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Teaching Object-Orientation with Smartphones as Digital CRC Cards - - PowerPoint PPT Presentation

Teaching Object-Orientation with Smartphones as Digital CRC Cards Rainer Lutz, Sascha Schfer, and Stephan Diehl Software Engineering, University of Trier CSEE&T 2013 San Francisco, CA, USA Concepts of Object-Orientation South Park


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Teaching Object-Orientation with Smartphones as Digital CRC Cards

Rainer Lutz, Sascha Schäfer, and Stephan Diehl

Software Engineering, University of Trier CSEE&T 2013 San Francisco, CA, USA

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Concepts of Object-Orientation

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

Simpsons South Park Super Mario Plastic Wood

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Process of Task-Solving

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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Active Learning

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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CREWSpace

  • Computer-assisted modeling on a conceptual level
  • Group work → multiple mobile devices
  • Simultaneous access to a shared object-oriented model
  • Private workspaces for each user

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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CLASS RESPONSIBILITIES COLLABORATORS CARD METHOD

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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CRC Card Method

  • Introduced by Beck and Cunningham (1989)
  • Represent classes of a future software system

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

Responsibilities Data and Behavior Collaborators Relationships to

  • ther classes

cards hardly editable, inconsistencies between cards

Class name

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CRC Sessions

  • Group work activity
  • Development of an
  • bject-oriented model
  • 3 Phases

I. Identifying use cases II. Identifying classes (initial software model)

  • III. Analyzing use cases through role play to refine the
  • bject-oriented model

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

Keep track of the current state and how it was reached

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DIGITAL CRC SESSIONS WITH CREWSPACE

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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  • I. Identifying use cases
  • Students …
  • … identify use cases and scenarios
  • … create use case diagram
  • In a previous session or

as homework assignment

  • Information loaded into the

private workspace

  • Available for subsequent phases

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

I.

Mobile application

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  • II. Identifying classes

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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II.

  • Create an initial software model

Full video: http://www.st.uni-trier.de/crewspace/

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  • III. Analyzing use cases

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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III.

  • Refining the software model through role play

Full video: http://www.st.uni-trier.de/crewspace/

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  • III. Analyzing use cases

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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III.

  • History navigation
  • Replay and reflect on previous steps of the role play
  • Auto-save after each completed role play
  • Haptic feedback
  • Indicates a change of the active person

during role play

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Beyond classical CRC modeling

  • Basic UML class diagrams
  • CRC cards as classes
  • Simple relationships
  • Further use with

common UML tools

  • Export class diagrams

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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EVALUATION OF CREWSPACE

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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Qualitive Evaluation

  • Participants
  • 16 (under)graduate students → 4 groups
  • Universities of Trier, Germany and Antwerp, Belgium
  • Procedure
  • Prepared requirements, use cases, and scenarios in an

earlier session

  • Introduction to the traditional CRC method
  • Use CREWSpace to model the software system
  • Feedback from students and supervisors

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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Student Activities

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

17 Editing 10 min Creating a initial software model Group 1 Group 2 Analyzing edits through role play Reflecting on a previous role play UML class diagramming Role play History navigation UML modeling Others

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Students

  • Edit CRC simultaneously
  • Keep track of the current state and how it was reached
  • Save and export results

Supervisors

  • Testing of an collaborative tool motivates students
  • group discussion and individual work

Feedback

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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  • Set up hardware
  • Familiarize with the controls
  • Mobile devices for all students
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Learning Scenario

Design of a software system:

  • 1. Homework assignment
  • Requirements, use cases, and scenarios
  • 2. Groupwork
  • CRC method → model the software system
  • Two groups:
  • Traditional CRC method with pen and paper
  • Digital CRC method with CREWSpace
  • Afterwards report on their experiences
  • 3. Use results for further exercises

Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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Conclusion

  • CREWSpace
  • Object-oriented conceptual modeling
  • Language-independent
  • Shows current state of the role play
  • Replay and reflect on previous steps
  • Active learning through group work
  • Multi-user interaction and private workspaces
  • Website: http://www.st.uni-trier.de/crewspace/

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Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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