Designing and Implementing an Environment for Software Start-up Education : Patterns and Anti-Patterns

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http://hdl.handle.net/10138/244920

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Fagerholm , F , Hellas , A , Luukkainen , M , Kyllönen , K , Yaman , S & Mäenpää , H 2018 , ' Designing and Implementing an Environment for Software Start-up Education : Patterns and Anti-Patterns ' , The Journal of Systems and Software , vol. 146 , pp. 1-13 . https://doi.org/10.1016/j.jss.2018.08.060

Title: Designing and Implementing an Environment for Software Start-up Education : Patterns and Anti-Patterns
Author: Fagerholm, Fabian; Hellas, Arto; Luukkainen, Matti; Kyllönen, Kati; Yaman, Sezin; Mäenpää, Hanna
Contributor: University of Helsinki, Department of Computer Science
University of Helsinki, RAGE - Agile Education Research group / Matti Luukkainen
University of Helsinki, RAGE - Agile Education Research group / Matti Luukkainen
University of Helsinki, Department of Computer Science
University of Helsinki, Department of Computer Science
University of Helsinki, Department of Computer Science
Date: 2018-12
Language: eng
Number of pages: 13
Belongs to series: The Journal of Systems and Software
ISSN: 0164-1212
URI: http://hdl.handle.net/10138/244920
Abstract: Today’s students are prospective entrepreneurs, as well as potential employees in modern, start-up-like intrapreneurship environments within established companies. In these settings, software development projects face extreme requirements in terms of innovation and attractiveness of the end-product. They also suffer severe consequences of failure such as termination of the development effort and bankruptcy. As the abilities needed in start-ups are not among those traditionally taught in universities, new knowledge and skills are required to prepare students for the volatile environment that new market entrants face. This article reports experiences gained during seven years of teaching start-up knowledge and skills in a higher-education institution. Using a design-based research approach, we have developed the Software Factory, an educational environment for experiential, project-based learning. We offer a collection of patterns and anti-patterns that help educational institutions to design, implement and operate physical environments, curricula and teaching materials, and to plan interventions that may be required for project-based start-up education.
Subject: 113 Computer and information sciences
start-up education
project-based learning
experiential learning
curriculum
software engineering
computer science
516 Educational sciences
Start-up education
Project-based learning
Experiential learning
Curriculum
Software engineering
Computer science
SELF-EFFICACY
PERFORMANCE
STUDENTS
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