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Creators/Authors contains: "Conrad, Phillip"

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  1. The retrospective is a crucial component of the agile software development process. In previous studies of retrospectives in undergraduate team software development projects, students exhibited limited and shallow reflection. We speculate that this is due to students' limited experience with reflection and the absence of clear guidance for engaging in deep reflection during agile retrospectives. To explore the potential for a pedagogical intervention to foster deeper reflection in retrospectives, we present an empirical comparison of a standard retrospective model against an enhanced retrospective model that scaffolds deeper levels of reflection by prompting students to justify and critique their practices and weigh alternative approaches. Through a systematic classification of the reflection level of statements made during individual brainstorming and team discussion phases of retrospectives, our study found that the enhanced model led to individuals and teams engaging in significantly higher levels of reflection. Our findings contribute to improving software engineering education by demonstrating the efficacy of an enhanced pedagogical model for team retrospectives. 
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    Free, publicly-accessible full text available February 28, 2026
  2. Free, publicly-accessible full text available February 12, 2026
  3. The retrospective, or retro, is a fundamental component of the Agile process, widely used in both software engineering courses and industry. In a retro, teams come together at the end of a sprint to reflect on their team's performance. We conducted an empirical study to explore three research questions concerning retros in undergraduate team projects: (1) What do students reflect on? (2) What is the quality of their reflections? (3) How do teams' retros vary in terms of content and quality? Our study analyzed a corpus of 963 statements documented in the retros of 32 undergraduate software teams (n = 182 students) enrolled in four software engineering courses at two North American universities. A content analysis revealed that teams reflected most often on their work, communication, and collaboration practices. Nearly a third of teams' reflections focused on their general work practices, while nearly half focused on specific areas of the software development lifecycle---most prominently, pull requests, issues, and coding/testing/debugging. An analysis of the quality of teams' retro reflections showed that only 13% provided justification for a strategy to be stopped, continued, or started. An analysis of team-by-team results indicated significant differences in teams' retro content and quality. We compare these results to previous studies of retros in academia and industry, and consider their implications for software engineering education. 
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  4. null (Ed.)
    Students’ experience with software testing in undergraduate computing courses is often relatively shallow, as compared to the importance of the topic. This experience report describes introducing industrial-strength testing into CMPSC 156, an upper division course in software engineering at UC Santa Barbara . We describe our efforts to modify our software engineering course to introduce rigorous test-coverage requirements into full-stack web development projects, requirements similar to those the authors had experienced in a professional software development setting. We present student feedback on the course and coverage metrics for the projects. We reflect on what about these changes worked (or didn’t), and provide suggestions for other instructors that would like to give their students a deeper experience with software testing in their software engineering courses. 
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  5. null (Ed.)
    Providing students with authentic software development experiences is essential to preparing them for careers in industry. To that end, many undergraduate courses include a team-based software development experience in which each team works on a different software project. This raises significant challenges for assessing student work and measuring the impact of pedagogical interventions: What do we measure and how, when each team is working on a different project? To address this question, we present a collection of metrics developed using the Goal-Question-Metric framework from the empirical software engineering literature, and an empirical study in which we applied those metrics to assess 23 team software projects involving 94 students at three institutions. Study results suggest that these metrics, which gauge commit, issue, and overall product quality, are sensitive to differences in the quality of teams' processes and products. This work contributes a new metric-based approach to evaluating key aspects of software development processes and products in a wide variety of computing courses. 
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