Introduction to the personal software process
Introduction to the personal software process
Balancing Agility and Discipline: A Guide for the Perplexed
Balancing Agility and Discipline: A Guide for the Perplexed
Object-Oriented and Classical Software Engineering
Object-Oriented and Classical Software Engineering
Agent-based end-user development
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
Introducing software engineering processes via games and simulations: a Tri-P-LETS initiative
Journal of Computing Sciences in Colleges
Software development process animation
Proceedings of the 49th Annual Southeast Regional Conference
Bridging the gap between school computing and the “real world”
ISSEP'06 Proceedings of the 2006 international conference on Informatics in Secondary Schools - Evolution and Perspectives: the Bridge between Using and Understanding Computers
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This paper discusses two related challenges faced by software engineering instructors. First, assuming that projects are necessary to produce successful computer science majors, what should be the role of projects and how best do we integrate theory and application? Second, what life cycle models and associated processes should students have the opportunity to experience, and where in the curriculum should a disciplined process first appear? We review several curriculum plans that have been employed to address these problems. We also offer recommendations based on our experiences both with undergraduate computer science majors and with high school students in project Tri-P-LETS, where beginning programming students are taught to develop games and software simulations following a process.