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

Forskningsoutput: TidskriftsbidragArtikelVetenskapligPeer review

Sammanfattning

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.
Originalspråkengelska
TidskriftThe Journal of Systems and Software
Volym146
Sidor (från-till)1-13
Antal sidor13
ISSN0164-1212
DOI
StatusPublicerad - dec 2018
MoE-publikationstypA1 Tidskriftsartikel-refererad

Vetenskapsgrenar

  • 113 Data- och informationsvetenskap
  • 516 Pedagogik

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