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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Case Method for Computing Education (CMCE)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emanuel S. Grant</string-name>
          <email>grante@aero.und.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science University of North Dakota North Dakota</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Supporting Content</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <fpage>89</fpage>
      <lpage>93</lpage>
      <abstract>
        <p>-A fundamental artifact of any academic research is the data used as the basis of that research effort. A group of researchers, from institutions in multiple territories, has embarked on an ambitious research project that is aimed at enhancing the teaching of software engineering in four-year undergraduate programs. The research project details a set of objective, with the first being the capture of data that will be the basis of the research effort. The first of these workshops was held in August 2011. The data capture activity involves work with software engineering educators and representatives from the information technology industry. The data collection task sought to identify a set of topics that are considered suitable for teaching software engineering, along with identification of the years and depth at which these topics should be taught. The topics are derived from the outcome goals of the course/program and are rooted in the case-based pedagogy.</p>
      </abstract>
      <kwd-group>
        <kwd>Software engineering</kwd>
        <kwd>curriculum</kwd>
        <kwd>case-based teaching</kwd>
        <kwd>pedagogy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION</p>
      <p>A group of software engineering educators, committed to
the advancement of the teaching of software engineering has
embarked on a project to develop and support the creation and
adaptation of a common set of learning materials and teaching
strategies at the undergraduate level of education. The
expected outcome of this project is a framework, in the form of
a repository of essential software engineering teaching
modules, assessment artifacts, course projects, and assignments
that will be open to all educators in the discipline of software
engineering. The philosophy of the research is that the
availability of shared teaching material that have been
developed by those knowledgeable in each topical area will
advance the learning goals, and promote the adoption of
teaching strategies that are in the students' best interest.</p>
      <p>The goal of the research is the identification of
commonalities in teaching software engineering across
multiple territories and institutions and the identification of a
fundamental set of topics, and course material for teaching
software engineering at the undergraduate level. The
researchers will bring expertise from multiple sub-disciplines
to ensure that a broad spectrum of shareholder interests’ are
represented. The data gather from shareholders will result in
an integrated environment that leverages a set of best practices,
with respect to software engineering teaching techniques,
processes, and material - towards the definition of an
international collaborative teaching paradigm.</p>
      <p>M:M
1:M
M:M
1:M
1:M
1:M</p>
      <p>RELATIONSHIP</p>
      <p>The international collaborative teaching paradigm will
consist of a repository of teaching material that represents the
identified commonalities and variabilities that have been
identified as essential for the teaching of software engineering.
The topography of this repository will be an ontologically
structured set of teaching and assessment artifacts that is based
on a set of desired program/course outcomes. A key element
of this ontologically structured repository of artifacts will be
the use of cases around which the outcomes will be realized.
Figure 1 illustrates the ontological relationship that will be
implemented in the repository between the teaching and
assessment artifacts.</p>
      <p>Year 1</p>
      <p>Year 2</p>
      <p>Year 3</p>
      <p>Year 4</p>
    </sec>
    <sec id="sec-2">
      <title>Knowledge  ... Knowledge</title>
      <p>Area 3 Area n</p>
      <p>Course N
Topic 1</p>
    </sec>
    <sec id="sec-3">
      <title>Topic 2 ... Topic n</title>
      <p>Sub‐
topic 1
Sub‐
topic 2
Sub‐
topic</p>
      <sec id="sec-3-1">
        <title>A. Case-based Pedagogy</title>
        <p>The workshop participants will examine the need for
casebased teaching method in computing education and
subsequently discuss the requirements for a case repository and
set of practical tips on how case method can be incorporated
into the different courses, over a four-year undergraduate
degree in software engineering.</p>
        <p>Faculty teaching computing courses face the difficult
challenge of how to prepare students for the real world of
computing practice. It is essential to teach concepts and
principles but at the same time one has to translate this directly
into real-world activity, for example, in software engineering
discipline, how to design, develop, and maintain software
solutions. Though some faculty have used case method for
teaching computing courses, there has been no concerted effort
by the professional computing communities to promote this
pedagogy. Case method has been successfully applied in
teaching other professions including law, medicine, and
business [1]. Though there is great pedagogical value in case
method, computing has not leveraged this method for teaching.
One of the main reasons for this is the lack of cases and a
repository where faculty can search and find useful cases.
Another is the fact that there is very little written and sharing
among faculty on how to use cases when teaching technology
oriented topics such as software engineering, programming,
solution architecture, etc.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. What is case method?</title>
        <p>The case method uses two elements namely the case, and a
set of activities related to that case [1]. The case is a rich
narrative that provides detailed information about a situation in
which an individual or group must make a decision or solve a
problem. Cases take many forms, and there are varieties of
ways to write them. Usually it comprises the following:
• A detailed description of the problem’s context, which
at the least include the current situation and background
information,</p>
        <p>• A character that plays the central role and that
character has to be solve the problem,</p>
        <p>• Supporting data, this can include a range; data tables,
quoted statements from the various actors in the case,
supporting documents, images, video, or audio</p>
        <p>• The case is not required to provide any analysis or
conclusions.</p>
        <p>
          Students working on the case during the classroom
activities focus on analyzing the case to understand and explain
the events, evaluate and propose solution options to solve the
problem, predict the effects of taking actions, etc. The
activities can be classified into the following four steps [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]:
1. Understanding the case-identifying the important facts
of the case,
        </p>
        <p>2. Analyzing the case by understanding the issues and
challenges from multiple perspectives, evaluating solutions
proposed in the case,
3. Taking action by proposing alternate solutions, and
evaluating the pros and cons of the solutions and their
shortand long-term impact, and</p>
        <p>4. Finally, being able to “take away” the generalizable
concepts and principles from the case.</p>
        <p>The activities can differ depending on the course that is
being taught. For example, in a management oriented course,
an activity can be answering discussion questions pertaining to
the case, “Should the marketing manager launch the product?”.
In a technology oriented course, an activity can include the
students having to design and evaluate solutions, “Propose and
evaluate two alternative IT solution architectures for
implementing the automated fulfilment process”.</p>
      </sec>
      <sec id="sec-3-3">
        <title>C. The Rationale for Case-based Teaching</title>
        <p>Case teaching method provides a number of benefits to
enhance student learning through “interactive pedagogy” by
stimulating critical thinking and problem solving skills and by
creating reasonably realistic replicas of actual situations--which
include incomplete information, time constraints, and
conflicting goals. This leads to enhances student motivation
and well-aligned learning environment, where practice and
theory come together. This is especially true when teaching
technical topics through traditional lecture that is often very
dry and boring. Following are some benefits of using cases in
computing education:</p>
        <p>• Helps to introduce real world scenarios and problems
into the classroom,</p>
        <p>• Convey knowledge of what computing professionals
do and how they work,</p>
        <p>• Develop effective problem-solving skills, which are
situated in a real world context,
•
•</p>
        <p>Helps students to better connect theory and practice,</p>
        <sec id="sec-3-3-1">
          <title>Enhance cooperative learning skills in the class,</title>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>D. The Way Forward</title>
        <p>In order to drive the case method in computing education,
as a community involved in teaching computing courses, we
need to:</p>
        <p>• Develop a set of sample cases that can be used in
teaching specific computing courses, for example, object
oriented design, enterprise integration, software testing, etc.,
and share them with other faculty.</p>
        <p>• In order to enable sharing, we need to develop an
online repository where faculty can submit teaching cases and
also search and download teaching cases.</p>
        <p>To drive the above actions, we intend to run Case Method
for Computing Education (CMCE) workshops in major
computing education conferences. An important aspect of any
research is the use of data that will be transformed into
information through the process of the research work. It is
fundamental that the data used is correct and sufficient. It is
expected that the workshops used for data capture in this
research will correct and sufficient, as it will be sourced from a
diverse population in multiple sessions.</p>
        <p>II.</p>
        <p>THE RESEARCH PROJECT</p>
        <p>
          The first seminar was hosted at the Holy Angel University,
Philippines July 2010. This seminar had in attendance
ninetyfive students and faculty members from twenty educational
institutions in the central Philippines region, along with
representatives from government agencies and business
professionals. There were two main presentations, a hands-on
tutorial, and a panel discussion from researchers of this project.
The first presentation [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] examined the funding and research
trend in SE in the USA, and looked at the impact the
collaboration between Asian researchers and their United
States counterparts may have on the research trends. The
second presentation [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] looked at a novel approach to teaching
object-oriented analysis and design as a topic of a SE course.
The hands-on tutorial [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] took the participants through the
fundamental steps of developing an online course. The panel
discussion fielded a series of questions and answers from the
areas of the two main presentations.
        </p>
        <p>Figure 3 outlines the Repository development phase of the
research project. The Repository is intended to enhance and
advance the teaching and learning of SE topics at the
undergraduate level, by providing a collection of artifacts that
captures the best practices in the field. SE educators will be
able to access and use the Repository to develop course
curriculum and syllabus, or enhance existing courses with high
quality teaching and learning components. Educators will be
able to select items for teaching and learning across the four
years of an undergraduate program. The Repository will store
items for curricula development (course topics, concepts,
principles, etc.), syllabi development (recorded lectures,
test/exams, assignments, term projects, term papers, course
text, case studies, etc.), and course assessment material (student
surveys/questionnaires, course evaluations, etc.).</p>
        <p>Access to the Repository will be over the Internet, which
will also provide the gateway for requesting/suggesting updates
to the Repository (addition/deletion of items, and modification
of existing items). The architectural platform for the
Repository will be Cloud, and associated computing
technologies [6]. Cloud Computing, software as a service
(SaaS) [6], and service-oriented architecture (SOA) [7] are
growing phenomena in the business world. In contrast to
traditional software systems, where organizations maintain
technical staff and enough computer hardware to run their
business applications effectively, SaaS and Cloud Computing
are beginning to change this traditional way of managing
information technology (IT). SaaS has an incentive to release
new features as soon as they are completed to the users.</p>
        <p>
          A goal of the research work is providing users with the
facility to develop program/course curriculum within a
technology framework. Figure 4 illustrates the hierarchical
organization of the components of a curriculum. The body of
knowledge that is deemed as appropriate for an undergraduate
program in software engineering is designated in SEEK[
          <xref ref-type="bibr" rid="ref7">8</xref>
          ].
SEEK is organized hierarchically into three levels. The highest
level is the education Knowledge Area which represents a
particular sub-discipline of software engineering that is
generally recognized as a significant part of SE knowledge that
an undergraduate should know. The second level is the units
where each knowledge area is broken down into smaller
divisions or modules. Each unit is then subdivided to form the
lowest level which is a set of topics. The research introduces
case examples that are linked to the topics; the case examples
provide the connection between theory and practice.
        </p>
        <p>
          Figure 5 provides an overview of the methodology. Phase
1 details the data capture for the repository. This will build on
the work already done by Grant, et. al. in [
          <xref ref-type="bibr" rid="ref8">9</xref>
          ] and [
          <xref ref-type="bibr" rid="ref9">10</xref>
          ] in order
to outline a path to the realization of the repository. Phase 2
implements the repository development and population, given
the input from Phase 1. Finally, phase 3 illustrates utilization
of the repository for the delivery of the content and student
assessments as well as automated feedback to the repository.
        </p>
        <p>Build &amp; </p>
        <p>Maintain
PHASE 1</p>
        <p>The workshops call for submissions will require
participants to submit position papers that outlines their
specific interest, anticipated contribution, and expected
outcome of the workshop. Participants will be informed of the
expected outcome of each breakout panel session and the
workshop in general. Plenary sessions will have presentations
made by participants that represent the focus of each breakout
session group. At the end of the presentations there will be a
question and answer period. The presenting authors of these
selected submitted papers will be asked to co-chair the relevant
breakout session panel.</p>
        <p>
          The main input used for the breakout panel sessions will be
sections from the Institute of Electrical and Electronic
Engineering Computer Society (IEEE-CS) and Association of
Computing Machinery (ACM) Computing Curriculum,
Computer Science Curricula 2013: Curriculum Guidelines for
Undergraduate Degree Programs in Computer Science
(IEEECS/ACM CS 2013) [
          <xref ref-type="bibr" rid="ref7">8</xref>
          ] document. The selected section of the
document will be distributed to each of the participants, prior
to the start of the workshop for their review and preparation.
The selected sections of the document will comprise
introductory information on the IEEE-CS/ACM CS 2013
manuscript, and description of the SEEK, along with tables of
the SEEK areas, with the supplementary information.
        </p>
        <p>It is planned that each of the panel groups will be
comprised of four to six members. This would make for a
minimum of twenty to a maximum of thirty workshop
participants, plus three workshop organizers and one to two
resource personnel. The moderator’s main task will be the
recording of all panel matters compiling the panel report. Each
panel will have a moderator, who will be a project researcher
or one of the presenting authors from the plenary session.
Each panel will also include students, possibly both
international and local.</p>
        <p>The main activities of the workshop will be the breakout
panel sessions and the wrap-up plenary session. For the
breakout, panel sessions the participants will be divided into
five groups that conducted discussions in the following SEEK
areas:
•
•
•
•
•
•</p>
        <sec id="sec-3-4-1">
          <title>Computing Essentials,</title>
          <p>Software Modeling &amp; Analysis and Design,
Software Verification &amp; Validation, and Evolution,
Professional Practice and Software Management,
Software Process and Software Quality, and
the additional topic of case-based teaching.</p>
          <p>Each panel group will discuss the topics listed under the
respective heading, from the SEEK areas. The groups will
answer the following questions:
• Is this topic relevant to the fundamentals of SE?
• In which year(s) of the program should it be taught?
• What percentage of teaching time should be
allocated?
• What is the rationale for the selection of this topic?
In the wrap-up session of the workshop, the co-moderators
will present the findings of their respective panels. These
presentations will be followed by a question and answer
session. This session is intended to gather final overall
comments and recommendations and get the participants
feedback on their views on the success of the day's activities.
Specifically, the research group will seek to determine what the
participants thought was most useful, undesired, what should
have been done more/less, and what influence the sessions
would have on their current teaching strategies.</p>
          <p>IV.</p>
          <p>RELATED WORKS</p>
          <p>The Software Engineering Disciplinary Commons (SEDC)
(http://sec.cs.siue.edu/) is a project that is funded by the
National Science Foundation (NSF) (http://www.nsf.gov) of
the United States, and the program has two objectives. The
first is the documentation and sharing of knowledge about
student learning on courses in software engineering, in
fouryear degree-granting institutions within a single geographic
region. The second objective is to improve the quality of
teaching in software engineering (and computer science in
general) by establishing practices for the scholarship of
teaching by making it public, peer-reviewed, and amenable for
future use and development by other software engineering
educators.</p>
          <p>This work encompasses that of the SEDC, and adds three
more layers; namely – (1) international participation, (2)
collaborative distributed teaching, and (3) retrieval and update
of teaching material. Two of the researchers involved in this
project are participants in the SEDC project, and their
experience from the SEDC project will be incorporated into
this project.</p>
          <p>The IEEE Computer Society hosted a series of workshops
in the early 1980s that initiated work on establishing standards
for software engineering (SE) products and processes. That
effort motivated the establishment of a Software Engineering
Body of Knowledge (SWEBOK), which came into focus ten
years later. The mission statement of SWEBOK is “To
establish the appropriate sets(s) of criteria and norms for
professional practice of software engineering upon which
industrial decisions, professional certification, and educational
curricula can be based.” This work is currently embodied in
the 2004 SWEBOK Guide that is comprised of twelve chapters
and four appendices. The guide sets out a baseline for body of
knowledge of SE. The IEEE Computer Society seeks to keep
the Guide relevant by updating it based on comments it
receives from educators and practitioners in SE.</p>
          <p>Sections of this document will be used in the workshop, as
foundational starting points for the work to be accomplished in
the workshops. The goal is to build from the existing body of
knowledge in this research area, towards achieving the project
goals. Both IEEE documents are currently under-going major
updating and an outcome of the workshop effort is in
contributing to this update activity.</p>
        </sec>
      </sec>
    </sec>
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