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Motivation: Code camps and hackathons been used in education for almost two decades. These approaches are usually intensive and for most times quite practical events for solving some real-world problems with various educational objectives. The objectives and structures of these events differ depending on the role of the event in curricula. Problem statement: Both code camps and hackathons been implemented in various ways, with varying success levels. As expected the implementation of the event varies considerably depending on the objectives set for the event, but that then leads to the difficulty and problem setting to understand what organizing of these events actually mean. For educational context, curricula have also its role in defining the targeted skills and competencies the events has to consider too. Approach: We applied a systematic literature review (SLR) to look at the various definitions and modes of these events. Whether it is called "code camp", or "hackathon", or anything else with the same basic meaning, we want to find out what skills and competencies these events emphasize, how they are used in Computer Science (CS) and Software Engineering (SE) education and what are the general structures of the actual arranged events. Contribution: It is aim of this SLR to i) identify various possible ways of implementing these intensive events, and ii) reflect the results to the lessons we have learned of almost two decades of various intensive code camps and hackathons we have been organizing building and participating into. Based on the results, we claim that there is tremendous potential of using these events in education and in the curriculum than how it has been applied so far.
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Code camps and hackathons in
education -literature review and
lessons learned
Jari Porras, Antti Knutas, Jouni Ikonen, Ari
Happonen, Jayden Khakurel, Antti Herala
Lappeenranta University of Technology, Finland
Outline
Motivation
Background
This research and process
Articles
Collected data
Results
Discussion
Motivation
Evolution of the needed knowledge, skills and
competencies of CS/SE graduates
Content and teaching methods evolve
Capstones have been used for teaching/testing the skills
needed in real work life
Code camps and hackathons have emerged to challenge/
extend the capstones
Not been discussed so much (though all have heard of Hacks)
Background (for this paper)
Code camps (and hackathons) in LUT since 2003
Hackathons in software engineering education – lessons
learned from a decade of events – ICSE SEEM 2018
Based on own experiences
Questions, Feedback, Critics about the literature and
understanding of what hackathons mean
=> Literature based study on code camps and hackathons
This research
The main aim of this research is to find out what has been
published on code camps or hackathons.
RQ1: How are the code camps and hackathons defined in the
literature?
RQ2: What kind of educational structures have been used in code
camps and hackathons?
RQ3: What skills and competencies have been emphasized in the
code camps and hackathons presented in literature?
RQ4: How code camps and hackathons have been used in SE and CS
education?
A systematic literature review (SLR) [Kitchenham B.] is used to
collect data and analyse the literature.
General process for literature reviews
a) Define the research questions based on the objectives of the research.
b) Define search queries based on the research questions. Finding proper search queries
(terms) might require an iterative process. Tools like NAILS and HAMMER can be used for
the first iterations.
c) Search articles on primary studies using search strings on scientific libraries and
databases.
d) Screen the initial set of articles by applying inclusion and exclusion criteria to determine
whether each potential article should be included or excluded from this study. Inclusion
and exclusion happen in multiple stages, starting from the screening of titles and abstracts
and ending to the analysis of the whole document. Secondary articles can be added by
manually browsing cited articles in the selected set of primary articles.
e) Extract the predefined set of data from the selected set of articles.
f) Analyse the extracted data to answer the research questions. Various tools exist for the
analysis, such as HAMMER , KHCoder or VOSviewer .
g) Present the acquired results.
Network Analysis Interface for Literature
Studies (NAILS) hammer.nailsproject.net
Knutas, A. et al.: Cloud-based
Bibliometric Analysis Service for
Systematic Mapping Studies.
Proceedings of the 16th International
Conference on Computer Systems and
Technologies, (2015).
Our process
RQ1: How are the code camps and hackathons defined in the literature?
RQ2: What kind of educational structures have been used in code camps and
hackathons?
RQ3: What skills and competencies have been emphasized in the code camps
and hackathons presented in literature?
RQ4: How code camps and hackathons have been used in SE and CS
education?
IC: Published by May 2018
EC: Articles not in English
EC: Articles that are not fully available
EC: Not relevant to the research questions
Search for Web of Science database
Search queries and collected data
Search queries
Found
papers
Without
replicates
Included papers in the
final dataset
“Hackathon” OR
“Code camp” and
“Definition”
115 94
33 (EC2 - 10 papers,
EC3 - 51 papers)
“Hackathon” AND
“Education”
21 21
11 (EC1 - 1 paper, EC2 -
6 papers, EC3 - 3
papers)
“Code camp” 9 9 7 (2 of EC3))
Total number of
papers
145 124 51
Basic information: ID, Author(s),
Year of Publication, Title,
Publication type (workshop,
conference, journal), Keywords,
Abstract;
Specific information: Definition
(RQ1), Length of the event
(demographics), Participants
(demographics), Number of
participants (demographics),
Structure of the event (RQ2),
Targeted learning outcomes - skills
and competencies (RQ3), How the
event is tied to education (RQ4),
Event domain (demographics),
Other issues.
Some demographies
Not too much activity in
this field
Hackathon term has been
around since 2000
Outside research or
education community ?
Increase in activity from
2012
Defining code camps and hackathons
Similar terms though hackathon used much more (44 vs. 7),
essentially the same meaning
Defining code camps and hackathons
Code camp used more in CS / SE education (core technical skills) while
hackathon is used more widely in business context (general skills)
Hackathon, which fosters the innovation potential of small focused teams while at
the same time not taxing the financial resources of the corporation
Civic hackathon is a participatory event to prototype innovative services through
collaboration between citizens and engineers to address social issues
Hackathons are alternative meeting formats emphasizing the full participation
of everyone
Hackathon can be a breeding ground for brainstorming, innovation, networking,
and product development, and as such they can have multiple outcomes
including the sparking of new businesses and entrepreneurial activity
Challenges, competitions, various stakeholders and domains,
engagement, …
Datathons, semesterathons, summerathons , designathons
Evolution of hackathons
KHCoder
Focus
NAILS (LDA)
Clustering (4 categories)
hackathon, participation,
team, and student
(education)
data, open, user, and civic
core, science, data,
sample, and network
health, event, care,
hackathon, and medical
Hackathon structures
Typically – pre-event,
event, post-event
Innovation, tasks, team
building
Themed events
Innovation, collaborative
work, pitches
(Very) Intensive
How could these be used
in education ?
approach it represents (i.e. rather intensive way of
working) is well understood and applied in different
domains. Based on the literature the most common
domain (15/51 papers) for hackathons seems to be
somehow related to health (e.g. healthcare, medicine,
health monitoring and data mining related to
healthcare). Other common domains are related to
service development for local challenges (e.g. through
smart cities, IoT). The emphasis of hackathons is more
on either applying IT for other domains or completely
forgetting IT and staying in more contextual or
business model levels.
As a summary of these terms, we could conclude
that although both terms in general emphasize short
time interdisciplinary collaborative working it seems
that a) term code camp refers to more IT or software
oriented events, b) term hackathon has almost
completely replaced it although c) term hackathon does
not so clearly implicate the focus of the event.
3.2 Evolution of hackathons
In order to get an even better perception of the
evolution of hackathons based on the selected literature
the content of the hackathon related papers were
analyzed by KHCoder and Nails. KHCoder, among
other things, can reveal how the events were developed
during these years. Figure A.1 in Appendix shows the
yearly emphasis on hackathons based on the literature.
First years of the hackathons were focusing on
collaboration (2012), agile development (2013) and
software (2014), whereas latest years the have seen the
rise of data (2105-2016, 2018), healthcare as
application domain (2017-2018) and community type
of events (2016-2018).
Another perception to the same issues can be seen
from topic modeling. Figure A.2 in Appendix shows
the groups generated by LDA (general terms shown for
all topics). The topic modeling process found four
themes when guided by the semantic coherence
heuristic [26]. First theme was characterized by the
words hackathon, participation, team, and student.
Second theme was characterized by the words data,
open, user, and civic. Third theme was characterized
by the words core, science, data, sample, and network.
Fourth theme was characterized by the words health,
event, care, hackathon, and medical. First two themes
are close to each other but show clear distinction
between these groups of papers. Third and fourth
themes are further away from these first two and each
other. If one would be interested in education related
hackathons, one should look more closely to the papers
in the first theme of the model.
3.3 What kind of structures have been used
for code camps and hackathons
Code camps and hackathons have been proposed
for different lengths as presented in Table 2. Majority
of the presented events are two days (that seems to be
the de facto standard for these intensive events as 45%
of found publications refer to that) though shorter and
longer events have been proposed (22% for shorter and
around 20% for 3-5 days events). Extremely short (i.e.
few hours) or long (i.e. weeks) events have been
proposed rarely and it remains unclear what makes
these code camps or hackathons. In general, they can
follow the same general structure of these intensive
events but do they really emphasize the same learning
outcomes that code camps and hackathons represent?
How much do participants engage or interact in a 4h or
a semester-long hackathon?
Table 2. Lengths of the reported events.
The structure of the code camp and hackathon can
typically be divided in three parts; pre-event, event and
post-event [27]. Pre-event activities might consist of
some preparatory activities like reading of background
material or pre-lectures [28], idea generation [29] or
team building. However, quite often both idea
generation and team building are part of the actual
event, especially in a themed event in which all teams
innovate under the same theme or target setting. Idea
generation could happen individually or in small
groups that then are pitched to the others (other teams,
organizers, customers or other stakeholders) and after
that each person may select a team whose idea is
closest to own heart. The event itself contains at
minimum the collaborative working but often also
some themed presentations in the beginning and team
demonstrations in the end. Especially in competition-
based events the final demonstrations are evaluated
and used for deciding the “winners” (various winning
conditions or even categories can be used). Working
during the event may vary depending on the type of the
event. Many of the events emphasize interdisciplinary
collaborative working [30], [31], [32], [28]. In some
Length Number of papers
Share of
publications
24h or less
13 (out of which 4
less than 12h)
25%
Two days (48h) 23 45%
3-5 days 11 22%
More than 5 days 2 4%
Not mentioned 2 4%
Total 51 papers 100%
Skills and competencies
Pre-defined wishes for the
outcomes
Learning ?
Emphasis on soft skills
Not clearly described in
papers
Still not seen as a viable
education approach ?
”Team got experience from
the other team. Different
working style can be brought
from the other team if good
practices were found.”
Emphasized skill Number of papers
Share of
publications
Project, teamwork,
collaboration
22 43%
Presentation etc. 15 29%
Programmin, domain
knowledge
14 27%
Innovation, Creativity 12 24%
Business aspects 7 14%
Critical thinking,
problem solving
5 10%
How they have been used in education ?
Surprisingly few papers describe any kind of relationship to
education in general or even any special course/module concepts.
Although many papers involve students of various levels (pre-
university, undergraduate, master level or even phd level it seems
that code camps and hackathons are just a new way of working
rather than an integral part of the education.
Even though code camps and hackathons are widely used,
especially in connection with companies, their use as an integral
part of curriculum is immature or at least it has not been properly
documented in academic papers
Discussion & Conclusion
(RQ1) “hackathon” is the term used mostly today but it does not
necessarily describe an educational event
(RQ2) code camps and hackathons come in different forms and
lengths but it seems clear that both event types follow roughly the
same structures
(RQ3) hackathons emphasize more of the innovation aspects and
as such the final solutions than actual learning (outcomes) that
would be of interest of educational events
(RQ4) code camps and hackathons have not so much been
integrated into the curriculum
... The authors collected qualitative and quantitative data in their field study and found that students highlighted the learning aspect in their feedback, stating that they had learned more in the practical sessions -including the hackathon -than they did in the theoretical classes. Porras et al. (2019) conducted a literature review for investigating code camps and hackathons in education. Specifically, the authors aimed to identify the definition of these events, the educational structures they are used in, the skills and competencies that are emphasized in that context, and how these events have been used in Software Engineering and Computer Science education. ...
... For our research purposes, we conducted a Systematic Literature Review (SLR) that followed the methodological guidelines described by Kitchenham (2004), following the example of other literature reviews on hackathon events (Medina Angarita & Nolte, 2020;Porras et al., 2019), hackathons in education (Porras et al., 2019) and learning (Topali et al., 2023). Kitchenham (2004) proposed a guideline for systematic literature reviews directed at researchers in the software engineering field based on guidelines directed at medical researchers and adapted to target software engineering more directly. ...
... For our research purposes, we conducted a Systematic Literature Review (SLR) that followed the methodological guidelines described by Kitchenham (2004), following the example of other literature reviews on hackathon events (Medina Angarita & Nolte, 2020;Porras et al., 2019), hackathons in education (Porras et al., 2019) and learning (Topali et al., 2023). Kitchenham (2004) proposed a guideline for systematic literature reviews directed at researchers in the software engineering field based on guidelines directed at medical researchers and adapted to target software engineering more directly. ...
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Objective Machine learning in healthcare, and innovative healthcare technology in general, require complex interactions within multidisciplinary teams. Healthcare hackathons are being increasingly used as a model for cross-disciplinary collaboration and learning. The aim of this study is to explore high school student learning experiences during a healthcare hackathon. By optimizing their learning experiences, we hope to prepare a future workforce that can bridge technical and health fields and work seamlessly across disciplines. Methods A qualitative exploratory study utilizing focus group interviews was conducted. Eight high school students from the hackathon were invited to participate in this study through convenience sampling Participating students (n = 8) were allocated into three focus groups. Semi structured interviews were completed, and transcripts evaluated using inductive thematic analysis. Findings Through the structured analysis of focus group transcripts three major themes emerged from the data: (1) Collaboration, (2) Transferable knowledge and skills, and (3) Expectations about hackathons. These themes highlight strengths and potential barriers when bringing this multidisciplinary approach to high school students and the healthcare community. Conclusion This study found that students were empowered by the interdisciplinary experience during a hackathon and felt that the knowledge and skills gained could be applied in real world settings. However, addressing student expectations of hackathons prior to the event is an area for improvement. These findings have implications for future hackathons and can spur further research into using the hackathon model as an educational experience for learners of all ages.
Conference Paper
In this paper we explore the opportunities, challenges and best practices around designing technologies for those affected by self-harm. Our work contributes to a growing HCI literature on mental health and wellbeing, as well as understandings of how to imbue appropriate value-sensitivity within the digital design process in these contexts. The first phase of our study was centred upon a hackathon during which teams of designers were asked to conceptualise and prototype digital products or services for those affected by self-harm. We discuss how value-sensitive actions and activities, including engagements with those with lived experiences of self-harm, were used to scaffold the conventional hackathon format in such a challenging context. Our approach was then extended through a series of critical engagements with clinicians and charity workers who provided appraisal of the prototypes and designs. Through analysis of these engagements we expose a number of design challenges for future HCI work that considers self-harm; moreover we offer insight into the role of stakeholder critiques in extending and rethinking hackathons as a design method in sensitive contexts.