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

Fabian Fagerholm, Arto Hellas, Matti Luukkainen, Kati Kyllönen, Sezin Yaman, Hanna Mäenpää

Research output: Contribution to journalArticleScientificpeer-review


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.
Original languageEnglish
JournalThe Journal of Systems and Software
Pages (from-to)1-13
Number of pages13
Publication statusPublished - Dec 2018
MoE publication typeA1 Journal article-refereed

Fields of Science

  • 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

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