years there has been much effort devoted to enhancing and advancing the stateof professional software engineering (SwE) and systems engineering (SE) practice. This efforthas been driven by two issues: (1) software and systems engineering are relative new fields ofengineering, considered by many not to have reached the maturity of more conventional fields ofengineering; (2) the complexity of engineered systems has increased dramatically in the past fiftyyears, with the role of software playing an increasing critical element in such systems, so calledSoftware Intensive Systems (SISs). These issues highlight the need for educating and trainingqualified SIS engineers to meet current and future demand.Over the past five years, educators and
component design and architecture consists of a total of four and a half contacthours, with three of these contact hours devoted exclusively to the study of architectural styles—follow-on modules focus on other aspects of design, such as object-oriented design patterns.After smaller scale initial deployments, we currently use the game activity we present in thispaper throughout these three contact hours as the core element of our approach to the instructionof architectural styles (except in cases of evaluative studies, as will be discussed in Section 4).The time needed to introduce, setup, and run through the game activity ranges between 10 and 15minutes per architectural style: Student selection will consume about 1 minute and ourexperience is
worlds - Page 23.1338.2combining software engineering processes within the context of implementation projects.1. Introduction “The hardest single part of building a software system is deciding precisely what to build. No other part of the conceptual work is as difficult as establishing the detailed technicalrequirements, including all the interfaces to people, to machines, and to other software systems. No other part of the work so cripples the resulting system if done wrong. No other part is more difficult to rectify later.” [1]Software requirements engineering plays an important role in software
theaverage number missing and incorrect test cases drops from 16% to 5.8% when the tool is uti-lized for generating test cases.1. IntroductionSoftware engineering, as an emerging discipline, has been distinguished from computer science.There are 22 ABET [1] and 101 Department of Education's recognized institutes in U.S [2] offer-ing a bachelor degree program in software engineering. In addition to the traditional needs ofpreparing graduates to analyze, design and implement systems, both organizations indicate thatsoftware engineering curriculum must prepare graduates to validate software systems.White-box testing is a critical validation technique commonly used by software testers to exam-ine if their unit code works as expected. White-box testing
experienced during the process. The instructorassesses all components other than the peer evaluation. Weights for each component are shown in Table1. % of Assessment Final Grade Project – Deliverable 1 5% Project – Deliverable 2 10% Project – Deliverable 3 15% Project – Deliverable 4 15% Project Presentation and Software 10
graduation [1]. Under this context students are expected to graduate withcertain skills in addition to the technical skills that are part of all Engineering curriculum [2].ABET (Accreditation Board for Engineering and Technology) stresses the importance of the skill"professionals" and the skills of "conscience" in addition to the development of technical skills toachieve excellence in the training of engineers [2]. In response to these needs there are manyexperiences related to the teaching of these skills. One of the most comprehensive studies islocated in the Shuman work [3]. Williams presents a systematic review of the literature on theexperiences of the teaching of these skills [1]. Other more specific work related to the ability tocommunicate
Assurance (QA) course that integrates evidence from research andnew developments in software testing as well as engineering education. The specific goals are:1. To incorporate empirical studies in software engineering to supplement instruction in testing of all aspects, including safety, security, reliability, and performance.2. To increase focus on particular topics of high relevance such as formal testing of safety- critical systems and software inspection through targeted pedagogical interventions.3. To leverage existing instructional materials from the software engineering education community to create and explore blended learning models such as a flipped classroom.4. To integrate and promote inclusive and reflective teaching practices in
Engineering with Cyber-Physical Systems. He recently retired from IBM after a 31-year career. He held a diverse set of leadership positions across product development (both hardware and software), supply chain and manufacturing, sales operations, research, corporate strategy, leading large teams, and talent development. Nick has led and contributed to many critical projects including saving the mainframe business, taking AIX/Power to the #1 UNIX position, establishing Linux servers in the enterprise market, and was on the team that built the first Bladed architecture for the general purpose x86 market. Nick received a Ph.D. in Electrical and Computer Engineering from University of Massachusetts at Amherst, an M.S
completedprojects alone. Both courses are part of the core computer science curriculum for all computerscience majors and minors, and are considered gateway courses to specialized upper levelcourses.In our results, we observed an association between student partnerships and increased projectperformance during the same semester, confirming the observations of prior work. Whenexamining student performance in the following course (CS3), our largest statistically significantresult was for students in the lowest GPA quartile: those who had partnered in CS2 wereassociated with improved project scores in CS3, where they all worked alone.1 Introduction and Related WorkPair programming is a software development technique where two programmers work together atone
study, but provide stronger evidence thatstudent involvement in HFOSS promotes student learning in the areas of tools and techniquesand technical knowledge about the process and tools used to develop an HFOSS project.1. IntroductionSoftware engineering programs as well as most computer science programs desire to providestudents with experience working on a real-world project in order to supply students with anunderstanding of professional practice including such skills as teamwork, communication, workethic, self-confidence and more. In fact, the SE 2004 curriculum guidelines2 emphasize the needfor including professional practice in the education of software engineers. A common way toprovide this experience is through instructor and/or student
platform is a web-based integration platform(Figure 1) composed of two subsystems, each with its own user-facing components. The primarycomponent, CAssess (short for Continuous Assessment), provides features for 1) integrating datastreams from open tool APIs, 2) performing basic statistical analysis, and 3) displayingvisualizations and notifications to students and instructors. The second and supporting system iscalled Nicest (Nicely Integrating Complex Education Software Together), and has primarilyresponsibilities for user and team management, and for provisioning the various tools beingintegrated into CAssess, again via open APIs. In this section we briefly describe each of thesecomponents and how they integrate to provide feedback and ensure
interact with a projectmanager are important skills in many computing professions. The integration into the computerscience and software engineering curricula of opportunities for students to learn and exercisethese skills, however, could be challenging due to various logistical reasons. The work describedin this paper evaluates a newly established collaboration between an undergraduate softwareengineering course on software project management and an undergraduate computer sciencecourse on software development in terms of student learning and experience. The contributions ofthis work are a methodology for evaluating such collaborations and some lessons learned fromapplying this methodology for one semester.1 IntroductionThe ability to manage
six learning outcomes in more detail:1. We refrain from addressing “Describe the difference between centralized and distributed software configuration management. [Familiarity]” 4 due to the constraints posed by teaching in the first year: software configuration management is beyond the scope of programming-in-the-small.2. We achieve the same mastery level on “Demonstrate the capability to use software tools in support of the development of a software product of medium size. [Usage]” 4.3. We exceed the recommended mastery level on “Describe how available static and dynamic test tools can be integrated into the software development environment. [Familiarity]” 4 by letting students have hands-on experience with testing tools such as
RequirementsAt the beginning of the internship, the envisioned product was a semi-autonomous vehicle that could bedriven remotely. To be controllable remotely, it was required that the vehicle stream live high definition(HD) video at all times. The vehicle would also have a fully-autonomous mode in which it would travelalong sidewalks to navigate between waypoints. While in the autonomous mode, the vehicle would avoiddynamic obstacles. To protect the vehicle from rain and water accumulation on the ground, it was requiredthat the vehicle be IP67 compliant [1], meaning that the vehicle be dust-tight and immersible in 1~m of water.The vehicle also need be able of carrying a payload of at least 3lbs. The vehicle also shall have a light andsound source to