TY - JOUR
T1 - Designing and Implementing an Environment for Software Start-up Education
T2 - Patterns and Anti-Patterns
AU - Fagerholm, Fabian
AU - Hellas, Arto
AU - Luukkainen, Matti
AU - Kyllönen, Kati
AU - Yaman, Sezin
AU - Mäenpää, Hanna
PY - 2018/12
Y1 - 2018/12
N2 - 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.
AB - 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.
KW - 113 Computer and information sciences
KW - start-up education
KW - project-based learning
KW - experiential learning
KW - curriculum
KW - software engineering
KW - computer science
KW - 516 Educational sciences
KW - Start-up education
KW - Project-based learning
KW - Experiential learning
KW - Curriculum
KW - Software engineering
KW - Computer science
KW - SELF-EFFICACY
KW - PERFORMANCE
KW - STUDENTS
U2 - 10.1016/j.jss.2018.08.060
DO - 10.1016/j.jss.2018.08.060
M3 - Article
VL - 146
SP - 1
EP - 13
JO - The Journal of Systems and Software
JF - The Journal of Systems and Software
SN - 0164-1212
ER -