ciples in other fields: for example, the ability to work
in an iterative and incremental way can be considered
transversal to many disciplines, and also to everyday
life.
Nevertheless, bringing SE principles to end-users
(and therefore also in K-12) sets a number of challen-
ges to EUSE’s researchers (Chimalakonda and Nori,
2013). For example, end-users often do not under-
stand the usefulness of learning SE principles, and are
focused exclusively on their specific objective (i.e.,
solving a specific problem). In this regard, the EUSE
approach is to respect end-users goals and working
habits, without aiming to transform them into profes-
sional software engineers with ad-hoc courses (Bur-
nett and Myers, 2014).
In this work, we describe a didactic module in
which we leverage the activities usually carried out
in the existing study programme to bring SE prin-
ciples inside the classroom. The module does not
shift students’ attention from their main objectives
and does not introduce additional lectures on soft-
ware engineering. This aspect is of paramount im-
portance in non-vocational schools. In these schools,
infact, on one hand one wants to create a mindset that
could improve the quality of any software produced
in the future; on the other hand, additional lectures on
SE would not be perceived as “useful”, especially by
those students who are less inclined to STEM.
We describe the results of the first edition of the
module that involved 17 students in a trilingual in-
ternational high school in the city of Bolzano (Italy).
The results are promising and allow us to formulate
hypotheses for further work, such as extending our
approach to other activities and observing if and when
students will develop a “software engineering mind-
set”, even without developing software.
Section 2 describes the state of the art of EUSE
in primary and secondary schools; Section 3 descri-
bes the rationale of the proposed didactic module, and
Section 4 details its structure. Section 5 describes
the first edition of the module, and Section 6 shows
its results. Section 7 discusses our results and draws
conclusions from this work, also proposing possible
directions for future work.
2 EUSE IN K-12: STATE OF THE
ART
The field of End-User Software Engineering is quite
recent (Burnett, 2009), and only a few existing stu-
dies in the field are dedicated to the specific case of
primary and secondary schools.
Meerbaum and Hazzan presented a mentoring
methodology on Agile for high schools (Meerbaum-
Salant and Hazzan, 2010).
In 2015, Fronza et al. designed and implemented
a course, in which the phases of the software develop-
ment process are leveraged to promote computational
thinking learning (Fronza et al., 2015).
The work of Bollin et al. underlined the need and
feasibility of teaching SE principles in K-12. Ac-
cording to the authors, SE can be a valuable means
to exercise a set of skills that are needed nowadays.
These capabilities include: group dynamics, psycho-
logy, communication skills, logic, planning, model-
ling, and computational thinking as an ability to solve
problems (Bollin et al., 2016).
In 2016, Kastl et al. achieved greater flexibility
in software development projects in three secondary
schools in Germany, by applying Agile methods in
class (Kastl et al., 2016). Fronza et al., in 2017, fo-
cused on teaching SE to end-users, by proposing a
framework in which a series of Agile practices have
been adapted to the context of middle schools to teach
computational thinking (Fronza et al., 2017).
Teixeira Monteiro et al. have analyzed how the
technology used in their programme can introduce SE
elements in the software created by the participants
(Monteiro et al., 2016).
In this work we describe a didactic module that we
have designed to bring Software Engineering princi-
ples inside the classroom in the first year of a non-
vocational high school. In order to respect end-users
goals and working habits, the module fosters software
engineering concepts by focusing only on the process
side and we do not introduce additional lectures on
software engineering.
3 RATIONALE OF THE
DIDACTIC MODULE
One of the challenges in the End-User Software Engi-
neering (EUSE) research field is to identify the most
suitable software development process for each speci-
fic type of end-user (Chimalakonda and Nori, 2013).
In this regard, Burnett and Myers recommend to re-
spect end-users’ goals and working style, which is
preferably opportunistic and incremental (Burnett and
Myers, 2014), collaborative (Costabile et al., 2008),
and by trial-and-error phases (Burnett and Myers,
2014).
This description brings back to mind the phi-
losophy of Agile software development, which favors
a flexible, iterative approach, and focuses more on the
product than on the production of unnecessary docu-
mentation.
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