Extreme Programming Installed
Improving the CS1 experience with pair programming
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Extreme Software Engineering A Hands-On Approach
Extreme Software Engineering A Hands-On Approach
Critical components for successful collaborative learning in CS1
Journal of Computing Sciences in Colleges
Houston, we have a problem: there's a leak in the CS1 affective oxygen tank
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Program quality with pair programming in CS1
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Developing collaborative skills early in the CS curriculum in a laboratory environment
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Student assessment of group laboratories in a data structures course
Journal of Computing Sciences in Colleges
An open-source CVE for programming education: a case study
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Adaptation of team-based learning on a first term programming class
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
A proposal for a new communication medium in the classroom
Proceedings of the 15th Western Canadian Conference on Computing Education
Participation patterns in student teams
Proceedings of the 43rd ACM technical symposium on Computer Science Education
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Team experiences can be important learning experiences, and industry highly values team skills in graduates. Low retention rates might also be improved with early team experiences because team experiences have been linked to increases in the sense of belonging, a key retention factor. Team experiences in upper-level courses could also benefit from earlier team experiences. The purpose of this paper is to describe and evaluate an early use of teams in the second semester of our CS1 sequence. The instructional methodology drew heavily upon the professional practices of an agile software development model, Extreme Programming. These professional practices fostered the development of team skills during a semester-long project in a closed lab. The evaluation of our experience revealed aspects of the good, the bad, and the ugly. Areas for improvement and future work are also explained.