Masterarbeit, 2010
134 Seiten
1 Introduction
2 Background
2.1 Introduction
2.2 Students Programming Background
2.3 Evaluative Research
2.3.1 Surveys and Interviews
2.3.2 Observation
2.3.3 Tools
2.4 Case Study
2.4.1 History of Case Studies
2.4.2 Description of Case Studies
2.4.3 Qualitative versus Quantitative Methods
2.4.4 The use of Case Study in the Experiment
2.5 eXtreme Programming in a nutshell
2.5.1 An overview of eXtreme Programming
2.5.2 Applying eXtreme Programming in a Student Project Environment
2.6 Review
3 The analysis model
3.1 Introduction
3.2 Hypotheses
3.3 Survey 1
3.3.1 Introduction
3.3.2 Terms of reference for Survey 1
3.3.3 Items of Survey 1
3.3.4 Summary
3.4 The tools
3.5 The observation protocol
3.5.1 Introduction
3.5.2 Terms of the observation
3.5.3 The measurement of each observed practice
3.5.4 Summary
3.6 Survey 2
3.6.1 Introduction
3.6.2 The terms of reference of Survey 2
3.6.3 Items of Survey 2
3.6.4 Summary
3.7 The sample
3.8 Summary
4 Empirical Study
4.1 Introduction
4.2 Survey 1
4.2.1 Introduction
4.2.2 Evaluation
4.2.3 Conclusion
4.3 The Tools
4.3.1 Introduction
4.3.2 Evaluation
4.3.3 Conclusion
4.4 The observation protocol
4.4.1 Introduction
4.4.2 Evaluation
4.4.3 Conclusion
4.5 Survey 2
4.5.1 Introduction
4.5.2 Evaluation
4.5.3 Conclusion
4.6 Summary
5 Result by practices
5.1 Introduction
5.2 Sit Together
5.3 Informative Workspace
5.4 Energized Work
5.5 Pair Programming
5.6 Stories
5.7 Weekly Cycle
5.8 Slack
5.9 Ten-Minute Build
5.10 Continuous Integration
5.11 Test-First Programming
5.12 Incremental Design
5.13 Shared Code
5.14 Code & Test
5.15 Single Code Base
5.16 Negotiated Scope Contract
5.17 Final Comments
This case study evaluates the feasibility of teaching eXtreme Programming (XP) practices within an undergraduate university curriculum. The primary research goal is to determine which specific XP practices are effectively implementable in a student project environment and to assess the success or failure of this pedagogical approach.
5.5 Pair Programming
Pair Programming showed the highest score regarding the level of understanding. Based on this, the students categorized it as highly applicable. However, this was followed by a nearly total absence of application which the students have not been aware of. In the end, Pair Programming is the leading practice when it comes to the question which practice to apply in future projects. What could be a reason for this result? One possible answer is that – according to Ramachandran & Shukla [71] - Pair Programming is one of the 3 most popular practices of all eXtreme Programming practices. This could play its part as well as the lack of knowledge about the details regarding the appliance of this practice. Perhaps the students thought that sitting together while coding is already Pair Programming. This issue raises more questions than can be answered with help of the data gathered in this project. However, answers to these questions may be given in future projects that place the emphasis on such distinctions.
It should be noted about Pair Programming, that much research exists on whether Pair Programming improves quality of code enough to legitimise the cost intensive practice or not. As described by Williams, Kessler, Cunningham & Jeffries [72], Pair Programming helps to produce a better software quality in less time than with the common one programmer coding method. This is supported by Cockburn & Williams [76] who showed 3 projects with fewer lines of code but with the same functionality. The fact that all 3 projects needed fewer lines of code leads to the conclusion that Pair Programming results in a much more sophisticated design. Furthermore Williams & Upchurch [73], Nagappan, Williams, Ferzli, Wiebe, Yang, Miller & Balik [78] and Williams [75] describe that Pair Programming can be supportive in a students’ course as well.
1 Introduction: Provides an overview of the case study, outlining the research objective to investigate the teaching of eXtreme Programming in undergraduate curricula.
2 Background: Establishes the theoretical foundation, covering evaluative research, case study methodology, and a high-level overview of eXtreme Programming practices.
3 The analysis model: Defines the research methodology, including the timeline of the student project, hypothesis formulation, and the tools used for data collection.
4 Empirical Study: Presents the primary research data collected through surveys, observation protocols, and technical log analysis, interpreting the results against established hypotheses.
5 Result by practices: Concludes on the individual XP practices based on the gathered evidence, providing scientific comparison and recommendations for future academic implementations.
eXtreme Programming, Agile Methods, Student Environment, Case Study, Evaluative Research, Pair Programming, Software Engineering Education, Continuous Integration, Project Management, Software Development, Empirical Analysis, Learning Success, Pedagogical Methods, CVS, Agile Practices.
The paper explores whether eXtreme Programming (XP) methodologies, commonly used in industrial settings, can be successfully taught and applied by students in a university software engineering project.
The study covers the integration of agile techniques, the assessment of students' technical and soft skills, the methodology of evaluative research in an academic setting, and the comparative analysis of student expectations versus real-world project application.
The research asks if and how eXtreme Programming can be taught effectively in an undergraduate curriculum, specifically investigating which of the 15 selected practices are realizable in a simulated university project environment.
The author employs a case study approach, utilizing triangulation of data sources: two student surveys (pre- and post-project), direct observations during lab sessions, and analysis of archival records from programming tools like CVS.
The main body details the analytical model, the empirical execution of the student project, the evaluation of data collected from surveys and tools, and a practice-by-practice analysis of how students engaged with the XP framework.
Key terms include eXtreme Programming, case study, software engineering education, agile methods, and student project evaluation.
The author observes that while students highly understood and valued Pair Programming, the actual implementation was poor, suggesting a potential gap between theoretical knowledge and practical execution.
The author identifies this practice as a "total failure" in the university context, noting that students struggled to understand its applicability and failed to implement it correctly during the project.
Yes, the author highlights that the university setting—compared to industrial environments—creates specific challenges, such as the need to adapt practices like "Continuous Integration" and "Code & Test" due to technical and curricular constraints.
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