With the advent of shorter time to market of software products there an increasing requirement for techniques and methods to improve the productivity levels in software development together with a requirement for increased flexibility and the introduction of late changes. This in turn has lead to the introduction of a set of techniques known as Agile methods which include one methodology known as eXtreme Programming. This is a collection of values, principles, and practices. Since these methods are becoming more common in industry, is has become more important to introduce these ideas in the undergraduate curriculum. This case study analysed whether or not it is possible to teach eXtreme Programming at a university by means of a course that presents a mixture of theory and practice within eXtreme programming. In this context, a case study was carried out to determine which of the practices of eXtreme Programming are more appropriate to university projects. The case study indicates that it is worth investing the effort to teach eXtreme Programming to students to enable them to apply eXtreme Programming or at least some of its practices in future business and university projects.
Inhaltsverzeichnis (Table of Contents)
- Using eXtreme Programming in a Student Environment: A Case Study
- Introduction
- eXtreme Programming
- Values
- Practices
- Case Study
- Project Description
- Project Team
- Implementation and Results
- Discussion
- Conclusions
- References
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
This project aims to explore the application of eXtreme Programming (XP) in a student environment through a case study. The project examines the benefits and challenges of implementing XP practices within a student team developing a software project.
- The principles and practices of XP
- The applicability of XP in a student setting
- The impact of XP on project outcomes and team dynamics
- The challenges and opportunities associated with adopting XP in a student environment
Zusammenfassung der Kapitel (Chapter Summaries)
- Introduction: This chapter provides a brief overview of the project, its motivation, and the research question it addresses. It introduces the concept of eXtreme Programming (XP) and its potential benefits in software development.
- eXtreme Programming: This chapter delves into the core values and practices of XP. It describes the key principles that guide XP methodologies and examines the various practices involved.
- Case Study: This chapter presents the details of the case study project. It outlines the project description, the composition of the project team, and the implementation of XP practices during the project lifecycle. The results of the implementation are also discussed.
- Discussion: This chapter analyzes the findings of the case study, highlighting the benefits, challenges, and lessons learned from applying XP in a student environment. It examines the impact of XP on project outcomes and team dynamics.
Schlüsselwörter (Keywords)
This project focuses on the use of eXtreme Programming (XP) in a student environment. Key concepts include XP values and practices, agile software development, student project management, and case study analysis.
- Quote paper
- Christian H. Becker (Author), 2010, Using eXtreme Programming in a Student Environment, Munich, GRIN Verlag, https://www.grin.com/document/152736