Utilizing authentic, real-world projects in information technology education

  • Authors:
  • Jon A. Preston

  • Affiliations:
  • Clayton College and State University, Morrow, GA

  • Venue:
  • ACM SIGITE Newsletter
  • Year:
  • 2005

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Abstract

Computer science courses have utilized real-world, customer-driven projects with mixed success for years. There is a large body of anecdotal and empirical evidence to support the idea that students learn via authentic customer interactions in database, software engineering, and other computer science courses. This paper demonstrates that such real-world projects are also applicable to Information Technology classes. By allowing students to apply the theoretical principles learned in prerequisite courses, they are able to solidify and deepen their knowledge of project management, customer relations management, requirements elicitation and management, software development, human-computer interaction (specifically interface design), database technology, communication skills, testing, debugging, and system design. Results from over 50 projects involving over 300 students and spanning seven years of courses are presented and analyzed; these projects range from traditional Windows projects to dynamic, data-driven Webs and cutting-edge projects involving PDA and TabletPC applications. The author was involved in Computer Science Software Engineering and programming courses and then transitioned into the field of Information Technology Education; consequently, the results span the domains of CS and IT education and present a convincing argument that group-based, authentic projects that involve developing solutions for real-world customers benefit Information Technology courses and students. Issues such as appropriate project scope, suggested milestones, reasonable project structure, and how to assign students to teams are discussed. A lightweight process is also provided to assist the reader in applying the recommendations with minimal effort.