The market for mobile applications has been growing dramatically, as has the complexity of the applications and the speed of the development process. These changes require a rethinking of the development process and of how developers are trained. In order to better prepare faculty and students for the emerging mobile application market, this study presents a new learning and software development framework that combines Agile methodologies with the ChallengeBased Learning (CBL) framework. CBL provides a studentcentered learning framework that mirrors the modern workplace. Agile methodologies address the changing landscape of mobile development environments. A combination of the CBL learning framework and Agile methodologies can better prepare students for the development market. This paper presents an empirical study applying CBL and Scrum in a mobile application development course evaluated through a series of post surveys. The results indicate that a teaching and learning environment based on practical experience combining the CBL framework with the Scrum process is an effective model to promptly teach undergraduates how to be successful mobile application developers.
The mobile application development market has been dramatically growing in the last few years as the complexity of its applications and speed of software development process. These changes in the mobile development market require a rethinking on the way the software development should be performed by teams. In order to better understand how agile practices support mobile application development, we applied a questionnaire to 20 undergraduate students. These students have been training in an iOS development course combined with agile practices. Our study aims to identify challenges and to report the students experience on the adoption of agile practices to develop mobile applications. Our findings reveal that agile practices help mobile software development mainly in terms of project management and control and development speed. However, aspects of user interface and user experience, different development platforms, and users expectations still point challenges in developing mobile applications.
This study aims to characterize the state-of-the-art of the software startup education by analyzing and identifying best practices, opportunities and gaps on this field. To do so, we conducted a systematic mapping study in order to analyze and evaluate studies on software startup education. As a result, we found 31 publications in this process. These studies were classified into four categories: real projects, multidiscipline, environment and teaching. We concluded that research on software startup education is still scarce. Furthermore, there are several gaps and opportunities to be explored in future works. One of them is the difficulty in providing a real world experience in a educational setting. Successful cases reported combine three major components: real world projects, the right environment and a multidisciplinary context.
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