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Simultaneously to the growing significance of the discipline software engineering (SE) also its education becomes more important. This reinforces the need of a theoretical foundation of software engineering education, but there is still a lack of scientifically justified didactical concepts. In the context of the project EVELIN (Experimental Improvement in Learning Software Engineer-ing) the authors want to give a decisive impulse for the development of a “Fachdidaktik software engineering” (FD-SE). In order to compile an adequate theoretical basis for a Fachdidaktik of software engineering “Allgemeine Did-aktik” (AD)1, its relation to “Fachdidaktik” (FD) in general, the special branch of science of software engineering and related scientific disciplines are dis-cussed. This analysis is used to justify the necessity of an autonomous scientific discipline Fachdidaktik software engineering which meets the challenges of teaching and learning software engineering. The main contributions of this pa-per are proposals on how this FD can be built scientifically upon AD, on the one hand, and how it can be implemented by specific didactical approaches for software engineering, on the other hand.
The increase in complexity of software and its creation over the last decades requires an increase in the quality of the education of software engineering professionals. The number of Universities which answer this call by replacing or extending lectures with simulated software projects is constantly rising. However, the question how to best transfer new technological knowledge needed to be successful within this projects to the students remains open. Therefore this paper will present a comparison between the classical frontal lecture and a modern workshop learning arrangement used within these projects. By the use of workshops not only the knowledge transfer but also the acquisition of personal and social competences will be facilitated. Furthermore positive experiences with workshops at university level will support life-long learning.
Evelin – ein Forschungsprojekt zur systematischen Verbesserung des Lernens von Software Engineering
(2012)
The pedagogic motivation of this contribution is to develop, to adapt and to examine a specific tertiary teaching-learning situation and its changes due to a constant reflection. Within the scope of the BMBF fostered project " EVELIN " the learning teaching-Arrangement (TLA) " The Online Learning Journal (OLJ) – a tool complementing the software engineering lecture " is realized a second time at the OTH Regensburg. This further development is examined from a pedagogic perspective. This paper deals with issues concerning the conscious modification of specific teaching actions, therefore the changes of the teachers' attitude as well as the reaction of the students regarding this teaching actions. Two important findings are: (1) The teaching staff is able to adapt their teaching–actions on given conditions because of the awareness of their own teaching-attitude. (2) Due to a reflective teaching practice, there is a great potential for goal oriented learning in the context of higher education.
Considering the claim of furthering self-directed learning in higher education in general and in Software Engineering education in particular, this paper deals with a new approach on understanding and facilitating self-directed learning. This approach involves the concept of subjective theories, which are expected to influence students' self-directed learning. Therefore this paper presents the intended qualitative research design for reconstructing these subjective theories and for developing ways of integrating them in didactical situations in higher education and especially in Software Engineering education.
The professional requirements in Software Engineering have become highly volatile due to the complexities of project development and rapid and innovative changes occurring in the field. Therefore, the development of inter-personal and social competences has gained central importance in the training of software developers. This paper will present a concept allowing to acquire competences by using Case Method and Role Play as instruments in several lectures of Software Engineering. By approaching the issue of competence acquisition on a technical as well as on an educational and social level, life-long learning is facilitated and supported.