Improving Teamwork in Agile Software Engineering Education - The ASEST
Improving Teamwork in Agile Software Engineering Education - The ASEST
1, FEBRUARY 2022
Abstract—Contribution: This article presents agile software framework were discussed in [2]. ASEST aims to develop
engineers stick together (ASEST+), an improved version of and enhance the cohesion of agile teams to improve team
a framework called ASEST that aims to develop team cohesion, learning and performance. Team cohesion is related to the
leading to better team learning and software engineering student
teams. team’s social attachment and its connection to the project
Background: Effective teamwork is crucial for agile soft- itself, both at the individual and team levels [3]. Team learn-
ware development’s success and is, therefore, a key topic of ing is “activities carried out by team members through which
current software engineering education. In the previous work, a team obtains and processes data allowing it to adapt and
a preliminary proposal for ASEST+ was presented. Here, an improve” [4], while team performance is the “degree to which
improved version, more suitable for agile practice education and
considering cohesion antecedents, is described. the team satisfies client needs and expectations” [4]. This
Intended Outcome: A teaching-learning framework to support framework’s fundamentals were established by identifying
teamwork in agile software education. teamwork trends in software engineering education (SEE),
Application Design: ASEST+ is built around Scrum teams for example, collaborative learning, games, and gamification,
and combines learning strategies to train students in collabo- among others [2]. The first version of ASEST (hereafter,
rative and technical agile practices. ASEST+ establishes policies
for role allocation and team rule agreements to regulate com- referred to as ASEST0) was developed following an input-
munication and address conflict management agile practices. mediator-outcome (IMO) research model [5] adapted to SEE.
ASEST+ addresses personality traits, conflict resolution, and This model is widely used to study the factors affecting team-
task interdependence as the antecedents identified as the most work effectiveness [5]: the inputs are antecedents enabling
important. and constraining team member interactions. The mediators
Findings: A quasiexperiment showed that the use of ASEST+
significantly increases the students’ positive perceptions on team are emergent states influencing input–output relationships and
cohesion, team performance, and team learning compared with the outputs of the team activity’s results and byproducts.
the control group. Guided by this model, ASEST0 was established. In ASEST0,
Index Terms—Agile software development (ASD), software team rules are the input, improved by self and peer assess-
engineering education (SEE), team-based learning, team cohe- ments of team member contributions. Team cohesion is the
sion, team development, team dynamics, team learning, team mediator, and team learning and performance are the out-
performance, teamwork training. puts. Establishing and agreeing upon team rules was found in
a metaanalysis among the most important antecedents for well-
functioning student teams in higher education [6]. ASEST0,
I. I NTRODUCTION however, did not include the antecedents of team cohesion.
HE EDUCATION of software engineers to effectively
T operate in agile teams is extremely important given
the popularity of agile methods in the software industry [1].
The core of ASEST0 is establishing agreed-upon rules
related to communication and conflict resolution to regulate
team behavior. ASEST0 was tested using two studies [7] [2].
Agile software development (ASD) bases its success on self- The work in [7] reports on the results of a pilot study of
managed teams able to prioritize and quickly respond to ASEST0 involving three teams of undergraduate students with
changes and satisfy customers and users through early and the ultimate goal of observing ASEST0 with teams perform-
continuous quality software delivery. The construction and val- ing in a company setting. The study showed the levels of team
idation of the agile software engineers stick together (ASEST) cohesion, team learning, and team performance increased after
the intervention. The work in [2] reported on a study at the
Manuscript received June 6, 2020; revised February 8, 2021, April 19, 2021,
and May 20, 2021; accepted May 24, 2021. Date of publication June 9, 2021; graduate level of a group of students applying ASEST0. It
date of current version February 3, 2022. (Corresponding author: Daymy indicated that team cohesion, team performance, and team
Tamayo Avila.) learning significantly increased compared with the students’
Daymy Tamayo Avila is with the Informatics Engineering Department,
University of Holguin, 80 100 Holguín, Cuba (e-mail: [email protected]). perceptions in a group that did not receive this intervention.
Wim Van Petegem is with the Department of Electrical Engineering (ESAT), Despite their limitations, these studies showed ASEST0 to be
KU Leuven, 3000 Leuven, Belgium. effective. However, they also contributed to identifying diffi-
Monique Snoeck is with the Research Center for Information Systems
Engineering (LIRIS), KU Leuven, 3000 Leuven, Belgium. culties with the approach. The research in this article reports
Digital Object Identifier 10.1109/TE.2021.3084095 on an improved version of the ASEST0 framework: ASEST+.
0018-9359
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20 IEEE TRANSACTIONS ON EDUCATION, VOL. 65, NO. 1, FEBRUARY 2022
TABLE I TABLE II
R ESEARCH Q UESTIONS , R ESEARCH D ESIGN , AND DATA S ELECTED S TUDIES AND I MPROVEMENTS ON L EARNING S TRATEGIES
A NALYSIS T ECHNIQUES U SED IN T HIS W ORK
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TABLE III
DATA S TATISTICS , C ORRELATIONS , AND R EGRESSION W EIGHTS autonomy was not found to be a good predictor (p > 0.05);
therefore, it could be removed from the regression model. As
a result, personality, task interdependence, and conflicts were
the most relevant antecedents to improve the framework.
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22 IEEE TRANSACTIONS ON EDUCATION, VOL. 65, NO. 1, FEBRUARY 2022
TABLE IV
S ELECTED S TUDIES AND I MPROVEMENTS ON C OHESION A NTECEDENTS short quizzes after lectures or before the laboratories allow
the students to expand their knowledge and reinforce their
understanding. Scrum templates and a template to record con-
flicts arising in the project are necessary inputs for project
development.
The course curriculum guidelines (shown in Table V)
include the content to be taught, intended learning outcomes,
teaching and learning activities, and assessment tasks. The
topics can be adapted to introduce new concepts, practices,
and tools. In addition to Scrum and ASD introductions,
as proposed in [17], technical and collaboration practices
are included based on the proposal in [15]. Technical prac-
tices concern testing, continuous integration, and clean code.
Collaboration practices refer to communication (i.e., commu-
nication with customers in order to have a good understanding
of the requirements and intensive and open communica-
tion among all stakeholders). Teamworking skills for conflict
resolution are included as well. Scrum is taught through
a workshop based on [21] and [18]. The teachers have to
ensure that each sprint (a short period during which the Scrum
team works to complete a specific work product) of the cap-
stone project is doable in two to three weeks and provides
interdependence were found. One study focused on the rela-
coaching sessions. Finally, the outputs relate to the developed
tionships between task interdependence and teamwork quality,
project and the learning gained during the course. Therefore,
and project performance [67]. The other speaks of the poten-
in addition to the real-world project and experience applying
tial effects of trust on interdependence [68]. No strategies
Scrum [16], this course’s output includes skills in teamwork
addressing task interdependence for agile teams were found.
and agile practices.
Table IV shows the selected studies’ main contribution toward
Role Allocation: During team formation, role allocation is
improving ASEST+ concerning cohesion antecedents, the
based on personality traits. To that end, the criteria set out
criteria leading to these selections, and how the identified
in [37] are used. Their findings state that agreeableness is
improvements are included in ASEST+. Section VI further
relevant for filling the roles of product owner and devel-
explains how these approaches were combined.
oper, while conscientiousness is important for the role of
Scrum Master. These authors define agreeableness as the
VI. ASEST+ I MPROVEMENTS individual’s extent of friendliness and the degree of trust-
This section describes the improvements of ASEST+ worthiness. Conscientiousness is related to the extent of
regarding four aspects: 1) course design; 2) role allocation; organization, commitment, and persistence. Agreeableness is
3) a win-win Lego game; and 4) team rules agreements. manifested in qualities, such as trust, altruism, and compliance,
Course Design: The course aims to apply Scrum along with while dutifulness, self-discipline, and striving for achievement
agile practices to develop real projects while students learn are related to conscientiousness [72]. In ASEST+, the NEO
how to work as a team. Scrum puts more emphasis on project Personality Inventory [69] is used to assess the presence and
management and does not specifically address technical details extent of these traits (see Appendix B). To assign the roles
for building software, allowing teams to use it together with individuals will play on the team, for each team member, the
other agile methodologies [71]. Therefore, Scrum is used as highest scoring traits are considered in the following order: the
a management framework and some development practices Scrum Masters are assigned first, followed by product owners,
from extreme programming (XP) are included. and then developers.
The students need programming and modeling skills as Win–Win Lego Game: In the one day of Scrum workshop
prerequisites. The course design is based on an educational training, the teams have to build Lego city projects incre-
framework that contains inputs, guidelines, and outputs [17], mentally following the Scrum process. The Lego game flow
based on and adapted from proposals in [21], [15], and [18]. described in [73] was adopted, as can be seen in Fig. 2.
The inputs refer to the resources needed for developing the One teacher conducts the workshop while other teachers
activities. In contrast to the proposal in [17], the software play the role of product owners. As product owners, they
tools here are open to be selected by the teachers. In addition answer questions about the product but do not intervene in
to the teaching materials these authors propose (e.g., slides, the project work. The game includes a conflict resolution pro-
websites and books), Lego blocks are used in the Scrum work- cess based on [61]. The release planning process incorporates
shop and didactic guides are needed to direct students with the proposal of [21]. The teachers explain the prepared back-
respect to assignments. In addition, video tutorials are used log of work in descending order of priority. One planning
to prepare students for solving practical exercises during the poker round with randomly selected participants is conducted
hands-on laboratories. Reading and watching assignments and while the others observe. One user story is chosen, and the
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TAMAYO AVILA et al.: IMPROVING TEAMWORK IN AGILE SEE: ASEST+ FRAMEWORK 23
TABLE V
C OURSE C URRICULUM G UIDELINES
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TABLE VIII
M EANS AND D IFFERENCES FOR T EAM COHESION , an influence too. However, the intervention of teachers was
T EAM PERFORMANCE , AND T EAM LEARNING necessary as the students had to develop additional new fea-
tures for an existing modular project. To extend these projects,
they had to delve into existing code, which increased the diffi-
culty level of their tasks. Thus, the teachers had to intervene to
guarantee the assigned work was feasible in the allotted time.
Another factor to consider is the students’ varying levels of
expertise in the software methodologies used. While the con-
trol group students already knew Scrum and Iconix because
they were already applying these methodologies in projects
before the study, the experimental group students had to learn
control group. Table VIII shows the means for the pre/post Scrum before starting the project. This favored the control
measurements of team cohesion, team performance, and team group students.
learning and their deltas.
For both the experimental and control groups, team cohe-
IX. C ONCLUSION AND F UTURE W ORK
sion, team performance, and team learning were not signifi-
cantly different for the measurement during the first week. By This article reports on improvements to the ASEST0 frame-
the last week, the means increased for both groups. However, work to derive the new ASEST+ framework, a proposal
the increments were only significant for the experimental to improve teamwork in terms of team learning and team
group. The Mann–Whitney U tests showed the initial means performance, and the framework’s validation. The improve-
were not significantly different between the two groups, p val- ments focus on four aspects: 1) course design; 2) role alloca-
ues > 0.05, 2-tailed (p = 0.12 for team cohesion, p = 0.64 for tion; 3) a Win-Win Lego game; and 4) team rules agreements.
team performance, and p = 0.70 for team learning). In addi- ASEST+ focuses on Scrum teams. Approaches to team-based
tion, Hedges’ g values showed large effect sizes (5.70 for team learning, project-problem-based learning and role-play gaming
cohesion, 2.21 for team performance, and 3.05 for team learn- were combined in ASEST+ to train the teams in collabora-
ing). These results suggest that the increase can be attributed to tive and technical practices. In addition, ASEST+ establishes
the treatment, although some limitations should be considered. policies for role allocation within Scrum teams by consider-
Section VIII discusses the most important limitations. ing the team members’ personality traits. The rules agreements
have a dynamic nature and are established regarding commu-
nication and conflict management linked to agile practices.
VIII. D ISCUSSION ON VALIDITY The results of a study of two groups of students applying
This section discusses the most important limitations of the ASEST+ indicated that their perceptions of team cohesion,
validity of this work. First, the literature reviews are limited by team performance, and team learning significantly increased
the fact that unavailable papers were excluded; thus, relevant compared with the perceptions of students in the groups that
articles may have been missed. Furthermore, the quasiexper- did not receive this intervention.
iment’s most important limitations are the sample size and Although this study’s findings have limitations in terms of
not having a random sample. In order to deal with the small generalization to other populations, the ASEST+ framework
sample size, however, the statistical analysis included boot- might benefit students in other software engineering programs.
strapping techniques. According to [76], population validity In order to apply ASEST+, time constraints, resources avail-
is problematic in nearly all educational studies as the majority ability, and participants’ characteristics should be carefully
of researchers are forced to select a sample from the acces- taken into account, including their fit with limitations dic-
sible population, and random samples are difficult to obtain. tated by the program/course schedules. The availability of real
Next, while according to some authors, the correlational study clients and projects and commitment by all parties to partic-
sample size used here is appropriate, for others, this could be ipate should be guaranteed beforehand. Cultural issues that
considered a limitation. It has been suggested that a sample might influence students’ willingness to use team rules should
size of at least 200 is required [77]. However, [36] states that be investigated as well. Keeping in mind these matters and
the minimum acceptable sample size for a correlational study the potential limitations discussed, it would be interesting to
for most research is 30. In this case, the study is somewhere study the effects of ASEST+ in other situations.
in between. ASEST+ might also help to improve similar learning envi-
The quasiexperiment was also limited by the location in ronments though knowledge transfer of educational content
which the investigation took place. The local conditions and and case studies derived from its application. In addition,
the socio-economic status and cultural background of the par- the information gathered could contribute to better under-
ticipants might have influenced the study. As the researcher stand software engineering students’ teams in order to further
acted as the main teacher, researcher bias (e.g., personality improve agile teamwork in SEE. Future work will further
traits or preconceived beliefs of the researcher) might have explore the validity of the ASEST+ framework and focus
had some impact as well. Teachers were assigning projects to on new and larger samples. In addition, further research will
the students in the experimental group while the students in the explore the mediational role of team cohesion between the
control group presented their own proposals might have had antecedents and the outputs.
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28 IEEE TRANSACTIONS ON EDUCATION, VOL. 65, NO. 1, FEBRUARY 2022
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