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In dieser Veröffentlichung präsentieren die Autoren erste Ergebnisse Ihrer Forschungsarbeit an einem Manifest für spielifizierte Hochschullehre. Ausgehend von einer Literaturrecherche über den aktuellen Forschungsstand werden erste Auszüge der aktuellen Arbeit dargestellt, auf deren Basis ein aktiver wissenschaftlicher Diskurs angeregt werden soll.
Forschungsbericht 2013
(2014)
Forschungsbericht 2017
(2017)
Software Engineering is a very volatile profession that requires a variety of theoretical as well as practical skills. In addition to expertise technical knowledge, graduates have to have a variety of social, methodical and personal competences. The acquirement of these non-functional competences are getting more and more important for a successful software engineer. To fulfill these requirements, it is necessarily important to prepare future professionals already during their college course of education. This paper presents exercises for a software engineering lecture with the goal to strengthen the students' practical experiences and to support the development of their non-functional competences. The developed exercises impart technical knowledge and encourage the students to improve their self-organized and lifelong learning. Thereby they are facing practical issues in all steps of the software engineering process while working on an inter semester project.
Teaching software testing is a challenging task. Especially if you want to impart more in-depth and practical knowledge to the students. Therefore, most lectures still teach in a classic lecture format despite the fact that this way of instruction is in any case the optimal way of instruction for today's requirements anymore. In this paper we present our implementation of an active learning method to deepen the knowledge in academic software test education. We describe a card game for advanced learning that promotes students' collaboration and knowledge exchange in a playful and competitive manner. The design of the game is based on constructive and cooperative theories. A subsequent evaluation shows that the use of this card game for teaching software testing is a suitable method.
For many students learning to program is a crucial task. In this research, we took a glance into the current literature and identified most ocurring cognitive deficits. Thereby we identified three elements that apear most significant throughout the study. We think that these deficits are fundamental basics for learning how to program. The stu-dents' education of cognitive abilities in programming needs revision and should receive far more training. In future research we want to establish a guideline for promoting these deficits through adequate teaching and learning arrangements in pre-programming education.
Nowadays, the popularity and field of application of serious games
grows steadily. This educational method offers attractive pportunities for teaching and training by combining playful elements with learning content. By using game mechanics, thinking and technique, theoretical subject matters are treated in a fun and engaging way. Thereby, serious games utilize our intrinsic motivation to discover the surroundings in a playful manner. Embedded in educational settings, the goal is to mediate academic and non-academic knowledge to the
students. Especially in the field of software engineering it is important to have skills which go beyond pure technical knowledge. Yet, the use of serious games is still a manageable amount. With this paper, we give a contribution to the theoretical design and development of serious games based on playful learning method and its relation to research-based learning in universal context. In addi-
tion we analyze the existing serious games in software engineering and present our thoughts about planning our own.
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.
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.