Comparing two active learning strategies for teaching Scrum in an introductory software engineering course

Authors

  • Silvia I. Lozano Universidad EAFIT
  • Elizabeth Suescún Universidad EAFIT
  • Paola Vallejo Universidad EAFIT
  • Raúl Mazo Universidad EAFIT
  • Daniel Correa Universidad EAFIT

Keywords:

Scrum, Active learning, Software engineering

Abstract

Active learning involves instructional methods that engage students in their learning process through activities or discussions during class. This article compares two active learning strategies for teaching Scrum in an introductory Software Engineering course. A quasi-experiment was conducted with two groups: one using active reading on Scrum's basic concepts, and the other using a simulation game. Results showed significant differences in the learning outcomes of the groups, indicating that active learning strategies enhance the retention and understanding of Scrum concepts.

 

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Author Biographies

Silvia I. Lozano, Universidad EAFIT

Universidad EAFIT. Departamento de Informática y Sistemas

Elizabeth Suescún, Universidad EAFIT

Universidad EAFIT. Departamento de Informática y Sistemas

Paola Vallejo, Universidad EAFIT

Universidad EAFIT. Departamento de Informática y Sistemas

Raúl Mazo, Universidad EAFIT

Universidad EAFIT. Departamento de Informática y Sistemas

Daniel Correa, Universidad EAFIT

Universidad EAFIT. Departamento de Informática y Sistemas

Published

2024-12-20

How to Cite

[1]
S. I. Lozano, E. Suescún, P. Vallejo, R. Mazo, and D. Correa, “Comparing two active learning strategies for teaching Scrum in an introductory software engineering course”, Ingeniare, Rev. chil. ing., vol. 28, no. 1, Dec. 2024.

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