Paper ID #42592Work in Progress: Identifying Software Engineering Practices and Tools AmongStudents and Practitioners in Non-Computing Engineering DisciplinesStephanos Matsumoto, Olin College of Engineering Stephanos (Steve) Matsumoto is an Assistant Professor of Computer Science and Engineering at the Olin College of Engineering. His research interests are in computing education, particularly in how to incorporate better software engineering practices when teaching computing in undergraduate STEM courses.Dr. Michelle E Jarvie-Eggart P.E., Michigan Technological University Dr. Jarvie-Eggart is a registered professional
Engineering concepts began to trickle down into theundergraduate curriculums, typically in the Computer Science or Computer Engineering areas. In 1995,ISO/IEC 12207 [1] was published, providing a baseline for the discipline. The concept of a softwareengineering major was first put forth in 1997 [2]. Work then began on a set of guidelines for thedevelopment of an undergraduate curriculum [3].In 1996, Rochester Institute of Technology admitted the first students into its program [4], which thenled in 2001 to the first programs receiving ABET accreditation using the program criterion of Figure 1. Aswould be expected, evolution within the discipline continued, including the publication of the first bookof knowledge for software engineering (SWEBOK) in
Computer Science degree at UVUis accredited by Computing Accreditation Commission of the Accreditation Board forEngineering and Technology (ABET) [22]. Currently, the Computer Science Department hasmore than 1300 students.Computer Engineering Program’s Senior Design Project CourseOur Senior Design Project Course serves as a project-oriented capstone course for computerengineering majors. This required course emphasizes major hardware and software co-design.This course satisfies the ABET requirements for providing students with significant hands-ondesign experience [22]. The course learning outcomes are as follows:Upon successful completion, students should be able to . . . 1. Identify relevant topics from previous courses and then apply
both the new and/orthe old curriculum were asked to rank their academic experience including factors such as coursecontent, workload, stress, engineering identity, graduate attributes, and more. This paper willoutline and discuss the process that was undertaken to evaluate, design, consult, implement, andnow re-evaluate multi-year curriculum changes, including a continual improvement process.MotivationAs software systems and related technologies have become increasingly complex, the demandsplaced on software engineering education have grown [1, 2]. Current priorities in softwareengineering pedagogy include experiential learning and alignment with modern, industry-relevant practices to solve problems [1, 2, 3]. Like many institutions, the
the other hand, students with only STRIDE instruction tended to focuson identifying and mitigating component-level threats and discounted system-level threats. Ourwork contributes to the engineering education community by: (1) describing a new rubric forassessing threat modeling based on systems thinking; (2) identifying trends and blindspots instudents' threat modeling approach; and (3) envisioning the benefits of integrating systemsthinking in threat modeling teaching and assessment.IntroductionWith rapid developments in computer science and growing dependence on informationtechnology, cybersecurity threats are evolving at a rapid rate [1], [2]. Cybersecurity is defined asthe combination of technologies, resources, structure, and culture
) have begun to influence software engineeringpractice since the public release of GitHub's Copilot and OpenAI's ChatGPT in 2022. Tools builton LLM technology could revolutionize the way software engineering is practiced, offeringinteractive “assistants” that can answer questions and prototype software. It falls to softwareengineering educators to teach future software engineers how to use such tools well, byincorporating them into their pedagogy.While some institutions have banned ChatGPT, other institutions have opted to issue guidelinesfor its use. Additionally, researchers have proposed strategies to address potential issues in theeducational and professional use of LLMs. As of yet, there have been few studies that report onthe use of LLMs
with first year and at-risk students.Dr. Susan L. Thackeray, Utah Valley University Dr. Susan L. Thackeray is an Associate Professor and Department Chair at the Scott M Smith College of Engineering and Technology at Utah Valley University. She has over twenty-five years of demonstrated administrative leadership in industry and education that includes international and domestic higher edu- cation instructional design, distance learning development, usability testing, workforce development, and team organization/training. Dr. Thackeray is noted for her expertise in career pathways to align with the workforce and has received multiple awards for STEM education innovation. Susan holds a Bachelor of Science in
Socially Engaged Design within University of Michigan College of Engineering. She earned a PhD and MA in Higher Education from Michigan and a Bachelor’s in Psychology and Sociology from Case Western Reserve University. ©American Society for Engineering Education, 2024 Equipping students in software development with socially engaged design skillsAbstractThere is an increased awareness that designers who develop technologies often do not possessthe skills to successfully engage with communities, identify context-specific needs, and createsolutions that address those needs. To address this gap, the Center for Socially EngagedEngineering and Design at the University of
-Lapin [44] and Seland [45] used role-play in human computer interaction courses toengage students with the requirement engineering process to better understand system behaviorfrom the users’ point of view. Similarly, Zowghi and Parvani [46] also investigated requirementsengineering using role-play to have their students understand the process of requirementsgathering from both the client and developer perspective. Role-play was used by Börstler [47] toteach students object-oriented programming concepts with class-responsibility-collaboratorcards. Vold and Yayilgan [48] achieved greater student engagement with role-play in aninformation technology course. Further, we draw inspiration from a study that used the SecondLife online virtual world as
Paper ID #37351Work in Progress: Robotics Programming Made Inclusive, Motivating,Enabling via Alternative Forms of AssessmentLisa Milkowki, Seattle University Lisa Milkowski is an Assistant Teaching Professor in the Department of Computer Science at Seattle Uni- versity. She obtained her BS in Biomedical Engineering at Milwaukee School of Engineering (MSOE), and her MS and Ph.D. in Biomedical Engineering at Marquette University. She then held Assistant and Associate Professor positions at MSOE in the department of Electrical Engineering and Computer Sci- ence. She taught courses in a variety of areas including signal
," Journal of Engineering Education, vol. 110, no. 3, pp. 585-601, 2021.[3] M. Prensky, "Digital natives, digital immigrants part 1," On the Horizon, vol. 9, no. 5, pp. 1-6, 2001.[4] D.H. Smith IV, Q. Hao, C. D. Hundhausen, F. Jagodzinski, J. Myers-Dean, and K. Jaeger, "Towards modeling student engagement with interactive computing textbooks: An empirical study," in Proceedings of the 52nd ACM Technical Symposium on Computer Science Education, 2021, pp. 914-920.[5] A. T. Bates, G. Poole, and T. Bates, Effective teaching with technology in higher education: Foundations for success. Jossey-Bass, 2017.[6] J. L. Jensen, T. A. Kummer, and P. D. d. M. Godoy, "Improvements from a flipped classroom may simply be the fruits of
National Institute for Deterrence Studies. ©American Society for Engineering Education, 2024 Characterizing Computing Students' Use of Generative AIAbstractWhile the discussion of Generative AI in education has been centered on academic integrity anduses in learning contexts from a teacher and administrator perspective, there is less workunderstanding students’ adoption, use, and perspectives on this new technology.This paper reports on a survey of 371 US college students taking computing courses. We firstasked what services are being used, how much they are paying for them, what they are usingthem for, and how long they have been using AI. We dig further into their use of AI tools in theirschoolwork by
through thisreport, they can provide insight into the design of a software capstone project to aspiringengineers and soon-to-be senior engineering students.Skincare has become an increasingly popular industry with a global reach in the e-commercespace. With a saturated skincare industry, companies have developed technology to customizerecommendations but provide limited and potentially biased choices. Currently, the industrylacks an all-inclusive application that generates user-customized recommendations to allowconsumers to focus on suitable products. Hence, the project seeks to fill this gap by building aweb application that helps all users find skincare products tailored to their needs and skinconditions via a multi-part recommendation
. With the perspective of a career centered in private sector technology and cybersecurity, she greatly values the contributions made by EdTech organizations, like Codio, to help faculty deliver better learning outcomes in CS and STEM for students of every level. ©American Society for Engineering Education, 2023 Proposing a Response Hierarchy Model to Explain How CS Faculty Adopt Teaching Interventions in Higher EducationAbstractDespite the high volume of existing Computer Science Education research, the literatureindicates that these evidence-based practices are not making their way into classrooms. WhileK12 faces pressures from policy and increasing opportunities through