Teaching university students Kanban with a collaborative board game

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dc.contributor Aalto-yliopisto fi
dc.contributor Aalto University en
dc.contributor.author Heikkilä, Ville
dc.contributor.author Paasivaara, Maria
dc.contributor.author Lassenius, Casper
dc.date.accessioned 2016-10-12T11:09:48Z
dc.date.issued 2016-05-24
dc.identifier.citation Heikkilä , V , Paasivaara , M & Lassenius , C 2016 , Teaching university students Kanban with a collaborative board game . in Proceedings of the 38th International Conference on Software Engineering Companion . ACM , pp. 471-480 , IEEE/ACM International Conference on Software Engineering , Austin, TX , United States , 14-22 May . DOI: 10.1145/2889160.2889201 en
dc.identifier.isbn 9781450342056
dc.identifier.other PURE UUID: 461ae442-dea1-46cb-bbd8-b0071b52bfd0
dc.identifier.other PURE ITEMURL: https://research.aalto.fi/en/publications/teaching-university-students-kanban-with-a-collaborative-board-game(461ae442-dea1-46cb-bbd8-b0071b52bfd0).html
dc.identifier.other PURE FILEURL: https://research.aalto.fi/files/4400524/p471_heikkila_1.pdf
dc.identifier.uri https://aaltodoc.aalto.fi/handle/123456789/22746
dc.description.abstract Kanban is a workflow management method especially suitable for managing continuous software engineering work. We attempted to teach Kanban and lean thinking in a software project management course in Aalto University with a collaborative Kanban board game. Our goal was to measure if the learning goals of the class were reached and to study the student's perceptions of the game. Data was collected from two subsequent classes in 2014 and 2015. Quantitative data was collected with questionnaires and analysed descriptively and statistically. Qualitative data was collected from 57 learning diaries. The students perceived they had learned substantially from the game. They also evaluated the game very positively. However, the qualitative results and the measured learning indicated that the learning goals were only partially reached. The enjoyable game experience did not fully translate into effective learning. en
dc.format.extent 480
dc.format.extent 471-480
dc.format.mimetype application/pdf
dc.language.iso en en
dc.relation.ispartof IEEE/ACM International Conference on Software Engineering en
dc.relation.ispartofseries Proceedings of the 38th International Conference on Software Engineering Companion en
dc.rights openAccess en
dc.subject.other 113 Computer and information sciences en
dc.title Teaching university students Kanban with a collaborative board game en
dc.type A4 Artikkeli konferenssijulkaisussa fi
dc.description.version Peer reviewed en
dc.contributor.department Department of Computer Science
dc.subject.keyword Software engineering education
dc.subject.keyword Adult education
dc.subject.keyword Software development methods
dc.subject.keyword 113 Computer and information sciences
dc.identifier.urn URN:NBN:fi:aalto-201610124785
dc.identifier.doi 10.1145/2889160.2889201
dc.type.version publishedVersion


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