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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Experiences of a Software Engineering Course based on Interactive Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stephan Krusche</string-name>
          <email>krusche@in.tum.de</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nadine von Frankenberg</string-name>
          <email>nadine.frankenberg@tum.de</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sami Afifi</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Technische Universität München</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Munich</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Germany</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>32</fpage>
      <lpage>40</lpage>
      <abstract>
        <p>Learning to apply software engineering requires practical experience, and can not be taught through traditional theory-based lectures. Interactive learning is an approach that combines lectures and exercises into multiple iterations of theory, example, exercise, solution and reflection. It is based on active, computer based and experiential learning and on immediate feedback to improve the learning experience in large classes. It includes hands-on activities with the goal to increase students' motivation and engagement.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Software engineering (SE) requires practical
application of knowledge
        <xref ref-type="bibr" rid="ref10 ref31">(Connolly et al., 2007; Shaffer,
2004)</xref>
        , because it is an interactive and collaborative
activity
        <xref ref-type="bibr" rid="ref32">(Whitehead, 2007)</xref>
        . In particular, project
management in SEering is an activity that requires
practical experience. The learning experience of students
is low when educators disregard the practical
relevance of SE and do not handle real problems in a
course
        <xref ref-type="bibr" rid="ref11">(Cunliffe, 2002)</xref>
        . Interaction with students is
limited if the learning activities focus on the educator
in front of the classroom. Then, students’
participation and motivation are low and the learning outcome
decreases.
      </p>
      <p>
        Educators can apply self-guided learning, personal
responsibility, practical relevance and
individualization to overcome this problem. Several pedagogic
theories have been developed that include these
elements: Problem-based learning teaches a subject
through the experience of problem solving. Educators
support, guide, and monitor this process
        <xref ref-type="bibr" rid="ref3">(Boud and
Feletti, 1998)</xref>
        . Cooperative learning organizes
classroom activities into social learning experiences:
Students complete exercises in groups towards a common
goal
        <xref ref-type="bibr" rid="ref15">(Johnson et al., 1991)</xref>
        . Computer based learning
allows students to learn through computer-mediated
activities
        <xref ref-type="bibr" rid="ref12">(Garrison and Kanuka, 2004)</xref>
        . Experiential
learning is the process of learning from experience and
reflecting about it
        <xref ref-type="bibr" rid="ref17">(Kolb, 1984)</xref>
        . Active learning
promotes that students actively participate in the learning
process
        <xref ref-type="bibr" rid="ref2">(Bonwell and Eison, 1991)</xref>
        . Instead of only
passively listening, they are involved in exercises and
engaged in solving problems.
      </p>
      <p>
        We developed a course that includes a mix of these
approaches and teaches SE concepts through
interactive learning
        <xref ref-type="bibr" rid="ref26">(Krusche et al., 2017)</xref>
        . The course
includes interactive tutorials and quizzes as activating
in-class exercises where students immediately receive
feedback to reflect about their performance. It also
integrates team based exercises in which students
apply the knowledge in a different situation to deepen
their understanding and to increase their knowledge
retention.
      </p>
      <p>
        While the integration of multiple learning theories
and exercise types increases the effort for educators,
it can lower their stress and it can lead to higher
satisfaction for educators and learners
        <xref ref-type="bibr" rid="ref1">(Ben-Ari et al.,
2003)</xref>
        . We base our teaching methodology on a
Chinese proverb: “Tell me and I will forget. Show me and I
will remember. Involve me and I will understand. Step
back and I will act”
        <xref ref-type="bibr" rid="ref18">(Korthagen et al., 2001)</xref>
        . It
emphasizes that involving students into the learning process,
activating them in the classroom, is the key for their
understanding. Self-guided and problem-based
learning let students take responsibility to solve a problem
on their own, using concepts they learned before.
      </p>
      <p>
        The paper is organized as follows: Section 2
describes active learning and the Revised Bloom’s
Taxonomy as foundations of the learning theories in our
course. In Section 3, we present the course design
that follows an interactive learning approach with an
iterative process combining lectures and exercises into
short cycles. Section 4 presents a case study about a
large software engineering course with 300 students
(RBT) to classify curricular objectives and exercises
        <xref ref-type="bibr" rid="ref20">(Krathwohl, 2002)</xref>
        . The RBT identifies six cognitive
process categories (remember, understand, apply,
analyze, evaluation, create) and four knowledge
categories, ordered from concrete to abstract knowledge:
•
•
•
•
      </p>
      <p>Factual: Basic knowledge to acquaint with a
discipline and to solve problems.</p>
      <p>Conceptual: Connection of basic knowledge in a
larger context.</p>
      <p>Procedural: Methodology of knowledge
application using skills, techniques, and methods.</p>
      <p>Metacognitive: Knowledge about the use of
particular strategies for learning or problem solving.</p>
      <p>The cognitive process dimension together with the
knowledge dimension help to formulate learning
objectives. Learning activities that require higher order
cognitive processes and that lead to acquisition and
construction of more abstract knowledge can be
classified as active learning. Figure 1 shows the RBT matrix
classifying more active and more passive learning
approaches.</p>
      <p>lower order thinking
higher order thinking
remember understand apply
analyze evaluate
create
passive learning
concrete</p>
      <p>factual
knowledge
conceptual
knowledge
procedural
knowledge
metacognitive
knowledge
abstract
in which we applied interactive learning. In Section 5,
we present the findings of an evaluation of this case
study. Section 6 discusses related work and Section 7
concludes the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Foundations</title>
      <p>
        Active learning is an educational approach to increase
student involvement with the subject being taught.
Instead of students acting as receivers of knowledge by
passively listening to lectures, active learning puts the
emphasis on developing student skills and engaging
them in activities. Bonwell and Eison define active
learning as “anything that involves students in doing
things and thinking about the things they are doing”
        <xref ref-type="bibr" rid="ref2">(Bonwell and Eison, 1991)</xref>
        . The active learning
approach draws from constructivist learning theories
and can be summarized in four main premises
        <xref ref-type="bibr" rid="ref4">(Brophy and Good, 1994)</xref>
        :
      </p>
      <sec id="sec-2-1">
        <title>1. Learners construct their own meanings</title>
        <p>2. New learning builds on prior knowledge
3. Learning is enhanced by social interaction
4. Meaningful learning develops through “authentic”
tasks</p>
        <p>
          Grabinger and Dunlap emphasize that authentic
contexts encourage students to take more
responsibility and engage them in learning activities that
promote high level thinking processes
          <xref ref-type="bibr" rid="ref13">(Grabinger and
Dunlap, 1995)</xref>
          . In SE education, an authentic
context would be a software project where students have
to develop an application: they experience typical
development workflows and tools such as software
configuration management.
        </p>
        <p>
          Students experience collaborative learning through
learning communities that involve both peer students
and instructors. Their learning progress is supported
and assessed through realistic tasks such as planning
and conducting a meeting. There is broad support for
the benefits of active learning on knowledge transfer
and student performance
          <xref ref-type="bibr" rid="ref29">(Prince, 2004)</xref>
          . Active
learning has an improved learning outcome compared to
more passive approaches
          <xref ref-type="bibr" rid="ref28">(Michael, 2006)</xref>
          .
        </p>
        <p>
          Bonwell and Eison propose a set of activities that
align with the principles of active learning
          <xref ref-type="bibr" rid="ref2">(Bonwell
and Eison, 1991)</xref>
          . Examples are:
•
•
•
•
        </p>
        <p>Think-Pair-Share: Students think and discuss
about a topic in pairs.</p>
        <p>Simulation: Classroom activities resemble
reallife situations.</p>
        <p>Working in group: Collaborative or cooperative
group work requires high involvement of students.
Case studies: Practical examples encourage
students to integrate knowledge from class with
reallife.</p>
        <p>While keeping active learning principles in mind,
instructors can use the Revised Bloom’s Taxonomy
active learning
With the aforementioned pedagogical foundations in
mind, we designed a course to teach software project
management by mixing lectures with engaging
inclass and homework activities, such as hands-on
tutorials, multiple choice quizzes, team exercises and
team projects. To activate students, we put emphasis
on the interactivity of the course.</p>
        <sec id="sec-2-1-1">
          <title>3.1 Learning Objectives</title>
          <p>
            The course has the following intended learning
outcomes: Participants understand the key concepts of
software project management. They learn and apply
the basic techniques and methods of project
organization that are used when complex software
systems are developed such as task, issue and meeting
management. The course focuses on agile models
as preferred software lifecycle, in particular Scrum
            <xref ref-type="bibr" rid="ref30">(Schwaber, 1995)</xref>
            and Kanban (Anderson, 2010).
          </p>
          <p>
            Students communicate and collaborate in team
projects, learn to estimate tasks and to schedule a
project. They learn how to model software life-cycles
and how to write an agile contract. They design user
interfaces, create prototypes and evaluate these using
typical usability heuristics. Student apply software
configuration management including change, branch,
merge and review management using git
            <xref ref-type="bibr" rid="ref8">(Chacon,
2009)</xref>
            and pull requests
            <xref ref-type="bibr" rid="ref24">(Krusche et al., 2016)</xref>
            . They
apply build and release management by implementing
typical continuous integration and continuous
delivery workflows
            <xref ref-type="bibr" rid="ref22 ref23 ref25">(Krusche and Alperowitz, 2014)</xref>
            .
          </p>
          <p>Students do not only get familiar with the theory
of each topic, but also get practical experience. They
get to know specific cases and learn how to use each
concept in different settings.
3.2</p>
        </sec>
        <sec id="sec-2-1-2">
          <title>Organization</title>
          <p>The course is designed for large audiences with more
than 100 students. One instructor teaches the course
with the help of teaching assistants (TAs). Besides
helping the students, the TAs also act as intermediaries
between the students and the instructor. To maintain
a high level of interactivity, informal communication
channels encourage students to interact with other
course participants, with their team members and
with the instructor. A learning management system is
used for formal information sharing.</p>
          <p>
            During class, TAs monitor a question channel of a
chat tool, and respond when necessary. This gives
students the opportunity to clarify questions through
informal communication. People respond and
communicate more frequently when using an informal
communication tool
            <xref ref-type="bibr" rid="ref21">(Kraut et al., 1990)</xref>
            , such as a
chat application. During class, TAs can inform the
instructor about issues that are of interest for other
students. Then, the instructor can clarify issues and
answer questions in front of all students. In addition,
the instructor encourages students to ask questions in
the lecture hall as well.
          </p>
          <p>
            Lectures and exercises are combined into interactive
classes to encourage students to attend. Students are
expected to actively participate: they must bring their
own laptop, tablet or smartphone and use it in class
for computer based exercises. To motivate students to
participate in these exercises, students can earn bonus
points to improve their grade in the final exam. In
addition, students can participate in a team project
to apply the learned knowledge in another setting.
This team project includes with five team members
and is a simplified version of the team projects
described by Bruegge and his colleagues
            <xref ref-type="bibr" rid="ref5">(Bruegge et al.,
2015)</xref>
            : there is no real customer and students have
less deliverables, but the applied process model is the
same. While the team projects are not mandatory to
the students, the instructor encourages them to take
part, because students learn important
communication and negotiation skills when it e.g. comes to task
distribution and meeting management.
          </p>
        </sec>
        <sec id="sec-2-1-3">
          <title>3.3 Interactive Learning</title>
          <p>
            Figure 2 shows the iterative process of interactive
learning. Each lecture has multiple iterations of the
following five phases
            <xref ref-type="bibr" rid="ref26">(Krusche et al., 2017)</xref>
            :
1. Theory: The instructor introduces a new concept
and describes the theory behind it. Students listen,
try to understand it and ask questions.
2. Example: The instructor provides an example so
that students can refer to a concrete situation.
3. Exercise: The instructor asks the students to
apply the concept in a small exercise. The students
submit their solution to the exercise.
4. Solution: The instructor provides a sample
solution, explains it to the students and discusses
exemplary student submissions to provide
immediate feedback and guidance.
5. Reflection: The instructor facilitates a discussion
about the theory and the exercise so that students
reflect about the concept.
          </p>
          <p>Theory</p>
          <p>Student
Reflection</p>
          <p>Example
Solution</p>
          <p>Exercise</p>
          <p>While the theory helps to build factual knowledge
and conceptual knowledge, exercises can build
procedural and metacognitive knowledge.</p>
        </sec>
        <sec id="sec-2-1-4">
          <title>3.4 Exercises</title>
          <p>TAs help in the conduction of the exercises: they walk
through the classroom, answer questions and provide
help in case problems occur or exercise instructions
are unclear. The assessment of the submitted
solutions can either be automated using tool support, or
manually done by the TAs who review the
submitted solutions and provide immediate feedback to the
students. The degree of automation depends on the
exercise type and the solution’s format. The course
includes individual exercises and team based exercises:
Individual exercises
E1 Quizzes with drag and drop questions or multiple
choice questions (automatic evaluation through a
quiz system).</p>
          <p>E2 Interactive tutorials with step-by-step instructions
(automation degree depends on the exercise).
In each class, theory is followed by short in-class
quizzes, serving as self-assessment so that students
can instantly check whether they understood the main
concepts or not. Therefore, quizzes help to increase
factual and conceptual knowledge by repeating and
connecting the learned theory.</p>
          <p>Interactive tutorials include detailed, step-by-step
instructions so that even beginners are able to
conduct the exercises. They are helpful to experience a
concept for the first time. The instructor performs
these tutorials live in class so that students can follow
on their own laptops. He uploads the presentation
slides with detailed screenshots before class, so that
students can look up the steps of the exercise on the
slides if they cannot follow in the given time.</p>
          <p>He asks the students several times during a tutorial
how many of them can still follow. If not enough
students raise their hand, he waits and explains the
current step again in more detail. If more than around
80 % raise their hand, the instructor continues. More
experienced students are kept motivated with optional
challenges. Interactive tutorials help to build
procedural knowledge by involving the students into the
methodology of knowledge application and by
building skills, techniques and methods to solve particular
tasks.</p>
          <p>All tutorials are self-contained and do not depend
on previous exercises. They are based on the same
common problem statement provided in the beginning
of the class, so students know the context and can
follow exercises more easily. The instructor does not
have to introduce a new problem statement in each
class and saves time. If students miss a class, they can
also catch up with the exercise at home.</p>
          <p>Team based exercises
E3 Project teamwork that includes communication
and collaboration aspects (automation degree
depends on the exercise).</p>
          <p>Team based exercises incorporate the concepts of
peer learning and cooperative learning. They repeat
the topic of individual exercises to deepen and retain
the knowledge by applying the learned concepts in
a different setting. Students transfer the previously
learned knowledge to the concrete team situation
and tailor the concepts. This facilitates self-guided
learning and promotes the idea of self-organization,
an important management aspect.</p>
          <p>To create a context for their project, the teams
choose a problem statement and a development
environment in the beginning of the course. In team based
exercises, students need to transfer the
previouslylearned factual, conceptual and procedural
knowledge into a concrete situation. They need to adapt the
learned skills, techniques and methods or find new
ones to solve the problem collaboratively while taking
responsibility because the instructor steps aside. This
helps to build metacognitive knowledge.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4 Case Study</title>
      <p>The following case study describes the university
course "Software Engineering II: Project Organization
and Management" (POM) that implements interactive
learning. We evaluated the course in summer 2016,
amongst others by means of a questionnaire that
included free text fields in which the students stated
their thoughts. The detailed evaluation is discussed
in Section 5.</p>
      <sec id="sec-3-1">
        <title>4.1 Course Format</title>
        <p>The course had a heterogeneous distribution of 300
students with two groups standing out: around half
of the students are bachelor students with major in
information system who have to take this course in
their studies. The other half are master students in
computer science and take the course by their own
choice. The challenge is to keep the lecture content
easy enough for less experienced students, but also
stimulating enough for more experienced ones.</p>
        <p>The course took place in one semester over 13
weeks in the summer 2016, with a three hour time
slot for lectures and exercises between 8:15 am and
11:30 am, including a 15min break. A single instructor
taught the course with the help of 9 teaching
assistants. Table 1 shows the schedule and the content of
each lecture.</p>
        <p>
          Week Class content
1 Team Formation
2 Project Organization
3 Software Lifecycle Models
4 Agile Methods
          <xref ref-type="bibr" rid="ref22 ref23 ref25">(Krusche et al., 2014)</xref>
          5 Prototyping &amp; Usability Management
        </p>
        <p>
          <xref ref-type="bibr" rid="ref6">(Bruegge et al., 2012)</xref>
          6 Proposal Management
7 Branch, Merge &amp; Review
        </p>
        <p>
          Management
          <xref ref-type="bibr" rid="ref24">(Krusche et al., 2016)</xref>
          8 Contracting &amp; Estimation
9 Continuous Integration
10 Continuous Delivery (Krusche and Alperowitz, 2014)
        </p>
        <p>
          Feedback Management
          <xref ref-type="bibr" rid="ref22 ref23 ref25">(Krusche and Bruegge, 2014)</xref>
          11 Risk and Demo Management
12 Global Project Management
13 Project Management Antipattern
        </p>
        <p>In large courses, students get easily distracted, may
no longer pay attention to the lecture, or may engage
in off-topic conversations with each other. Therefore,
our main goal was to design and structure each class
so that students are engaged and motivated using
interactive learning.</p>
        <p>As additional motivation, students were able to earn
bonus points (BP) for participating in exercises. If they
earned enough BPs, their grade in the final exam was
improved accordingly. Students reported in a survey
that the bonus was a “strong motivation to be active in
the course”. In the following, we illustrate the course
concept in more detail.</p>
      </sec>
      <sec id="sec-3-2">
        <title>4.2 Quizzes</title>
        <p>During each class, multiple choice quizzes gave
students the opportunity to revise the covered theory, and
to earn BPs. To motivate students to attend class, we
performed the quizzes dynamically during the class
after certain lecture content was completed. Thus,
only students present in class could participate in the
quizzes. On average, 181 students participated in the
quizzes per class.</p>
        <p>We optimized the creation of quiz questions during
the course using an iterative feedback approach to
minimize misunderstandings and ambiguities. Two
TAs created the quizzes based on the lecture content,
then all TAs reviewed the questions to find errors and
misunderstandings. On average, there were three
quizzes per class. A quiz consisted of three questions
with three to four answer choices each, an example of
a question is shown in Figure 3.</p>
        <p>Question: What are key characteristics of the Waterfall Model?
✓ 1. Progress is measured by the number of tasks that have  
been completed.
✓ 2. At the end of each activity, a verification step prevents the  
deletion or unwanted introduction of requirements.
X 3. The Waterfall Model allows the repetition of activities if  
requirements change unexpectedly.
X 4. Traditional managers do not like waterfall-based models, 
since fixed milestones are bad for progress measurement.</p>
        <p>To prevent cheating during the quiz, students could
see their results only after the quiz was closed.
Questions and answer choices were randomly interchanged
in the learning management system which included
an automated quiz grading component that showed
the overall quiz performance. As a result, there was
no correction overhead.</p>
        <p>Most students liked the concept of using quizzes
directly after the lecture content, and stated in a survey
that it was ”good to use quizzes to see right away what
I learned”. The quiz performance of all participating
students was available instantly to the instructor, and
provided information on how well the students could
follow the lecture. After each quiz, the instructor
shortly reviewed and discussed questions and answers
with the students. This offered the opportunity to
repeat key points of the taught theories. Students also
had the chance to give feedback about the quiz.</p>
        <p>In the beginning of the course, some students
reported “too little time to read and answer some
questions”. We considered this when designing
subsequent quizzes. Other students’ reported
inconsistencies in the quizzes and helped to improve the
questions. There was controversial feedback concerning
the quizzes, as some students felt that they “put too
much pressure” on them. Most students appreciated
the quizzes as a direct control of their learning
outcome. One student reported: “I like the quizzes a lot.
They really help me to understand the topics faster
and better”. Another one stated in the Slack1
channel that was open during class: “quizzes wake me up
better than coffee” as shown in Figure 4.</p>
      </sec>
      <sec id="sec-3-3">
        <title>4.3 Exercises and Homework</title>
        <p>
          In the first class, students organized themselves into
51 teams, with 5 students per team, to participate in
a team project. Each team chose one of three distinct
problem statements, and had the task to implement
a small mobile app until the end of the course, while
applying project management methodologies. The
students had to include at least one experienced and one
unexperienced team member to give unexperienced
students the opportunity to learn from more
experienced ones, following the master apprentice approach
          <xref ref-type="bibr" rid="ref15 ref9">(Collins et al., 1991)</xref>
          . Experienced students could also
benefit, since they deepened their knowledge, and
were challenged by optional harder tasks.
        </p>
        <p>
          The first team exercise was an icebreaker in the first
class where all teams participated in a small
competition, the marshmallow challenge
          <xref ref-type="bibr" rid="ref33">(Wujec, 2010)</xref>
          in the
lecture hall as part of the team formation class. The
teams had 18 minutes to build the tallest structure
using spaghetti sticks, tape, rope and a marshmallow.
Figure 5 shows how the teams built the spaghetti
towers in the classroom. After the exercise, each team
had to measure its own tower according to specific
rules and upload the picture to a shared space. The
TAs evaluated the tower and the measurement and
awarded the best team with small prices.
        </p>
        <p>The instructor performed in-class exercises live on
a computer shown on a projector. A second projector
showed the corresponding lecture slides with detailed
screenshots. The TAs walked through the lecture hall
and helped if necessary. However, TAs did not
explicitly tell students the solutions to the exercises, but
1Slack is a popular free team chat service that we used in class to
improve the communication between instructor, TAs and students:
https://slack.com.
rather pointed them into the right direction, so that
they worked out the solutions themselves.</p>
        <p>
          Immediate feedback was an important factor for the
exercises. Students could review sample solutions on
the projector, and were assisted by TAs. The exercise
tools and the screenshots in the lecture slides provided
additional feedback. If the student’s screen looked
identical to the screenshot on the slide after a task, or
the tool reported a success message, the students knew
that they performed the exercise correctly. We used
several workflows and tools that are used in industry
in order to demonstrate practical usage
          <xref ref-type="bibr" rid="ref16">(Klepper et al.,
2015)</xref>
          . Most students found this approach helpful, and
liked that the “exercises were practical and relevant”.
        </p>
        <p>
          To deepen the students’ understanding, each lecture
included a team project exercise to learn and apply
management concepts, following a learning by doing
approach. Students e.g. learned agile methods, and
had to apply them throughout the team project. They
performed self-organized meetings and documented
their meetings, including a meeting-selfie of all
participants to add a fun factor to the exercise. Another
example is that they formed pairs in class, implemented
a small feature, and then reviewed their partner’s pull
requests to understand the code review workflow
          <xref ref-type="bibr" rid="ref24">(Krusche et al., 2016)</xref>
          . Students then followed this pull
request workflow when implementing the mobile app
in the team projects. While the team projects were
not mandatory, students could earn 50 % of the bonus
points. Therefore, many students were motivated to
participate in the team projects.
        </p>
        <p>
          Multiple TAs reviewed the exercises that could not
be assessed automatically. The students received
feedback at the latest two weeks after the submission
deadline. As Kothiyal and his colleagues point out, “prompt
and descriptive feedback on their [the students]
understanding” enables both, students and instructor,
to “use this feedback to modify their learning and
teaching respectively”
          <xref ref-type="bibr" rid="ref19">(Kothiyal et al., 2013)</xref>
          .
Students found fast feedback motivating and helpful. For
each exercise, students could see the current
grading status and deadline so that they had an overview
which exercises were due in the current week. They
could see which TA graded their exercise to directly
communicate with the TA to clarify questions.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5 Evaluation</title>
      <p>This section describes the study design, the findings
and the limitations of an evaluation of the course POM
in summer 2016.</p>
      <sec id="sec-4-1">
        <title>5.1 Study Design</title>
        <p>We state the following hypotheses:
H1 Participation: Interactive in-class exercises
increase the participation of students.</p>
        <p>H2 Improved Learning: The mix of theory, quizzes
and exercises in class leads to an improved
learning experience for students.</p>
        <p>We validate the hypotheses with a quantitative and
a qualitative evaluation. In the quantitative
evaluation, we measured the participation of students by
counting how many students attended class and
completed specific exercises.</p>
        <p>In the qualitative evaluation, we investigated the
students’ improvements in topics that we applied in
individual and team based exercises using an online
survey. We asked about their opinion on the exercise
concept. The questionnaire consisted of 14 questions,
took about 10 minutes and was not mandatory for
the students. It included questions about personal
data, the participation in individual exercises, and
application of techniques in the team project. We also
wanted to know if students improved their skills in
techniques and if they felt confident to apply
techniques in their next team project. Finally, we asked in
an open question how the course can be improved.</p>
        <p>We conducted the survey in July 2016 and gave
the students two weeks to complete it. We created
personalized tokens and asked the 272 students, who
completed the final exam of the course, to participate
in the anonymous survey. The open source survey
tool LimeSurvey2 guarantees that the answers are
anonymous by strictly separating token and answer
tables in the database. We received 190 responses,
which corresponds to a response rate of 70 %.</p>
      </sec>
      <sec id="sec-4-2">
        <title>5.2 Findings</title>
        <p>The quantitative evaluation shows that more students
participated in POM in summer 2016 than in a
previous instance of the course without interactive learning
in summer 2014 or in other courses of the same faculty.
Figure 6 shows that the number of participants per
class in 2016 was around 80 % in the beginning and
around 60 % in the end of the course, although the
class started early at 8:15 am in the morning. Figure 7
shows that in the same course in 2014, the attendance
rate steadily decreases to less than 20 % until the end</p>
        <sec id="sec-4-2-1">
          <title>2http://www.limesurvey.org</title>
          <p>of the course. On average, 71 % of all participants
of the course completed the team exercises, whereas
72 % completed the individual exercises. From these
numbers, we have first anecdotal evidence that H1 is
supported: interactive in-class exercises increase the
participation of students.</p>
          <p>Number of students who participated in the in-class quizzes</p>
          <p>The qualitative evaluation showed that on average
80 % of the students, who participated in an
individual and team exercise, agree (or strongly agree)
that they improved their knowledge and that they are
confident to apply the knowledge in their next team
project. Table 2 shows results of the qualitative
evaluation, i.e. whether students agreed to given statements
in the qualitative evaluation. 80 % of the students
agreed that the use of interactive learning increased
their learning success (S1), and 71 % agreed that it
improved their understanding of the theory during
class (S2).</p>
          <p>In-class exercises motivated 76 % of the students to
attend the lecture (S3) and quizzes motivated 54 % of
the students to listen to the lecturer (S4). Interactive
tutorials helped 65 % of the students to learn new
concepts and also 65 % were able to deepen their
knowledge in team exercises. These answers can be
considered as anecdotal evidence that H2 is supported:
the mix of theory, quizzes and exercises in class leads
to an improved learning experience of the students.</p>
          <p>Formulating multiple choice quiz questions and
their respective answer possibilities unambiguously
proved to be challenging, especially when asking
question that are beyond simple definitions. At the
beginning of the course, we varied the number of questions
per class, the number of answer choices per
question, and the time per question. After the quizzes, we
presented the correct solutions and discussed them
quickly with the students. In the first half of the course
the average number of quizzes per lecture session was
higher: on average, we had five quizzes with 3
questions each, leading to 15 questions per class.</p>
          <p>In an intermediate evaluation, we found that the
number of quizzes per class was too high, so we
reduced it to three quizzes and nine questions on
average per class. The available time per questions was
between 60 and 120 seconds depending on its
difficulty and length. Additionally, we evaluated each quiz
regarding the students’ response rate. This helped us
to extract weak and misleading factors of the
questions and answers, e.g. when many students selected
a wrong answer choice due to misinterpretation.</p>
          <p>In total, many students reported that this course
was their favorite course in the semester and that they
wish that more courses would be rich in variety and
activation during class.</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>5.3 Limitations</title>
        <p>A limitation of the qualitative evaluation is that
personal opinions of students might not reflect the real
situation, because they could be subjective. Beginners
cannot estimate objectively about their real
improvement, and the confidence to apply a concept does not
necessarily mean that the student is in fact able to
apply it.</p>
        <p>Other positive effects of the course, such as the open
atmosphere towards feedback, might have a positive
influence on the evaluation result. Only if students
like interactive exercises, this does not necessarily
mean that their skills improve. To alleviate these
threats, we additionally evaluated the participation
in the lectures and exercises quantitatively in a more
objective manner.
6</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Related Work</title>
      <p>Active learning techniques applied in computer
science show an increase in students’ learning,
engagement, and overall performance. A popular approach
is Think-Pair-Share (TPS), where students first work
on a problem individually, then in small groups and
finally with the whole class.</p>
      <p>
        Kothiyal and his colleagues describe a setting that
uses TPS in a large level-1 programming course
        <xref ref-type="bibr" rid="ref19">(Kothiyal et al., 2013)</xref>
        . The course included lectures
and programming labs. The lectures had two TPS
activities, where students first worked on questions
individually, and then with a subsequent task in pairs,
while an instructor could be asked for help. Finally,
class-wide discussions were facilitated concerning the
former tasks. The study reports an average of 83 %
student engagement for TPS-based courses. This
approach shows some parallels to our course setup, since
we introduced individual and team exercises, similar
Strong
Statement
Agree
S1 The mix of theory, quizzes and exercises in class con- 36 %
tributed to my learning success
S2 The mix of theory, quizzes and exercises improved my 33 %
understanding of the theory during class
S3 In-class exercises motivated me to attend the lecture 35 %
S4 Quizzes motivated me during class to actively listen to 19 %
the lecturer
S5 Interactive tutorials were particularly helpful to under- 24 %
stand concepts that I did not know before
S6 Team exercises helped me to apply the concept in a differ- 16 %
ent setting to deepen my knowledge and understanding
Agree Neutral Disagree
to the think and pair phases. The share phase is also
present, as students could join discussions with the
instructor.
      </p>
      <p>
        Kurtz and his colleagues describe an active
learning approach using microlabs
        <xref ref-type="bibr" rid="ref27">(Kurtz et al., 2014)</xref>
        .
      </p>
      <p>Students perform 5-10min activities during lectures,
either individually or in groups, and submit their
answers to an automated grading system, using tablets
as delivery mechanism. Students receive constructive
feedback, and can revise their answers. The study
concludes that microlabs can increase the students’
learning gains. This approach can be compared with
the in-class exercises we performed. Students had a
pre-defined time limit for the exercises and submitted
their solutions to an automated grading system, or to
an online documentation tool. The key point is, that
both approaches are used during lectures.</p>
      <p>
        Campbell and his colleagues describe a flipped
classroom approach with video lectures, labs and
assignments
        <xref ref-type="bibr" rid="ref7">(Campbell et al., 2014)</xref>
        . Similar to our
approach, quizzes were used and contributed to the
course grade. However, the authors do not give credit
for in-class exercises, and report a low lecture
attendance rate. Our course design includes homework
assignments as team exercises, as well as immediate
feedback for in-class exercises to keep students
motivated.
      </p>
      <p>
        Heckman reports, there is “a large increase in
student engagement” for the use of in-class laboratories
        <xref ref-type="bibr" rid="ref14">(Heckman, 2015)</xref>
        . His approach is similar to our
inclass exercises, but not used in large classes.
7
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>In this paper we described our experiences with an
interactive learning course in project management in
software engineering. Interactive learning is based on
active, computer based and experiential learning: the
instructor combines lectures and exercises into
multiple iterations of theory, example, exercise, solution
and feedback. The course includes multiple choice
quizzes and interactive tutorials as in-class exercises
and an additional team project where students
apply their knowledge in a different setting. This mix
supports different knowledge dimensions.</p>
      <p>We applied and evaluated interactive learning in a
large course with 300 students. We found that
interactive learning increases the participation of students.
Our findings show that students are more engaged
and motivated, if they practically apply and exercise
the previously learned theory in class. By providing
students with theoretical foundations and practical
exercises, their learning experience improves.
Anderson, D. (2010). Kanban: Successful Evolutionary
Change for Your Technology Business. Blue Hole
Press.</p>
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