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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


  1. 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

  2. Concepts of Object-Orientation South Park Simpsons Super Mario Wood Plastic 2 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  3. Process of Task-Solving 3 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  4. Active Learning 4 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  5. 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 5 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  6. C LASS R ESPONSIBILITIES C OLLABORATORS CARD METHOD 6 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  7. CRC Card Method • Introduced by Beck and Cunningham (1989) • Represent classes of a future software system Class name Responsibilities Collaborators Data and Relationships to Behavior other classes cards hardly editable, inconsistencies between cards 7 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  8. CRC Sessions • Group work activity • Development of an object-oriented model • 3 Phases I. Identifying use cases II. Identifying classes (initial software model) III. Analyzing use cases through role play to refine the object-oriented model 8 Keep track of the current state and how it was reached Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  9. DIGITAL CRC SESSIONS WITH CREWSPACE 9 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  10. I. Identifying use cases I. • Students … • … identify use cases and scenarios Mobile application • … create use case diagram • In a previous session or as homework assignment • Information loaded into the private workspace • Available for subsequent phases 10 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  11. Full video: http://www.st.uni-trier.de/crewspace/ II. Identifying classes II. • Create an initial software model 11 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  12. Full video: http://www.st.uni-trier.de/crewspace/ III. Analyzing use cases III. • Refining the software model through role play 12 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  13. III. Analyzing use cases 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 13 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  14. Beyond classical CRC modeling • Basic UML class diagrams • CRC cards as classes • Simple relationships • Further use with common UML tools • Export class diagrams 14 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  15. EVALUATION OF CREWSPACE 15 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  16. 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 16 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  17. Student Activities Group 1 Creating a initial Reflecting on a previous role play software model Analyzing edits through UML class role play diagramming Group 2 10 min 17 Editing Role play History navigation UML modeling Others Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  18. Feedback 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 • Set up hardware • Familiarize with the controls • Mobile devices for all students 18 Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  19. 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 19 3. Use results for further exercises Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

  20. Conclusion Questions? • 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 20 20 • Website: http://www.st.uni-trier.de/crewspace/ Teaching Object-Orientation with Smartphones as Digital CRC Cards, Lutz et al.

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