In-Class Activities to Accompany Introduction to Software Engineering Design

 

How to Use the In-Class Activities

Overview

One way for students to learn course material and practice design skills is for them to do in-class activities in small teams assisted by the instructor. I have used this technique successfully for many years in teaching software engineering design.

The template I use for in-class activities is based on the results of the NSF Process-Oriented Guided-Inquire Learning (POGIL) project. This project is an effort to improve the teaching of college-level chemistry courses by having students work in teams to analyze and solve problems, following a rather strict process facilitated by the instructor. The template used as a model for the activity write-ups below is presented and described in a paper by David Hanson called Designing Process-Oriented Guided-Inquiry Activities.
 

Teams

The in-class activities below are intended for teams of three to five students. Teams of only two students lack sufficient breadth of ideas to encourage good discussion, and teams larger than five take too long to reach consensus and may leave some students out of the discussion and decision-making process. Dysfunctional teams should be changed as soon as possible; teams should probably be rearranged every few weeks in any case to maintain student interest and to keep students with strong personalities from becoming too dominant. Once the instructor gets to know the students, it may be a good idea to form teams whose members have a range of talents so that the weaker students can learn from the stronger ones.
 

Class Time

Each activity requires at least a 50 minute class period. The earlier activities don't cover as much ground because it usually takes students a while to become accustomed to the activities and to their teams. Some of the activities are quite open-ended and can be easily be extended across two class periods or used as projects that are completed as homework. It is also not necessary to finish every activity—much learning occurs simply by working on the problems rather than by completing them. Students often become frustrated when their team is unable to finish an activity in class. The instructor can explain that the point is to learn and practice, not to produce a deliverable.
 

Student Preparation

One behavior that exacerbates the problem of running out of time is failure of team members to read the resource material before class. Students understand after only one or two activities that this is a very bad practice, and peer pressure usually results in very high preparation rates. I encourage good preparation by posting the activity write-up on the class web-page at least two days before the activity, and reminding students of the activity and the resource materials the class period preceding the activity. Scheduling activities on the same days (for example, on Wednesdays) also helps students remember to prepare.
 

Grading

Student deliverables may be graded, but the time pressures mentioned above and the vicissitudes of working on a team have convinced me that students should be graded only on participation in in-class activities. Although no homework assignments appear in the activity write-ups below, I generally assign homework to go with each in-class activity that is graded individually.
 

Frequency

In principle, a course might be taught entirely using in-class activities, but this makes it difficult to cover the amount of  material that must be included in a college-level course. Consequently, I generally have one in-class activity every week or two, for a total of between 7 and 12 activities during the semester. Besides the fact that in-class activities are a good teaching tool, using them this way helps vary the course so that it is not a monotonous series of lectures. My students generally like to have them almost every week, so I tend to use them often.
 

Order

The activities are completely independent of one another, so an instructor can use as many or as few as desired, and can use them in any order. The one exception to this rule is the Activity Introduction, which should be done first.
 


 

Available Activities

Connection
to the Book

The activities below are keyed to one or more sections of Introduction to Software Engineering Design, abbreviated ISED in the write-ups. When more than one section of the book is covered in the activity, only the first section is used in the numbering scheme. Thus, for example, Activity 4-1 is based on ISED Chapter 4 sections 1 through 3. Most of the activities are about design techniques or design notations and only cover one section of the book.
 

Format
and Use

All activity write-ups are PDF files. Instructors are free to extract text from these activities and modify it as they wish for educational purposes, provided adequate references are provided.
 

Activities

*Contributed by Ralph Grove, James Madison University


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