Collaborative Strategy for Software Engineering Courses at
a South American University
Miguel Alfonso Feijóo-García
1 a
, Helio Henry Ramírez-Arévalo
1 b
and Pedro Guillermo Feijóo-García
1,2 c
1
Program of Systems Engineering, Universidad El Bosque, Bogotá, Colombia
2
Department of CISE, University of Florida, Gainesville, FL, U.S.A.
Keywords: Collaborative Learning, Peer-instruction, Software Engineering Education, Inter-curricular.
Abstract: Software Engineering (SE) is the discipline that integrates theory, methods, and tools to promote the
development of new informatic solutions for multiple contexts. The discipline is generally introduced in
Computer Science (CS) programs between the sophomore and junior years, adding the human being as an
actor who participates in teamwork strategies to optimize time and effort. We report on an inter-curricular
collaborative instructional strategy between two subsequent SE core coursesSE1 and SE2, at Universidad
El Bosque, Colombia. We evaluated our strategy considering students’ performance and perceptions, basing
our analysis on their grades, Likert scale (1-5) responses, and the sentiment of their open-ended feedback
we calculated it with Natural Language Processing (NLP) techniques. Our findings suggest that an inter-
curricular strategy like the one we present can foster students’ performance, engagement, and motivation.
Moreover, the strategy supports the promotion of SE skills, such as communication and teamwork.
1 INTRODUCTION
Software Engineering (SE) is the discipline that
gathers the theory, methods, and tools used in
processes involving the development of new
informatic solutions (Somerville, 2020). This
discipline invites to go beyond technical components
to promote systemic thinking in business contexts.
Some of the perspectives promoted by SE are 1)
Methodological: how to optimize human and
technological resources in a software development
process, 2) Design and Modeling: how to optimize the
structure and dynamics of the systems to be designed,
and 3) Technological: how to gather existing
technologies in the design of solutions to contextual
problems (i.e., companies, individuals, and societies).
Hence, promoting structured and systemic thinking
skills required by this discipline, implies various
educational challenges from a holistic perspective.
At Universidad El Bosque, Colombia, we lead our
students' professional development following the
a
https://orcid.org/0000-0001-5648-9966
b
https://orcid.org/0000-0001-6420-5687
c
https://orcid.org/0000-0002-3024-1257
structure proposed by the Biopsychosocial & Cultural
Model (BPsy&C). The BPsy&C proposes four
dimensions based on a perspective centered in 1) the
environment, 2) the artifact, 3) the habits, and 4) the
beliefs. This model fosters the development of a
global analysis in the context of a certain project,
multi-disciplinarily helping in the understanding and
enhancement of complex needs (López-Cruz & Ortíz-
Buitrago, 2017).
SE requires of teaching-learning processes to be
incremental and evolving, based on curricular
approaches that gather previous skills and knowledge
from prior courses (e.g., CS1, CS2, Data Structures).
Software development does not just depend on the
technology used (e.g., third-party tools, context-
based components), but also on the methodologies
that lead to good practices in the management of
human resources, time, among others. Based on the
constructivist theory (Saldarriaga-Zambrano et al.,
2016), we need to foster teaching-learning processes
to be based on the construction of knowledge (i.e.,
266
Feijóo-García, M., Ramírez-Arévalo, H. and Feijóo-García, P.
Collaborative Strategy for Software Engineering Courses at a South American University.
DOI: 10.5220/0010460602660273
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 2, pages 266-273
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
mental models) from enriching experiences, further
from the basic transmission of concepts or topics.
The integration and relationship of CS courses
through transversal activities promotes a holistic
professional development that bridges concepts and
skills coming from different courses. Nevertheless,
we have observed at our institution that SE courses,
regardless of belonging to the same curricular line, do
not fully satisfy the integration of strategies: there is
a particular interest in micro-curricular topics. Thus,
we ask the next questions: How do we guarantee that
SE students link competencies from different
courses? How do we promote a clear learning
roadmap to our students from each one of the SE
courses? How do we make this roadmap to be learner-
centered?
This paper presents a strategy applied between
two SE core courses on subsequent semesters (SE1
and SE2), using a transversal project that demanded
competencies from both courses. Our strategy
fostered the use of good software development
practices, asking students to use agile methodologies
that promoted inter-curricular teamwork and helped
them build skills on requirements identification,
responsibilities delegation, and decision-making:
skills required in Industry. We present our findings
and results on students’ perceptions based on our
active learning approach, and the impact of our
strategy for their learning processes. Additionally, we
describe the instructors’ experiences, addressing the
pros and cons from this process.
2 RELATED LITERATURE
Software Engineering Education (SEE) has been
explored in Computing Education Research (CER)
for decades, concerning topics such as 1) software
development processes, 2) software modeling, and 3)
collaborative learning.
In recent years, the CS community has advocated
on agile methodologies in CS curricula, referring to
its benefits compared to traditional waterfall
approaches, as also as their contribution to the
professional development of Computer Scientists
(Soundararajan et al., 2012; Soundararajan & Arthur,
2012; Campanelli & Parreiras, 2015; Tripp &
Armstrong, 2018). This has motivated the CS Ed
community to brainstorm and evaluate novel
teaching-learning strategies to introduce these
methodologies. Literature exists on game-based
activities for requirements definition (Beatty &
Alexander, 2008; Knauss et al., 2008; Hof et al.,
2017), assignments using LEGO as a tool to teach
methodologies (Kurkovsky, 2015; Kurkovsky et al.,
2019), and games designed to assist learners in SE:
board games (Brito & Vieira, 2017; Moura & Santos,
2018) and digital ones (Marinho et al., 2020;
Rodriguez et al., 2015). The CS Ed community has
also contributed to strategies to help students learn
about software modeling and software design (Pérez
& Rubio, 2020; Gayler et al., 2007; Coffey, 2017).
Technologies such as DesignDB (Goelman &
Dietrich, 2018) and Archinotes (Urrego et al., 2014)
pose as examples of tools designed to leverage
software abstraction and modeling for SE.
Finally, collaboration plays an essential role in
SE. CER literature reports that using strategies like
pair-programming positively impact intra-curricular
CS setups. Students who participated in Collaborative
Learning (CL) activities such as pair-programming
improved their learning performance (Gray et al.,
2019) as they also increased their confidence
(Celepkolu & Boyer, 2018). These outcomes relate to
research on inter-curricular CS setups between first-
year courses: CS1 and CS2 (Feijóo-García & Ortíz-
Buitrago, 2018; Cottam et al., 2011). Like pair-
programming, peer-tutoring reported helping
improve students' performance, retention, and
motivation: primarily, when students attributed a
mentor role. Additional literature presents Global
Software Engineering (GSE). GSE has taken place in
undergraduate and graduate courses all around the
world. As it reports about the benefits of CL, it also
presents challenges due to cultural and language
barriers regardless of the configuration between
institutions (Fu et al., 2018; Clear et al., 2015).
Our work contributes to CER literature on SE with
a strategy based on an inter-curricular design between
two subsequent SE courses in the same institution.
The strategy uses the benefits of peer instruction,
addressing SE concepts and skills concerning
methodology, project management, and software
design.
3 CONTEXT AND STRATEGY
This section describes the courses: SE1 and SE2, in
which we used our active-learning strategy.
Additionally, we present its evaluation and how we
carried out the data analysis to get the findings and
results we explain later in this paper.
Our strategy is carried out in two mid-
undergraduate core (i.e., mandatory) courses in the
Program of Systems Engineering i.e., Computer
Science (CS), at a South American higher-education
institutionUniversidad El Bosque, Colombia. SE1
Collaborative Strategy for Software Engineering Courses at a South American University
267
is offered to sophomore CS students. This course
introduces defined structures for the design and
development of team software projects, using
reference frameworks on traditional and agile
methodologies (i.e., TSP, RUP, Scrum, XP). On the
other hand, SE2 is offered to junior CS students. This
course addresses topics related to software patterns
and architecture (i.e., Observer, Factory, Facade,
MVC, SOA, MSA), software quality, metrics,
software estimation, usability, and distributed
software. At this mid-level point of our students’
professional development, they already have gained
concepts and skills on CS1, CS2, Data Structures
(CS3), Algorithms Design (AD), and Databases
(DB). Hence, SE1 and SE2 seek to improve skills and
abilities following the complete software
development life cycle, systems modeling, and the
administration of a software development project in
business environments.
The College of Engineering of our institution
divides each course into three academic modules.
Each course has a duration of 16 weeks (i.e.,
academic semester in Colombian standard).
Throughout the semester we proposed two projects,
aiming to apply the topics carried out in each course:
SE1 or SE2. The first project started in the second half
of the first module to the end of the first half of the
second module, with a duration of four weeks. We
proposed the second project to last five weeks, during
the third academic module of the semester. We had a
total of 36 students (N=36): 50% (n=18) from SE1,
and 50% (n=18) from SE2. We had 13.88% (n=5)
female students, and 86.11% (n=31) male students.
We had students between 18 and 41 years of age:
69.4% (n=25) between 18 and 21 years of age, 25%
(n=9) between 22 and 25 years of age, and 5.6% (n=2)
over 25 years of age.
3.1 First Project Approach
[Intra-curricular]
This subsection describes the first context-based
project, which made use of an intra-curricular design
to promote collaborative learning. The project's
context was the same for SE1 and SE2. However, we
asked some specific deliverables and tasks for each
course, depending on the topics seen to date.
In this first project of the semester, we formed
groups of six people within each course (SE1 or SE2),
to work on a web-based software solution according
to the topics carried out at the time. We formed six
working groups: three groups from SE1 and three
from SE2. Groups were asked to develop web-based
software solutions using a traditional waterfall
methodology (i.e., RUP, TSP). This project was
centered on software solutions for a national-wide
movie theater company. The software development
process promoted intra-curricular interactions
between students at the same academic level, and
fostered teamwork skills and responsibilities’
delegation. Moreover, each group had to use all the
concepts seen to date in each course.
After the groups’ completion of the software
development process, we proceeded with an inter-
curricular peer-reviewing approach. We selected
three members from each group in each course (SE1:
n=9, SE2: n=9). Groups in SE2 were reviewed by SE1
students, as groups in SE1 received feedback from
SE2 students. Each reviewer was asked to solely
evaluate one group. This approach helped us to
explore how an inter-curricular design could work
between SE1 and SE2.
3.2 Cross-sectional Project Approach
[Inter-curricular]
This subsection describes the second context-based
generic cross-sectional project. The project's context
was the same for SE1 and SE2. However, differently
from the first project, this second project’s design was
inter-curricular between SE1 and SE2 for the
software development process.
In this second project of the semester, we formed
groups of six people between both courses (SE1 and
SE2), to work on a web-based software solution
according to the topics carried out at the time. We
formed six inter-curricular working groups. Groups
were asked to develop web-based software solutions
using an agile methodology (i.e., Scrumban, Scrum,
XP, LSD). This project was centered on software
solutions for a national-wide parking management
company. The inter-curricular design for the software
development process promoted teamwork skills and
responsibilities’ delegation, considering different
levels of expertise between students. Additionally,
our approach fostered a collaborative learning
environment that contributed to both kinds of
students: SE1 students were introduced to new
concepts common in SE2, while SE2 students
reinforced previous concepts and skills from SE1.
We had two clients and each of them were
assigned to three groupsfirst and second authors of
this paper. As clients, we monitored each group's
development, progress, and evolution, both
documentary and technologically. After the groups
completed the second project (five weeks), we
evaluated each solution through a formal presentation
(i.e., postmortem) asking for the required
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268
deliverables: e.g., Software Architecture Document
(SAD), video-demo, web-based softwaredeployed
in a cloud platform. During these presentations, we
provided feedback on groups’ decisions, outcomes,
and teamwork process. We also provided a survey
where our students were asked to self-evaluate and
co-evaluate according to their contributions. Students
also responded to a survey to assess the activity's
effectiveness based on their perception, reporting on
the benefits, difficulties, and impact of the project and
the proposed strategy.
Differently from the first project, we had to work
for this second project online. This, due to limitations
because of COVID-19. The pandemic brought
limitations in terms of communication, software
development, and teamwork, in addition to the stress
of the pandemic. However, the use of new alternative
resources for synchronous and asynchronous
teamwork allowed our students to gain new skills on
time management and usage of resources. Moreover,
the inter-curricular design helped them to keep
engaged and motivated. We first thought that students
were not going to respond successfully to our
approach due to the pandemic. However, their
participation was active, and the outcomes were
satisfying.
4 DATA ACQUISITION
We evaluated the effectiveness of the strategy
mentioned above considering the following aspects:
1) students’ submissions, reviewed by the instructors
and their peers [quantitative ratio data from 0.0 to
5.0], and 2) the students’ perceptions on their
experience with the strategy [quantitative1-5
Likert scales, and qualitativeopen-ended
questions]. In this section, we present the data
acquisition for each aspect.
4.1 Data Acquisition: Evaluation Phase
For each project, we asked our students to create a
presentation, in addition to a documentation on their
software development process. Both projects were
graded on a scale between 0.0 and 5.0 and had three
componentsthe leading instructors determined the
percentage weights based on their experience with
both courses. The evaluation criteria considered:
Presentation30% of the Project’s Grade: We
evaluated the presentation’s content, the number of
functionalities developed for the web-based software,
the rationale behind the software development
process, their communication skills, and their
responses to their observations and questions posed
by their instructors.
Documentation50% of the Project’s Grade:
We asked students to document their process and
results on a software architecture document (SAD), in
addition to a test-planning document, and two
manuals: a technical one, and a usability onethis
one included a video-demo. Documentation was
evaluated by their instructors.
Peer-reviewing20% of the Project’s Grade:
Peers were asked to review their teammates
considering time management, effort, and
engagement with the software development process.
4.2 Data Acquisition: Perceptions
We gathered our students’ perceptions on the second
project (i.e., inter-curricular) with a questionnaire that
had five Likert-scale (1-5) questions and three open-
ended questions (see Table 1).
Table 1: Questionnaire for our student’s perceptions.
Question
Option
Q1: If you had to evaluate this
strategy, with its methodology,
advantages, disadvantages,
opportunities and difficulties,
how useful would you find it?
(1 5)
1: Not useful at all.
5: Very useful.
Q2: Indicate how comfortable
you felt with this inter-
curricular strategy that involved
two courses from different
academic semesters.
(1 5)
1: Very uncomfortable.
5: Comfortable.
Q3: Indicate how much effort
did you have to invest in for
this inter-curricular strategy.
(1 5)
1: No effort at all.
5: Much effort.
Q4: Indicate how much did the
inter-curricular strategy
contribute to your professional
development.
(1 5)
1: No contribution at all
5: It contributed very
much.
Q5: Indicate the impact of the
inter-curricular strategy for
your professional development.
(1 5)
1: No impact at all.
5: It impacted very
much.
Q6: Indicate the positive
aspects of the inter-curricular
strategy you were asked to
follow.
Open-ended question
Q7: Indicate the difficulties
of the inter-curricular strategy
you were asked to follow.
Open-ended question
Q8: Briefly justify your
previous answers. All
comments, reflections, and
perceptions must be recorded
in this section.
Open-ended question
Collaborative Strategy for Software Engineering Courses at a South American University
269
5 FINDINGS AND RESULTS
We present our findings and results based on the data
acquired with the instruments described in section 4,
focusing our analysis on each of the data acquisition
categories previously described.
5.1 Data Analysis: Evaluation
Looking at Table 2, we can observe that the scores of
the quantitative evaluations, given by the instructors
(80% of the final score) and peers (20% of the final
score), were generally positive. Each group got an
average score higher than 4.0 in a 0.0 to 5.0 scale.
Each group's score was given based on their
submission and the process they reported. For the
inter-curricular projectfirst project, scores were
normally distributed (Shapiro-Wilk, w=0.95, p
>0.05): 47% of students were scored higher than 4.0
(n=17), 50% of students were scored lower than 4.0
and higher than 3.0 (n=18), and 3% of students were
scored lower than 3.0 (n=1). For the inter-curricular
projectsecond project, scores were not normally
distributed (Shapiro-Wilk, w=0.89, p < 0.01). This,
due to students’ performance on the inter-curricular
project: 56% of students were scored higher than 4.0
(n=20), and 44% of students scored lower than 4.0
and higher than 3.0 (n=16).
We had positive results for both projects and
methods. Moreover, based on the scores’
distributions mentioned above and the descriptive
statistics presented in Table 2, we can suggest that the
inter-curricular design helped students to get better
scores. However, further research should be
conducted to validate that claim.
Table 2: Descriptive Statistics on Students’ Scores.
Project
Course
Mean
SD
Median
Project #1
intra-
curricular
SE1
3.87
0.62
3.81
SE2
4.10
0.62
4.33
Project #2
inter-
curricular
SE1
4.02
0.42
4.14
SE2
4.02
0.42
4,14
SE1 & SE2
4.02
0.42
4.14
5.2 Data Analysis: Perceptions
We did an analysis on the Likert scales (1-5) (Joshi et
al., 2015) used to gather students’ perceptions (see
Table 1). This analysis is represented as a divergent
stacked-bar graph (Tufte & Graves-Morris, 1983),
and it helped us to identify how effective did students
perceive the proposed inter-curricular project and its
methodology (Fig. 1). Additionally, with natural
language processing techniques (NLP) of students’
commentsNaïve Bayes classification technique
(Jurafsky & Martin, 2014), we were able to analyze
text sentiment on their input, and to create word
clouds based on their responses to questions 6, 7, and
8 (see Table 1)i.e., most highly mentioned words.
This analysis guided us to reflect on the positive
aspects and difficulties perceived by our students,
helping us in the identification of elements to improve
for our inter-curricular strategy.
As presented in Figure 1, students from both
courses (SE1 and SE2) generally considered the inter-
curricular strategy “Satisfactory (n=9) or “Very
Satisfactory” (n=22). Our findings suggest that SE1
students benefitted the most from our strategy due to
the interaction they had with SE2 students, as also due
to the introduction of upcoming SE2 topics. However,
SE2 students’ responses differed on Q2 and Q4 (see
Figure 1). We believe that it is due to the difficulty
SE2 students found when they assigned
responsibilities according to SE1 peers’ skills at the
beginning of the project. However, further research is
required to understand those perceptions.
We conducted a sentiment analysis using
semantic NLP on our students' commentsNaïve
Bayes classifier (Jurafsky & Martin, 2014) with
TextBlob (Loria, 2018). We distributed our
utterances in three categories: Positive, Neutral, and
Negative. Table 3 presents the performance of the
Naïve Bayes model's accuracy. For this, we used a
N=44 training set.
Table 3: Naïve Bayes Model on Sentiment Classification.
Category
Recall
F1-Score
Support
Positive
0.92
0.77
13
Neutral
0.73
0.73
11
Negative
0.75
0.86
20
Accuracy Calculations
Accuracy
-
0.80
44
Average
(Macro)
0.80
0.79
44
Average
(Weighted)
0.80
0.80
44
The accuracy of the model used to classify
students’ comments was 80% (Table 3). We can
affirm that the results obtained from the comments of
our students are reliable, based on Díaz et al.
contribution: recent studies published in the academic
community Teaching Academic Survival Skills
(TASS), present accuracy values between 63.1% and
89.3% on sentiment-based classifiers (Díaz-Galiano
et al., 2019). Table 4 presents the results obtained
from our sentiment analysis per category.
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270
Figure 1: Likert-Scale (1-5) visualization on open-ended questions about student’s perceptions.
Table 4: Sentiment Analysis per category.
Cat/Aspect
Pos.
Diff.
Perceptions
Pct (%)
Positive
23
20
30
67.6%
Neutral
6
5
2
12.0%
Negative
7
11
4
20.4%
For the inter-curricular project, students generally
responded with positive perceptions. This, since 7 out
of 10 students (67.6%) made positive comments on
Q6, Q7, and Q8 (see Table 1): 1) Positive Aspects, 2)
Difficulties, and 3) Perceptions. Moreover, responses
on Q6, Q7, and Q8 were in average positive61% of
students. On the other hand, the percentage of
positive responses regarding the inter-curricular
project's general perception was 77%, and most of the
comments (55.56%) were positive even in terms of
those difficulties students identified.
The words most frequently used by our students
per question (Q6, Q7, and Q8) were: (1) Difficulties:
time, communication, and difficulty, (2) Perceptions:
Group work, good experience, knowledge, and (3)
Positive Aspects: Learning, knowledge, group work.
Regardless of the existing limitations, the inter-
curricular strategy had a positive general perception
for our students. We believe that students highly
appreciated the team-based design, finding our
approach as a pleasant learning experience. This
claim is based on the sentiment analysis we have
described.
6 DISCUSSION
We consider that our strategy effectively assisted in
the development of soft skills (e.g., communication,
teamwork, assignment of responsibilities, resource
management), and allowed students to understand
concepts and gain skills from topics from both
courses. This activity required us to invest additional
effort as instructors to supervise each team upon their
expected development process. Regardless of the cost
of planning meetings with the different teams to
evaluate their progress and outcomes, we find very
satisfying how our students engaged, and the
motivation they exhibited with the proposed strategy.
We found two aspects we consider were difficult
to address: (1) At the beginning, SE2 students
misinterpreted the assignment's objective. They
believed that their role was to instruct SE2 topics to
SE1 peers. As instructors, we had to clarify that the
strategy was asking them all to work as peers, as their
goal was to guarantee the best responsibilities'
assignment and distribution according to their skills.
We believe that the misinterpretation was due to the
lack of inter-curricular strategies. However, we
consider that it was not something that impacted the
later steps in our strategy. (2) Although both projects
had minimum requirements, there were some
additional features asked regarding each group and
their processes. We found easy to evaluate the
minimum requirements between groups, but we had
Collaborative Strategy for Software Engineering Courses at a South American University
271
to invest extra time to scale and grade those additional
features requested per group. We will standardize
features for upcoming iterations of our strategy.
We also find that the students’ comments on the
activity were positive and constructive, and that they
guide us to improve our strategy for future iterations.
We found that when the activity was first proposed,
students were reluctant to work with peers who did
not belong to their same course (SE1 or SE2).
However, after starting our strategy, we observed our
students committing to the software process and
engaging with their peers. This shows us that our
strategy was beneficial to foster and develop Software
Engineering skills.
As educators, we cannot ignore the opportunity to
highlight this experience and the satisfaction that our
strategy gave us. We consider that the teamwork,
attitude, assimilation, and motivation we observed in
our students were positive. Additionally, our inter-
curricular strategy fulfilled its goal, by guiding our
students to get the most out of it based on the
concepts, skills, and competences expected in our
Software Engineering courses.
ACKNOWLEDGEMENTS
The authors would like to thank the students who
actively participated in the evaluation of this strategy.
We also extend our gratitude to the Program of
Systems Engineering at Universidad El Bosque,
Colombia and our colleagues from the line of
Software Engineering and Programming.
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