br />

number <strong>of</strong> studies reporting lessons learned from students’<br />

participation in OSS development is still limited, experience <strong>and</strong><br />

lessons learned from student projects have been reported (e.g. [19,<br />

20]). Toth [20] lists the following benefits <strong>of</strong> using <strong>and</strong> extending<br />

OSS tools in student SE projects: a baseline <strong>of</strong> such tools<br />

automatically gives a ‘critical mass’ to the projects, the tools can<br />

freely be extended, using OSS is engaging for students, students<br />

may evolve their own tools (‘eating their own dog food’), <strong>and</strong><br />

students increase their value in the job market. Spinellis [21] points<br />

to the following benefits <strong>of</strong> <strong>work</strong>ing with OSS in general: increased<br />

industry contacts, pr<strong>of</strong>essional maturation, improved skills in<br />

written communication, experience with system administration, <strong>and</strong><br />

exposure to management approaches. <strong>The</strong>se are benefits equally<br />

relevant to SE <strong>and</strong> CS students as to SE pr<strong>of</strong>essionals. Jaccheri <strong>and</strong><br />

Østerlie [22] demonstrated that students may learn from an action<br />

research approach to participation in OSS development, resulting<br />

both in familiarity with action research <strong>and</strong> improved capabilities in<br />

programming <strong>and</strong> design. Ellis et al. [19] mention possible<br />

disadvantages <strong>of</strong> using OS projects as a basis for SE education: lack<br />

<strong>of</strong> documentation, inconsistent coding st<strong>and</strong>ards, <strong>and</strong> inconsistent<br />

quality.<br />

Lessons learned <strong>and</strong> guidelines emerging from current studies on<br />

student projects engaging in OSS communities generally address the<br />

pedagogical organization <strong>of</strong> SE project courses in which students’<br />

primary development task is itself OSS development. <strong>The</strong>re is<br />

however a lack <strong>of</strong> research on (i) ways in which the OSS<br />

community might be an important source <strong>of</strong> knowledge relevant to<br />

the students’ development task without being its main arena, <strong>and</strong> (ii)<br />

pedagogical issues arising from such a setting. This is where this<br />

paper aims to contribute.<br />

3. OUR CASE<br />

<strong>The</strong> particular SE project investigated in this <strong>work</strong> is part <strong>of</strong> an<br />

undergraduate level course at a Norwegian technical university. <strong>The</strong><br />

students take the course in the final semester <strong>of</strong> their Bachelor<br />

program, i.e. their 6 th semester. <strong>The</strong> students <strong>work</strong> in mostly selfformed<br />

teams <strong>of</strong> 3-5 students, developing s<strong>of</strong>tware for an external<br />

customer. Students make a prioritized wish list from a number <strong>of</strong><br />

available project descriptions mainly provided by industry, <strong>and</strong><br />

teams are assigned tasks by course staff according to students’<br />

preferences <strong>and</strong> skills. <strong>The</strong> <strong>work</strong>load <strong>of</strong> the course is half <strong>of</strong> the<br />

semester, but students tend to spend more time on the project, giving<br />

it higher priority than parallel courses. In addition to the s<strong>of</strong>tware<br />

product, the students must h<strong>and</strong> in a project report (both a<br />

preliminary <strong>and</strong> a final version) to the customer <strong>and</strong> course staff.<br />

Also, the teams give oral presentations <strong>of</strong> their projects halfway<br />

through the semester <strong>and</strong> at the end <strong>of</strong> the semester. <strong>The</strong>re are no<br />

lectures in the course except an introductory lecture in which<br />

available projects are presented. Each team receives supervision on<br />

their project process from a member <strong>of</strong> course staff, usually a<br />

teaching assistant. <strong>The</strong> customer is responsible for providing<br />

supervision on technical issues when necessary, as well as providing<br />

resources otherwise unavailable to the students (e.g. particular<br />

hardware, s<strong>of</strong>tware, <strong>and</strong> physical or virtual <strong>work</strong>space). Based on<br />

the course staff’s evaluation <strong>and</strong> customer feedback through an<br />

evaluation form, each team is given one grade (except in rare cases<br />

where major variation in individual <strong>work</strong> effort is documented by<br />

the team). <strong>The</strong> grade is based on a combination <strong>of</strong> the s<strong>of</strong>tware<br />

product, the documentation <strong>and</strong> the project process. <strong>The</strong> teams are<br />

provided with some templates <strong>and</strong> guidelines for their <strong>work</strong>, e.g.<br />

related to project planning, status reporting <strong>and</strong> contents <strong>of</strong> the<br />

project report.<br />

<strong>The</strong>re are no general requirements that any particular process<br />

model, analysis/design methodology, development tool or<br />

collaboration technology be used in the projects. Students are<br />

expected to relate to the customer’s requirements <strong>and</strong> draw on their<br />

skills <strong>and</strong> resources from previous <strong>and</strong> parallel courses at the<br />

university. <strong>The</strong> teams use tools available at the university, provided<br />

by the customer, or otherwise available. When needed <strong>and</strong> feasible<br />

within the time frame <strong>of</strong> the project, the teams are expected to get<br />

into new technology as part <strong>of</strong> their project <strong>work</strong>.<br />

<strong>The</strong> student team followed in the case study presented in this paper<br />

consisted <strong>of</strong> five male students: Ethan, George, Sam, Owen, <strong>and</strong><br />

Morgan (names have been altered), all in their twenties. <strong>The</strong>ir<br />

development task was to make an auctioning system for an IT<br />

consultancy company, here called Anniva. <strong>The</strong> company wanted to<br />

use the system for in-house purposes <strong>and</strong> as a substitute for an<br />

existing system used by employees to sell items (such as PCs <strong>and</strong><br />

bi<strong>cycle</strong>s) to colleagues on a private basis. As a secondary objective<br />

for the project, the company wanted the team to make use <strong>of</strong> a<br />

particular open source Java development frame<strong>work</strong>, here denoted<br />

PLENTI, in making the auctioning system, to see how the<br />

frame<strong>work</strong> could be utilized. <strong>The</strong> team succeeded in developing the<br />

auctioning system, receiving the grade B on their project. (B is<br />

regarded as a good grade; <strong>of</strong> the nine project teams in the 2007<br />

semester <strong>of</strong> the course, there were 2 As, 4 Bs <strong>and</strong> 3 Cs.) Crucial to<br />

the team’s development <strong>work</strong>, as will be seen, was their interaction<br />

with the PLENTI developer community.<br />

4. RESEARCH METHOD<br />

<strong>The</strong> student team <strong>of</strong> our study was observed during the spring<br />

semester 2007, i.e. over a period <strong>of</strong> four months. Given the real-life<br />

context, focus on a contemporary phenomenon, lack <strong>of</strong> control over<br />

events <strong>and</strong> our intent to explore “how” <strong>and</strong> “why” aspects <strong>of</strong> the<br />

setting, a case study was appropriate [23]. Part-time participant<br />

observation was conducted with adherence to principles <strong>of</strong><br />

interpretive field research [24]. For the research project at large, data<br />

(mainly documents <strong>and</strong> interviews) was collected across all teams in<br />

the course. Data for the study reported in this paper originate from<br />

an in-depth study <strong>of</strong> one particular project team <strong>and</strong> includes<br />

recordings, field notes <strong>and</strong> pictures from 15 hours <strong>of</strong> meetings<br />

between the team <strong>and</strong> customer/supervisor <strong>and</strong> 60 hours <strong>of</strong> teaminternal<br />

<strong>work</strong> sessions <strong>and</strong> meetings (mainly in the computer lab),<br />

copies <strong>of</strong> pages from the team’s wiki, some logged msn<br />

conversations, various project documents from the team’s<br />

<strong>work</strong>space, the preliminary <strong>and</strong> final version <strong>of</strong> the project report,<br />

all email correspondence going through the team’s email list,<br />

recorded interviews with the team, the supervisor <strong>and</strong> the customer,<br />

<strong>and</strong> the threads in the PLENTI user forum (listserv) resulting from<br />

the team’s requests to the forum.<br />

Generally, the researcher was given free access to <strong>work</strong> sessions <strong>and</strong><br />

meetings (participation <strong>and</strong> recording) as well as to the team’s<br />

server <strong>work</strong>space, wiki <strong>and</strong> email list. <strong>The</strong> researcher attended all<br />

meetings with the customer, with the exception <strong>of</strong> a couple <strong>of</strong><br />

meetings which were audio recorded for the researcher by a team<br />

793<br />

111

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