Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Interdisciplinary Projects in the Academic Studio

Published: 08 March 2016 Publication History
  • Get Citation Alerts
  • Abstract

    We define and describe the academic studio model for interdisciplinary, undergraduate, project-oriented education. This model brings faculty, students, and community partners together to investigate an open-ended academic question, and their collaboration yields an original product that represents their inquiry. The academic studio integrates agile software development practice, project-oriented pedagogy, and sociocultural cognition theories. Scrum provides the framework in which self-organizing, cross-functional teams define their methodology, and Scrum practices facilitate assessment of student learning outcomes.
    This model emerged from design-based research across six studio instances, each of which investigated the relationship of fun, games, and learning through the development of educational video games. Formal and informal analysis of these instances gives rise to several themes, including the importance of a formalized process to encourage learning and productivity, the critical role of an expert faculty mentor, the need to combine academic and industrial practice to manage the inherent challenges of collaborative software development, and the unique characteristics of learning outcomes arising from this model. We conclude that the academic studio model is beneficial to student learning and faculty development, and we encourage the adoption, adaptation, and evaluation of the model.

    References

    [1]
    Edith Ackermann. 2001. Piaget’s constructivism, Papert’s constructionism: What’s the difference. Future of Learning Group Publication 5, 3, 438.
    [2]
    Susan A. Ambrose, Michael W. Bridges, Michele DiPietro, Marsha C. Lovett, and Marie K. Norman. 2010. How Learning Works: Seven Research-Based Principles for Smart Teaching. Jossey-Bass, San Francisco, CA.
    [3]
    Sasha Barab and Kurt Squire. 2004. Design-based research: Putting a stake in the ground. Journal of the Learning Sciences 13, 1, 1--14.
    [4]
    Kent Beck. 1999. Extreme Programming Explained: Embrace Change. Addison-Wesley, Boston, MA.
    [5]
    Kent Beck, Mike Beedle, Arie van Bennekum, Alistair Cockburn, Ward Cunningham, Martin Fowler, James Grenning, Jim Highsmith, Andrew Hunt, Ron Jeffries, Jon Kern, Brian Marick, Robert C. Martin, Steve Mellor, Ken Schwaber, Jeff Sutherland, and Dave Thomas. 2001. Manifesto for Agile Software Development. Retrieved February 14, 2016, from http://agilemanifesto.org.
    [6]
    Allen C. Bluedorn, Daniel B. Turban, and Mary Sue Love. 1999. The effects of stand-up and sit-down meeting formats on meeting outcomes. Journal of Applied Psychology 84, 2, 277.
    [7]
    Ernest L. Boyer. 1990. Scholarship Reconsidered: Priorities of the Professoriate. Carnegie Foundation for the Advancement of Teaching, Stanford, CA.
    [8]
    Brenda Brathwaite and Ian Schreiber. 2008. Challenges for Game Designers. Cengage Learning, Stamford, CT.
    [9]
    Frederick P. Brooks, Jr. 1975. The tar pit. In The Mythical Man-Month: Essays on Software Engineering. Addison-Wesley, Boston, MA, 3--9.
    [10]
    Ann L. Brown. 1992. Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences 2, 2, 141--178.
    [11]
    Steffan Byrne, Paul Gestwicki, and Ronald Morris. 2014. Children of the sun: The design and evaluation of an educational game about middle Mississippian culture. In Proceedings of the Games+Learning+Society 10 Conference.
    [12]
    Richard E. Clark, Kenneth Yates, Sean Early, and Katherine Moulton. 2009. An Analysis of the Failure of Electronic Media and Discovery-Based Learning: Evidence for the Performance Benefits of Guided Training Methods. John Wiley & Sons, New York, NY.
    [13]
    Alistair Cockburn. 2004. Crystal Clear: A Human-Powered Methodology for Small Teams. Addison-Wesley, Boston, MA.
    [14]
    Alistair Cockburn. 2006. Agile Software Development: The Cooperative Game (2nd ed.). Addison-Wesley, Boston, MA.
    [15]
    Mike Cohn. 2004. User Stories Applied: For Agile Software Development. Addison-Wesley, Boston, MA.
    [16]
    Mike Cohn. 2005. Agile Estimation and Planning. Prentice Hall, Upper Saddle River, NJ.
    [17]
    John Dewey. 1899. The School and Society: Being Three Lectures. University of Chicago Press, Chicago, IL.
    [18]
    Yrjo Engeström, Reijo Miettinen, and Raija-Leena Punamaki. 1999. Perspectives on Activity Theory. Cambridge University Press, Cambridge, UK.
    [19]
    John H. Flavell. 1979. Metacognition and cognitive monitoring: A new area of cognitive--developmental inquiry. American Psychologist 34, 10, 906.
    [20]
    Martin Fowler. 2002. Patterns of Enterprise Application Architecture. Addison-Wesley, Boston, MA.
    [21]
    Lyle Franklin, Paul Gestwicki, and Ronald Morris. 2013. Empirical research on the impact of Morgan’s Raid. In Proceedings of the Games+Learning+Society 9 Conference.151--156.
    [22]
    Tracy Fullerton. 2008. Game Design Workshop: A Playcentric Approach to Creating Innovative Games (2nd ed.). CRC Press, Boca Raton, FL.
    [23]
    Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. 1994. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley, Boston, MA.
    [24]
    Paul Gestwicki. 2012. The entity system architecture and its application in an undergraduate game development studio. In Proceedings of the International Conference on the Foundations of Digital Games (FDG’12). ACM, New York, NY, 73--80.
    [25]
    Paul Gestwicki and Charlie Ecenbarger. 2014. The bone wars: Design and development, social media and community. In Proceedings of the Meaningful Play 2014 Conference.
    [26]
    Paul Gestwicki and Brian McNely. 2012. A case study of a five-step design thinking process in educational museum game design. In Proceedings of Meaningful Play 2012 Conference.
    [27]
    Paul Gestwicki and Ronald Morris. 2012. Social studies education game development as an undergraduate immersive learning experience. In Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, Hershey, PA, 838--858.
    [28]
    Paul Gestwicki and Fu-Shing Sun. 2008. Teaching design patterns through computer game development. Journal on Educational Resources in Computing 8, 1, Article No. 2.
    [29]
    Paul V. Gestwicki and Brian J. McNely. 2013. Empirical evaluation of periodic retrospective assessment. In Proceeding of the 44th ACM Technical Symposium on Computer Science Education. ACM, New York, NY, 699--704.
    [30]
    James J. Gibson. 1977. The theory of affordances. In Perceiving, Acting, and Knowing: Toward an Ecological Psychology, R. Shaw and J. Bransford (Eds.). Lawrence Erlbaum, 67--82.
    [31]
    Barney G. Glaser and Anselm L. Strauss. 1967. The Discovery of Grounded Theory: Strategies for Qualitative Research. Aldine, Chicago, IL.
    [32]
    Jason Gregory. 2009. Game Engine Architecture. CRC Press, Boca Raton, FL.
    [33]
    John Hattie and Gregory Yates. 2013. Visible Learning and the Science of How We Learn. Routledge, London, UK.
    [34]
    Orit Hazzan, Yael Dubinsky, Larisa Eidelman, Victoria Sakhnini, and Mariana Teif. 2006. Qualitative research in computer science education. ACM SIGCSE Bulletin 38, 1, 408--412.
    [35]
    Daniel T. Hickey. 2013. Participatory assessment: A game design model for impacting engagement, understanding, and (as necessary) achievement. In Proceedings of the Games+Learning+Society 9 Conference. 175--181.
    [36]
    Christopher D. Hundhausen, N. Hari Narayanan, and Martha E. Crosby. 2008. Exploring studio-based instructional models for computing education. ACM SIGCSE Bulletin 40, 1, 392--396.
    [37]
    Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI. 4.
    [38]
    Ivar Jacobson, Grady Booch, James Rumbaugh, James Rumbaugh, and Grady Booch. 1999. The Unified Software Development Process. Vol. 1. Addison-Wesley, Boston, MA.
    [39]
    Victor Kaptelinin and Bonnie A. Nardi. 2006. Acting with Technology: Activity Theory and Interaction Design. MIT Press, Cambridge, MA.
    [40]
    Clinton Keith. 2010. Agile Game Development with Scrum. Addison-Wesley, Boston, MA.
    [41]
    Norman L. Kerth. 2001. Project Retrospectives: A Handbook for Team Reviews. Dorset House, New York, NY.
    [42]
    David Klappholz, Vicki L. Almstrum, Ken Modesit, Cherry Owen, Allen Johnson, and Steven J. Condly. 2008. A framework for success in real projects for real clients courses. In Software Engineering: Effective Teaching and Learning Approaches, H. J. C. Ellis, S. A. Demurjian, and F. Naveda (Eds.). IGI Global, Hershey, PA, 157--190.
    [43]
    Eric Klopfer, Scot Osterweil, and Katie Salen. 2009. Moving Learning Games Forward: Obstacles, Opportunities, & Openness. Technical Report. The Education Arcade, MIT, Cambridge, MA. http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf.
    [44]
    Raph Koster. 2004. A Theory of Fun for Game Design. Paraglyph Press, Phoenix, AZ.
    [45]
    Patrick Kua. 2012. The Retrospective Handbook: A Guide for Agile Teams. LeanPub.
    [46]
    George D. Kuh. 2008. High-Impact Educational Practices: What They Are, Who Has Access to Them, and Why They Matter. AAC&U, Washington, DC.
    [47]
    Kari Kuutti. 1996. Activity theory as a potential framework for human-computer interaction research. In Context and Consciousness: Activity Theory and Human-Computer Interaction, B, A. Nardi (Ed.). MIT Press, Cambridge, MA, 1744.
    [48]
    Jean Lave and Etienne Wenger. 1991. Situated Learning: Legitimate Peripheral Participation. Cambridge University Press, Cambridge, UK.
    [49]
    Jonas Linderoth. 2010. Why gamers don’t learn more. An ecological approach to games as learning environments. In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players.
    [50]
    Robert C. Martin. 2008. Clean Code: A Handbook of Agile Software Craftsmanship. Prentice Hall, Upper Saddle River, NJ.
    [51]
    Michael Mateas and Andrew Stern. 2005. Build it to understand it: Ludology meets narratology in game design space. In Proceedings of the 2005 Digital Games Research Conference.
    [52]
    Richard E. Mayer. 2001. Multimedia Learning. Cambridge University Press, New York, NY.
    [53]
    Brian McNely, Paul Gestwicki, Bridget Gelms, and Ann Burke. 2013. Spaces and surfaces of invention: A visual ethnography of game development. Enculturation 15. http://www.enculturation.net/visual-ethnography.
    [54]
    Brian J. McNely, Paul Gestwicki, Ann Burke, and Bridget Gelms. 2012. Articulating everyday actions: An activity theoretical approach to scrum. In Proceedings of the 30th ACM International Conference on Design of Communication. ACM, New York, NY, 95--104.
    [55]
    M. David Merrill. 2002. First principles of instruction. Educational Technology Research and Development 50, 3, 43--59.
    [56]
    Bonnie A. Nardi. 1996a. Context and Consciousness: Activity Theory and Human-Computer Interaction. MIT Press, Cambridge, MA.
    [57]
    Bonnie A. Nardi (Ed.). 1996b. Studying context: A comparison of activity theory, situated action models, and distributed cognition. In Context and Consciousness: Activity Theory and Human-Computer Interaction.MIT Press, Cambridge, MA, 69102.
    [58]
    Martin Packer. 2011. The Science of Qualitative Research. Cambridge University Press, Cambridge, UK.
    [59]
    Seymour Papert. 1980. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, New York, NY.
    [60]
    William J. Rapaport. 2011. A triage theory of grading: The good, the bad, and the middling. Teaching Philosophy 34, 4, 347--372.
    [61]
    Ita Richardson, Allen E. Milewski, Neel Mullick, and Patrick Keil. 2006. Distributed development: An education perspective on the global studio project. In Proceedings of the 28th International Conference on Software Engineering (ICSE’06). ACM, New York, NY, 679--684.
    [62]
    Horst W. J. Rittel and Melvin M. Webber. 1973. Dilemmas in a general theory of planning. Policy Sciences 4, 155--169.
    [63]
    Annalisa Sannino, Harry Daniels, and Kris D. Guitérrez (Eds.). 2009. Learning and Expanding with Activity Theory. Cambridge University Press, Cambridge, UK.
    [64]
    Jesse Schell. 2008. The Art of Game Design: A Book of Lenses. CRC Press, Boca Raton, FL.
    [65]
    Jonas Schild, Robert Walter, and Maic Masuch. 2010. ABC-sprints: Adapting scrum to academic game development courses. In Proceedings of the 5th International Conference on the Foundations of Digital Games (FDG’10). ACM, New York, NY, 187--194.
    [66]
    Donald A. Schon. 1984. The Reflective Practitioner: How Professionals Think in Action. Basic Books, New York, NY.
    [67]
    Ian Schreiber. 2009. Game Design Concepts: An Experiment in Game Design and Teaching. Retrieved February 14, 2016, from https://gamedesignconcepts.wordpress.com.
    [68]
    Ken Schwaber and Jeff Sutherland. 2013. The Scrum Guide. Available at https://www.scrum.org.
    [69]
    Jodi Shipka. 2011. Toward a Composition Made Whole. University of Pittsburgh Press, Pittsburgh, PA.
    [70]
    Richard Stallman. 2002. Free software definition. In Free Software, Free Society: Selected Essays of Richard M. Stallman, J. Gay (Ed.). GNU Press, Boston, MA, 43--45.
    [71]
    Josh Tenenberg. 2014. Asking research questions: Theoretical presuppositions. ACM Transactions on Computing Education 14, 3, Article No. 16.
    [72]
    Josh Tenenberg and Maria Knobelsdorf. 2014. Out of our minds: A review of sociocultural cognition theory. Computer Science Education 24, 1, 1--24.
    [73]
    Jeroen J. G. Van Merrienboer and John Sweller. 2005. Cognitive load theory and complex learning: Recent developments and future directions. Educational Psychology Review 17, 2, 147--177.
    [74]
    Lev Vygotsky. 1978. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press, Cambridge, MA.
    [75]
    Etienne Wenger. 2000. Communities of Practice: Learning, Meaning, and Identity. Cambridge University Press, Cambridge, UK.
    [76]
    Grant Wiggins and Jay McTighe. 2005. Understanding by Design (expanded 2nd ed.). Pearson, Upper Saddle River, NJ.
    [77]
    Laurie Williams, Robert R. Kessler, Ward Cunningham, and Ron Jeffries. 2000. Strengthening the case for pair programming. IEEE Software 17, 4, 19--25.
    [78]
    Laurie Williams and Richard L. Upchurch. 2001. In support of student pair-programming. ACM SIGCSE Bulletin 33, 1, 327--331.
    [79]
    Jeannette M. Wing. 2006. Computational thinking. Communications of the ACM 49, 3, 33--35.
    [80]
    Barry J. Zimmerman. 2001. Theories of self-regulated learning and academic achievement: An overview and analysis. In Self-Regulated Learning and Academic Achievement: Theoretical Perspectives (2nd ed.), B. J. Zimmerman and D. H. Schunk (Eds.). Routledge, London, UK, 1--36.

    Cited By

    View all
    • (2024)A CASE environment for Project-based Course to learn a sustainable software developmentE3S Web of Conferences10.1051/e3sconf/202447907026479(07026)Online publication date: 18-Jan-2024
    • (2023)Gamified Project-Based Learning: A Systematic Review of the Research LandscapeSustainability10.3390/su1502094015:2(940)Online publication date: 4-Jan-2023
    • (2023)TRANSFORMATIVE EDUCATION WITH AGILE PROJECT MANAGEMENT AND PROJECT-BASED LEARNINGAD ALTA: Journal of Interdisciplinary Research10.33543/j.1302.19720613:2(197-206)Online publication date: 31-Dec-2023
    • Show More Cited By

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Transactions on Computing Education
    ACM Transactions on Computing Education  Volume 16, Issue 2
    March 2016
    121 pages
    EISSN:1946-6226
    DOI:10.1145/2894200
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 08 March 2016
    Accepted: 01 January 2015
    Revised: 01 November 2014
    Received: 01 March 2014
    Published in TOCE Volume 16, Issue 2

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Higher education
    2. Scrum
    3. computer science education
    4. design-based research
    5. interdisciplinary education
    6. project-based learning
    7. sociocultural cognition theory

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)48
    • Downloads (Last 6 weeks)5
    Reflects downloads up to 13 Aug 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)A CASE environment for Project-based Course to learn a sustainable software developmentE3S Web of Conferences10.1051/e3sconf/202447907026479(07026)Online publication date: 18-Jan-2024
    • (2023)Gamified Project-Based Learning: A Systematic Review of the Research LandscapeSustainability10.3390/su1502094015:2(940)Online publication date: 4-Jan-2023
    • (2023)TRANSFORMATIVE EDUCATION WITH AGILE PROJECT MANAGEMENT AND PROJECT-BASED LEARNINGAD ALTA: Journal of Interdisciplinary Research10.33543/j.1302.19720613:2(197-206)Online publication date: 31-Dec-2023
    • (2023)CISing Up Service Learning: A Systematic Review of Service Learning Experiences in Computer and Information ScienceACM Transactions on Computing Education10.1145/361077623:3(1-56)Online publication date: 12-Sep-2023
    • (2023)What sentiments are generated in learning experiences with autonomous and multicultural engineering teams?2023 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON54358.2023.10125123(1-5)Online publication date: 1-May-2023
    • (2023)Using PBL and Agile to Teach Artificial Intelligence to Undergraduate Computing StudentsIEEE Access10.1109/ACCESS.2023.329829411(77737-77749)Online publication date: 2023
    • (2023)Education 4.0 in higher education and computer science: A systematic reviewComputer Applications in Engineering Education10.1002/cae.2264331:5(1339-1357)Online publication date: 18-May-2023
    • (2022)Gamified Project-Based Learning: A Systematic ReviewBlended Learning: Engaging Students in the New Normal Era10.1007/978-3-031-08939-8_27(313-324)Online publication date: 19-Jun-2022
    • (2021)Improving Software Design and Development for Industrial EquipmentRussian Engineering Research10.3103/S1068798X2111021641:11(1097-1102)Online publication date: 6-Dec-2021
    • (2021)When industry meets Education 4.0: What do Computer Science companies need from Higher Education?Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)10.1145/3486011.3486475(367-372)Online publication date: 26-Oct-2021
    • Show More Cited By

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media