Real World Software Projects for Computer Science and Engineering Students 1st Edition by Varun Gupta, Anh Nguyen Duc – Ebook PDF Instant Download/Delivery. 0367635984, 9780367635985
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ISBN 10: 0367635984
ISBN 13: 9780367635985
Author: Varun Gupta; Anh Nguyen-Duc
Developing projects outside of a classroom setting can be intimidating for students and is not always a seamless process. Real-World Software Projects for Computer Science and Engineering Students is a quick, easy source for tackling such issues. Filling a critical gap in the research literature, the book: Is ideal for academic project supervisors. Helps researchers conduct interdisciplinary research. Guides computer science students on undertaking and implementing research-based projects This book explains how to develop highly complex, industry-specific projects touching on real-world complexities of software developments. It shows how to develop projects for students who have not yet had the chance to gain real-world experience, providing opportunity to become familiar with the skills needed to implement projects using standard development methodologies. The book is also a great source for teachers of undergraduate students in software engineering and computer science as it can help students prepare for the risk and uncertainty that is typical of software development in industrial settings.
Real World Software Projects for Computer Science and Engineering Students 1st Table of contents:
1 Introduction
1.1 Motivation
1.2 Fundamental elements of project-based learning
1.3 Learning objectives
1.4 Challenges when designing a PBL course
1.5 Incremental project-based learning
1.6 Target audience and structure
2 Design dimensions of project courses
2.1 Customers and projects
2.1.1 Customers
2.1.2 Projects
2.2 Teamwork
2.2.1 Team size
2.2.2 Team assignment
2.3 Supervision and lectures
2.4 Course evaluation
2.5 Uncertainties when planning the course
2.5.1 Task clarity
2.5.2 Requirement change
2.5.3 Project difficulties
2.5.4 Customer involvement
2.5.5 Experience with methodology and technology
2.5.6 Free-rider
3 Project planning
3.1 Introduction to project planning
3.2 Scope planning
3.3 Time planning
3.4 Risk planning
3.5 Communication planning
3.6 Way of working
3.6.1 Product backlog and prioritization
3.6.2 User stories
3.6.3 Sprint plan meeting
3.6.4 Daily standup meeting
3.6.5 Retrospective meeting
3.6.6 Sprint review meeting
3.6.7 Planning poker
3.6.8 Code standard
3.6.9 100% coverage for unit tests
3.6.10 User acceptance test
3.6.11 Burndown chart
3.6.12 Pair programming
3.6.13 Test-driven development
3.6.14 Scrum master
3.6.15 Product owner
3.7 Tools and infrastructure
4 Project execution
4.1 Problem space vs. solution space
4.2 Teamwork monitoring
4.3 Process monitoring
4.4 Software Engineering
4.4.1 Requirement Engineering
4.4.2 Design
4.4.3 Implementation
4.4.4 Testing
5 Project closing
5.1 Project closing
5.1.1 Project delivery
5.1.2 Final presentation
5.1.3 Team reflection
5.2 Report guideline
5.2.1 Cover page
5.2.2 Abstract
5.2.3 Indexing pages
5.2.4 Introduction
5.2.5 Project planning
5.2.6 Prestudy of problem space vs. solution space
5.2.7 Software development methods
5.2.8 Product backlog
5.2.9 Architectural design
5.2.10 Testing
5.2.11 Sprint summaries
5.2.12 Project evaluation
5.2.13 References
5.2.14 Report format
6 Incremental project-based learning
6.1 Motivations to the incremental project-based learning
6.2 Iteration 1 or “classical” project course setting
6.3 Enhanced iteration or “classical” project course setting
6.3.1 Project planning
6.3.2 Project execution
6.3.3 Project closing
7 Dissemination of results
7.1 Introduction
7.2 Publication venues
7.3 Article types and formats
7.4 Article type, suggested venues academic year wise
Appendix 1: Project description
Appendix 2: Student background questionnaire
Appendix 3: Lectures in PRO1000, Spring semester 2020
Appendix 4: Suggested structure of the project report
Appendix 5: Templates of Sprint reports
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