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Agile Projects in High School Computing Education – Emphasizing a Learners’ Perspective Ralf Romeike <strong>University</strong> <strong>of</strong> Potsdam August-Bebel-Str. 89 14482 Potsdam, <strong>Germany</strong> romeike@cs.uni-potsdam.de ABSTRACT S<strong>of</strong>tware projects are seen as a methodology for secondary computing education which is highly appropriate and meets the demands and goals <strong>of</strong> Computer Science (CS). Yet the majority <strong>of</strong> models and examples for project-based lessons rely on a traditional s<strong>of</strong>tware development approach: the waterfall model. In this paper such models are analyzed for their strength, problems, and deficiencies. Based on the results <strong>of</strong> the analysis a new approach to projects in secondary computing education is presented which uses the concept <strong>of</strong> didactic transposition to adapt agile s<strong>of</strong>tware development methods for project organization, management, and implementation in class. The resulting model applies valuable practices <strong>of</strong> eXtreme Programming and Scrum and provides a set <strong>of</strong> tools that allow high school s<strong>of</strong>tware projects to benefit from mo<strong>der</strong>n s<strong>of</strong>tware development methods. By emphasizing dynamic processes and a clear course <strong>of</strong> action an attractive perspective on CS is promoted. Categories and Subject Descriptors K.3.2 [Computers and Education]: Computer Science Education General Terms Human Factors, Theory. Keywords Secondary computing education, agile methods, project-based learning. 1. INTRODUCTION In secondary computing education, s<strong>of</strong>tware projects are promoted to provide an appropriate and student-oriented approach to Computer Science (CS) [19, 23, 32, 39]. Yet, most projects in this context are mainly focused on sequential project layouts that resemble traditional s<strong>of</strong>tware development (SD) methodologies such as the waterfall model. In recent years it became apparent in Permission to make digital or hard copies <strong>of</strong> all or part <strong>of</strong> this work for personal or classroom use is granted without fee provided that copies are not made or distributed for pr<strong>of</strong>it or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Conference’10, Month 1–2, 2010, City, State, Country. Copyright 2010 ACM 1-58113-000-0/00/0010…$10.00. 53 Timo Göttel <strong>University</strong> <strong>of</strong> Hamburg Vogt-Kölln-Str. 30 22527 Hamburg, <strong>Germany</strong> tgoettel@acm.org pr<strong>of</strong>essional SE that such methodologies <strong>of</strong>ten fail to produce high quality products, bring forward delays in delivery, and insufficiently consi<strong>der</strong> customers’ needs (e.g. [26]). Analogue issues can be found in school projects: unfinished projects, missing time and motivation for testing, neglected documentation, and teachers’ difficulties in managing s<strong>of</strong>tware projects are just some <strong>of</strong> the problems reported (cp. [19, 24, 32]). In mo<strong>der</strong>n SD, agile methods are promoted to provide a dynamic project management that relies on interaction and short design iterations. Agile methods build upon values and provide practices that are also highly expedient in high school contexts. Therefore, we present a new approach to projects in secondary computing education, which implements the theory <strong>of</strong> didactic transposition to adapt agile methods for project organization, management and implementation in classroom. Valuable agile practices <strong>of</strong> eXtreme Programming (XP) [2] and Scrum [39] will provide a set <strong>of</strong> tools allowing s<strong>of</strong>tware projects in high schools to reference mo<strong>der</strong>n SD by highlighting dynamic processes that help to focus on good results, a clear course <strong>of</strong> action, and an attractive perspective on pr<strong>of</strong>essional CS by addressing common problems at the same time. In section 2, research on projects in computing education will be discussed and problems with prevalent models will be analyzed. The findings suggest a missing consi<strong>der</strong>ation <strong>of</strong> the learners’ perspective in project models. In section 3, agile methods in pr<strong>of</strong>essional and educational settings are discussed for their potential <strong>of</strong> supporting a learners’ perspective. By describing the agile model for school projects in computing education common agile practices are characterized and adapted. Finally, the model is discussed in the context <strong>of</strong> existing models, its potential, and issues in computing education. 2. PROJECTS IN EDUCATION 2.1 Project Based Learning Project-based learning (PBL) is an approach to teaching and learning in the classroom aiming for engaging students in explorative and problem-solving activities in authentic contexts. The concept is described to originate from teaching in Zurich and Paris in the 19th century. Since then, the idea has been picked up by various teachers and researchers and enriched with psychological, pedagogical and sociopolitical aspects, e.g. by Dewey und Kilpatrick [11]. Projects are un<strong>der</strong>stood as learning processes that draw on interests and demands <strong>of</strong> the students by striving for a complex result, <strong>of</strong>ten a product. This includes planning, problemsolving, analysis <strong>of</strong> different solutions and the evaluation <strong>of</strong> the process and its product. PBL is known for increasing students’ motivation, for strengthening self confidence, and for fostering satisfaction in process and outcome (cp. [5]). Therefore, it is pro-
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