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Chaordic Learning: A Case Study

39th International Conference on Software Engineering

Software engineering is an interactive, collaborative and creative activity that cannot be entirely planned. Inspection and adaption are required to cope with changes during the development process. Software engineering education requires practical application of knowledge, but it is challenging and time consuming for instructors to evaluate the creation of innovative solutions to problems. Current higher education practices lead to a multitude of rules, guidelines and order. Instructors see deviations of students as failures and limit the creative thinking processes of students.

In this paper we describe chaordic learning, a self-organizing, adaptive and nonlinear learning approach, to stimulate the creative thinking of students. Instructors provide structure and guidance, but also integrate freedom for self-organization and self-guided learning and embrace innovation and creativity. Deviations are seen as opportunities and failures as possibilities for students to learn and improve. We introduced chaordic learning into a games development course and a joint advanced student school and describe the chaordic process of these courses as case studies. Students in these courses report about an increased intrinsic motivation, a higher level of self-organization and more room for creativity leading to an improved learning experience and more fun.

Stephan Krusche, Bernd Bruegge, Irina Camilleri, Kirill Krinkin, Andreas Seitz and Cecil Wöbker

39th International Conference on Software Engineering (ICSE’17)
Software Engineering Education and Training, ACM. Buenos Aires - Argentina, May 2017

(full paper)

   author  = "Stephan Krusche, Bernd Bruegge, Irina Camilleri, Kirill Krinkin, Andreas Seitz, Cecil Wöbker",
   title   = "Chaordic Learning: A Case Study",
   year    = "2017",
   month   = "may"


Making Abstract Logic Games unbeatable

Worcester Academy Cap Stone Paper

Artificial Intelligence has long been a topic that fascinated many. When John McCarthy initially coined the term in 1955 it was a subject reserved for only the brightest minds. In recent years this has changed and Artificial Intelligence became more easily accessible. As it became more common throughout Computer Science the need for simplification increased. This paper is concerned with abstract logic games and the applications of Artificial Intelligence to it. This paper explores the simple games of Tic Tac Toe and Connect Four to create a common base. It uses common structures and unifies approaches that can be used with many different abstract games. A library, called Anigmo, was created as a companion for this paper. It uses Shannon Type-B search so that computers can play these games perfectly; it can be seen in the Appendix.

Cecil Wöbker

(full paper)

   author  = "Cecil Wöbker",
   title   = "Making Abstract Logic Games unbeatable",
   year    = "2013",
   month   = "may"