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Using ADDIE Instructional Model to Design Blended Project-Based Learning based on Production Approach

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  • Universitas Islam Negeri (UIN) Sjech M. Djamil Djambek Bukittinggi

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The main problem faced by students in software analysis and design is the material content that is full of software engineering theories, it is difficult to get the real world of software development steps. Lecturers need to make an effort to incorporate the element of "Best Practice" in software engineering into this lecture. This research develops a Blended Learning learning environment, with Project-Based Learning based on a Production approach as an answer to student learning problems. To design this model, tools with a systematic approach are needed to achieve this goal, as a guide that can be used to meet the needs of the learner. This paper shows how the ADDIE Instructional Model is used in designing a Blended Project-Based Learning (BPBL) learning environment with a production approach.
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International Journal of Advanced Science and Technology
Vol. 29, No. 06, (2020), pp. 1899-1909
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ISSN: 2005-4238 IJAST
Copyright 2020 SERSC
Using ADDIE Instructional Model to Design Blended Project-Based
Learning based on Production Approach
Muhammad Adri, Electronic Department, Universitas Negeri Padang, Padang, Indonesia.
mhd.adri@unp.ac.id
Titi Sri Wahyuni, Technical Faculty, Universitas Negeri Padang, Padang, Indonesia.
titi.sriwahyuni@unp.ac.id
Ganefri, Technical Faculty,Universitas Negeri Padang, Padang,
Indonesia.ganefri@ft.unp.ac.id
Supratman Zakir, Faculty of Education and Teaching Institut Agama Islam Negeri (IAIN)
Bukittinggi. supratman@iainbukittinggi.ac.id
Jalius Jama, Technical Faculty, Universitas Negeri Padang, Padang, Indonesia.
jalius.jama@ft.unp.ac.id
Abstract
The main problem faced by students in software analysis and design is the material content that is full
of software engineering theories, it is difficult to get the real world of software development steps.
Lecturers need to make an effort to incorporate the element of "Best Practice" in software
engineering into this lecture. This research develops a Blended Learning learning environment, with
Project-Based Learning based on a Production approach as an answer to student learning problems.
To design this model, tools with a systematic approach are needed to achieve this goal, as a guide
that can be used to meet the needs of the learner. This paper shows how the ADDIE Instructional
Model is used in designing a Blended Project-Based Learning (BPBL) learning environment with a
production approach.
KeywordsSoftware Analysis and Design, Blended Learning, Project-Based Learning,
Production Approach, ADDIE (key words)
I. INTRODUCTION
Software Engineering (SE) is one of main competence concentration in the Informatics Vocational
Education Study Program is followed by students interested in the field of software engineering. As a
core competency, SE aims to increase students skill in developing various applications and software
systems. One of main course in this field is Software Analysis and Design (SAD). The restructuring of
SAD subjects was targeted in this study in order to provide the competencies needed, through the
development of Blended Project-Based-Learning (BPBL) based-on Production.
BPBL combines an online learning model with face-to-face in the classroom, which is supported by
Project-Based Learning (PjBL) which provides student experience in software development and
Production-Based (PrBL) as a tool used to measure output products from PjBL.
II. BACKGROUND
Indonesia was placed by GEDI (The Global Entrepreneurship and Development Institute) in 94th
position out of 137 countries and 7th position out of 7 ASEAN countries on the Global
Entrepreneurship Index (GEI) list [1:37]. GEI is an index used to measure the entrepreneurship
ecosystem in a country.
From the GEI index variables, the majority of problems faced are the aspects of the pillars of startup
skills, human capital (which are determined by the quality of education), the pillars of technology
absorption and innovation process (which are determined by variables of technology level, technology
uptake, average quality scientific institutions and the availability of scientists and technocrats).
The four issues above are being faced by all universities in Indonesia that have not been able to
build a graduate startup culture, technological limitations and human resources, so that graduates add to
the number of Open Unemployment Rate (OUR), which in February 2019 reached 6.89% (diploma)
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and 6.24% (universities), with a total of 7, 01 million people [2]. Therefore there must be an immediate
effort from universities to be able to produce graduates who have good competence and skills,
supported by good technological abilities and have a spirit of innovation, which leads to the ability of
graduates to be entrepreneurial, through internalizing entrepreneurial attitudes in each Subjects are the
main competence of students.
SAD course is a main competence courses in the Informatics Vocational Education Study Program
[3], and so far RPL lectures are passed by students as theoretical subjects and without practical
activities. Whereas software engineering competence is a core competency [4] so that graduates are
able to develop applications and systems, as the basis for developing a startup in the field of technology
and information systems.
Efforts to restructure SAD Subjects need to be carried out in order to provide the skills needed by
students, through the development of Blended Project-Based Learning (BPBL) based-on Production in
the form of Software / Systems needed by the community [5]. Specifically BPBL integrated online
learning technology with classroom teaching and learning, for flexibility delivery model on higher
eduation [6], improve student learning outcomes [7], well accepted on student perspective [8] and
facilitate teacher educators’ authentic engagement with information technology [9]. BPBL model
provides students with RPL concepts and theories in online learning sessions [10], which are followed
by a project framework that will be completed during lectures, so that in face-to-face sessions,
classroom activities can be maximized to facilitate students in constructing knowledge [11] and
planning a real-project into a software product or system that has economic value, and is expected to
reduce the gap between the industrial world and academia [12], which is in accordance with actual
work standards and procedures [13].
This BPBL based on Production model, provides opportunities for students to think creatively,
innovatively and collaborate in team work to produce software / system products that are economically
and market-oriented [14], through the steps of project-based learning (PjBL) [15]. The development of
this model uses the ADDIE Instructional approach [16]. The urgency of this research is the gap
between the needs of the world of work and business with college graduates [17].
III. OVERVIEW OF THE ADDIE MODEL
The instructional design (ID) described as a systematic process or well-structured procedure [18], to
make instructional become effective for Higher Education Classroom [19]. This Model developed to
help educator ensure that they are teaching the appropriate material in an optimal manner [20], or to “.
. . provide both an appropriate destination, and the right road to get you there . . .” [21]. ADDIE ID
Model is a shorthand nickname from normal process of ID model [22], applied on development many
educational subjects, like information literacy [23], library instruction [24], online continuing
education [25] and MOOC [26]. This common core procedure of analysis, design, development,
implementation, and evaluation, defined as ADDIE model phases [27], this model redefined and
revision [12] as shown as Figure 1.
Figure 1. Revision of ADDIE ID Model
IV. SAD COURSE CASE STUDIES OF BPBL BASED ON PRODUCTION
Various SE learning research has been carried out, such as through best practice approaches [28],
creative approaches [29], model-driven [30], empirical approaches [31], and active and inductive
learning approaches [32], by providing experience direct software development in a work-based
environment on software development projects. All this research aims to have students have real
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competence and experience in the world of work [33] the software industry, as a foundation to
become entrepreneurs in the software world.
SAD course become a case studied on this development of BPBL based on Production model, to
achieve our goal to give a best practice of student experience on production of economically software
during they take this course. It is necessary to restructure the SAD curriculum in order to student to
held knowledge and competencies in the SE field, and compete in the software industry both as a
workforce and as a pioneer in a business startup on the SE field.
This paper describes the ADDIE phases sequentially, are continually made and revised during the
process development of BPBL Model.
A. Analysis Phase
In this analysis phase a study on the technological readiness of students using a digital skills
framework [34] related to students' readiness for technology, the readiness of students on a blended
learning environment, project-based learning framework analysis, a production-based learning
approach and curricula analysis.
Based on the framework, obtained data on aspects of motivation, material access, access skills and
the use of digital technology by students. In the aspect of motivation, students have high motivation in
utilizing digital technology as learning support. For material aspects, access is generally still
dominated by campus network access and smartphone data. Whereas in the aspect of access skills,
high skill data is obtained in the communication, information and operational elements, while in the
strategic, content creation, and formal elements are at the level of standard skills and aspects of digital
skills usage, the skills are balanced in the needs of daily life and activities as students.
For the learning environment blended learning, from the results of the analysis, a conceptual
framework is produced, as shown in Figure 2.
Figure 2. Blended Learning Conceptual Framework
In this conceptual framework, it can be seen how the process of developing Blended Learning
learning, which consists of 2 learning environments, namely online learning and classroom teaching.
Project-Based Learning (PjBL) is a framework used for structured project management, allows
students to learn authentically through project work, and lecturers become mentors who provide
learning resources, support and guidance to students with the skills needed to complete their projects
[35 : 35-36]. It is possible for students to conduct an in-depth investigation of the PjBL topic, which
encourages of hight-order thinking [36]. PjBL is developed in 6 syntax steps [37], namely: a) start
with essential questions, b) Design a plan for the project, c) create a schedule, d) monitor the student
and progress of the project, e) assess the outcome, and f) evaluate the experience, illustrated in Figure
3.
Figure 3. Project-Based Learning Conceptual Framework
Production Based Learning (PBP) designed and implemented based on market needs and demands
that refer to actual work procedures and standards, in the business world / industry and society. This
model emphasizes work planning, procedures and final products that have a sale value and conform to
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specified construction standard specifications [38], other definitions state "production-based learning
model is defined as the procedures or steps that need to be performed by the educator to facilitate
learners to actively learn, participate and interact, with a competency-orientation to produce a product
either goods or services required" [39] The realization of production-based learning is manifested in a
syntax consisting of 9 steps, namely: 1) Curriculum analysis and student characteristics, 2) Product
identification and analysis, 3) Making important questions about the product, 4) Mapping questions;
5) Analysis of the need for tools and materials of the product to be made; 6) Making the Schedule of
the execution of the manufacture of the product, 7) The process of making the product, 8) Periodic
evaluation, and 9) Making the Business Plan [13], as shown at Figure 4.
Figure 4. Production-based Learning Framework
The Production-Based Model in BPBL is expected to contribute in managing and guaranteeing
software project products developed by students in SAD courses, which will have high economic
value, and have good bargaining in the Business Plans.
The analysis of curriculum and software engineering material is based on standards issued by
IEEE in the field of Software Engineering called SWEBOK (Software Engineering Body of
Knowledge) [38]. SWEBOK v.3 organizes the SE curriculum comprehensively into 15 subjects,
aimed at the education of professionals in this SE field. Based on SWEBOK v.3, the scope and depth
of the material are adjusted to the needs of the Informatics Vocational Education Study Program, seen
at Figure 5.
Figure 5. Mind Map of SAD
B. Design Phase
After the analysis phase activity continued by the design phase, where create an overall blueprint
of how the BPBL instruction will be delivered. In this phase, the design of the BPBL Model is built
by integrating the required model elements, a complete framework is obtained from this model.
The Process Model in this BPBL based on Production is the integration of PjBL into a production-
based approach, each stage of the process in each model experiences synchronization, and ends in the
same process.
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Figure 6. Model Process on BPBL
The complete design of the BPBL based on Production model can be seen in the following
illustration Figure 7.
Figure 7. Complete Model of BPBL based on Production
C. Development Phase
In this development phase, several development processes are used to realize the design of the
model, including the development of SAD content, materials and media, the development of a
Moodle-based LMS.
The process of developing SAD Course content, materials and media uses the concept of learning
design [39]. as shown in Figure 8, designed for online course, accessed by student using a LMS,
consists of activities, such as writing course outlines and syllabus, course materials (PDF format),
media (video lecture, presentation), student activity and tasks, and anticipating students’ needs, as
shown in Figure 9.
Figure 8. Learning Design based on LMS
Next step is development of a Moodle-based LMS as an online learning system [40], with features
that meet pedagogical standards [41], and supported by functional plugins [42] to support student
learning activities [43] on blended learning [44] in higher education [45].
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Figure 9. Materian and Content Development Process
Development of Moodle-Based LMS based on this Context Diagram, and development result
show as Figure 10 and Figure 11.
Figure 10. SAD Diagram Context Moodle-Based LMS
Figure 11. SAD Online Learning Moodle-Based LMS
D. Implementation
A limited implementation trial was conducted on 20 students who participated and explored BPBL
based on Production with limited testing techniques, using pretest and posttest design, with result as
follows :
TABLE I. TRIAL IMPLEMENTATION DATA
No
Student
GAIN
PRE
POST
1
1
56
76
20
2
2
48
68
20
3
3
52
72
20
4
4
68
84
16
5
5
64
80
16
6
6
60
76
16
7
7
68
84
16
8
8
76
88
12
9
9
64
80
16
10
10
68
84
16
11
11
64
76
12
12
12
72
84
12
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13
13
60
72
12
14
14
56
76
20
15
15
56
80
24
16
16
60
84
24
17
17
72
84
12
18
18
68
88
20
19
19
76
84
8
20
20
72
88
16
N
1280
1608
328
Average
64
80.4
16.4
Implementation of BPBL on real class activity on one semester course designed with schedule as
follow :
Figure 12. BPBL Project Schedule
E. Evaluation Phase
Evaluation phase is used to evaluate the effectiveness of the instruction on BPBL Model. Tool to
evaluate use a questionnaire distributed to students on limited testing, with results :
TABLE II. STUDENT RESPONS ON BPBL MODEL
No
Statement
Mean
Std. Deviation
1
I like learning with the Blended Learning Model
3.95
0.605
2
Blended Learning gave me the opportunity to study
the course material early
4.20
0.523
3
Blended Learning helps me to self learning
4.10
0.553
4
With Blended Learning, I can apply learning
strategies according to my academic abilities
4.10
0.641
5
Blended learning makes my time taken up more than
usual
3.65
0.813
6
I was able to see the community problems through
Project assignments in the PjBL
4.30
0.470
7
PjBL gave me experience in how a good team works
4.40
0.503
8
I am solving for solutions to the technical problems of
community with the Software Project
4.30
0.470
9
I understand the importance of planning in
completing a project
4.30
0.470
10
I understand the importance of good work scheduling
in PjBL
4.05
0.510
11
I was helped by the monitoring of the Lecturer in
developing my project
4.35
0.489
12
I was under pressure while completing the project
3.75
0.910
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13
I am very satisfied with the resulting of project
product
4.35
0.489
14
The Production Model gives me experience in
identifying and analyzing project products
4.35
0.489
15
I was able to do a mapping of the problems I faced in
producing project products
3.95
0.605
16
I did an analysis of the development tools that will be
used in the project
4.20
0.410
17
Project schedule arrangements have tailored to the
capabilities of our work team
4.15
0.489
18
PrBL gives me the ability to control developed
project products
4.15
0.366
19
Periodic evaluations by the Lecturer help me manage
project product completion
4.00
0.459
20
Periodic product evaluations by the Lecturer put me
under pressure
3.70
0.470
21
I understand the steps and procedures in preparing a
business plan
3.50
0.761
22
I have the ability to implement SE theory into
projects developed through BPBL
4.15
0.489
23
With BPBL I understand how to manage the resulting
software product
3.90
0.718
24
Learning with the BPBL model gives me experience
in producing products that have economic value
4.20
0.410
25
BPBL provides experience for me to develop a good
Business Plan
4.15
0.489
F. Future Direction
After the process of developing the BPBL Model in this SAD course, with limited implementation
trials, the next step to be taken is to improve and revise the content and materials that are in
accordance with the limited test results. Then test the effectiveness and practicality of learning in one
semester, to find out how far the effectiveness and practicality of the BPBL model in this course as
shown at Figure 12.
The future direction agenda of this research is planned as shown in Figure 13.
Figure 13. Future direction of research
V. DISCUSSION AND CONCLUSION
The results of this study show how the ADDIE Instructional Model can be systematically used in
developing a Production-based BPBL Model, with directed and clear development steps.
From the results of the development of this BPBL model, in Table 1 it can be seen, an increase in
student learning outcomes by looking at the comparison of pre-test and post-test results, with an
average gain score of 16.4. Besides that, on the aspect of student acceptance of this BPBL model,
from Table 2, students gave positive responses to each item of statement given. This shows the
students' acceptance of this model is very good, as expected from this development research.
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With the implementation of PjBL in PrBL in this BPBL model, it gives students experience to manage
and collaborate in completing their projects, which then develops business plans for the results of
software projects that have been developed.
And from the results of research and development of the BPBL Model, can be concluded as follows:
The Software Engineering Learning System with the BPBL Model gives students the freedom
and time to access and learn the material, anytime and anywhere through LMS UNP
BPBL provides direct experience for students in managing a software development project, so
that they understand the functions and their respective roles in a Team Work
BPBL RPL provides opportunities for students to develop software that has high economic value
through the preparation of a business plan from the software developed.
ACKNOWLEDGMENT (Heading 5)
Thank you to the Research and Community Service Institute of UNP for funding these activities
and research through PNBP UNP in 2019.
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... In this study, ADDIE model has been developed through Research and Development [7] [8]. The basic elements of the instructional design accompany the ADDIE model [9]. ...
... The basic elements of the instructional design accompany the ADDIE model [9]. The ADDIE model can make learning effective in the classroom [7]. The steps of this research are as follows: a) Analyzing; this stage comprises learning analysis, analysis of instructional goals, analysis of data, analysis of needs, and analysis of the resources that are currently available. ...
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The purpose of this research is to produce an e-sport massage application based on an Android app with ADDIE design and effective as a learning media for students. This study hopes to improve students' interest in sports massage courses by making it simple for them to learn on-the-go via applications on their smartphones. This study makes use of the ADDIE model design for research and development (Analyze, Design, Develop, Implement and Evaluation). The research is conducted at Muhammadiyah University Palu and Tadulako University. There are 36 research participants from two distinct campuses. The results of the content expert validation study suggest that the agree category has an average score of 0.78 across all elements, indicating that the research development model module is within the bounds of acceptable qualifications, allowing for necessary revisions. The experts in learning design validated their findings with an overall average score of 0.73 in the agree category, this indicates that multiple changes are required even though the e-sport massage application development is well qualified. According to the validation analysis performed by experts in learning media, the overall average score is 0.83, falling into the agree group, which indicates that the module is extremely high quality and does not require revision. According to the trial's findings, it showed an increase in effectiveness; whereas students' average scores before utilizing these media were 65, after using this e-sport massage application, they were 80. The results of the assessment used pre-test and post-test, where before pre-test students have not used e-sport massage and when post-test students have used the media. The e-sport massage application can improve practicum skills by 80%, while the product acceptability of e-sport massage applications to students is 90%, which shows that this application can be applied to students very well. We recommend that this application be developed further and that further research be conducted.
... Penggunaan teknologi didalam dunia pendidikan seperti komputer sangat memegang peranan penting, ini tidak dapat di pungkiri karena apapun kegiatan yang dilakukan yang sangat tergantung pada komputer. Komputer adalah sekumpulan alat elektronik yang saling bekerja sama, dapat menerima data (input), mengolah data (proses) dan memberi informasi (output) serta terkoordinasi dibawah kontrol program yang tersimpan di memori komputer [1]. Komputer sebagai sarana dan prasarana pendidikan dapat diguanakan untuk menghasilkan atau membuat aplikasi berupa pengolahan data dengan menggunakan bahasa pemograman. ...
... Tahapan Model R&D Versi ADDIE antara lain [1]. : ...
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Penelitian ini dilatar belakangi tentang persoalan absensi siswa di SMA N 1 Palupuh yang seringnya terjadi kehilangan rekap, serta susahnya pihak tata usaha dalam merekapitulasi setiap pembelajaran dikarenakan banyaknya tumpukan kertas. Tujuan penelitian ini bagaimana merancang sebuah sistem absensi siswa berbasis online untuk mengatasi persoalan absensi dan pendataan absensi secara digital. Metode penelitian yang digunakan adalah Research and Development (R&D. Model R&D yang digunakan adalah Versi ADDIE (Analysis – Design – Develop – Implement – Evaluate). Serta untuk uji produk yaitu uji validitas, uji praktikalitas, dan uji efektifitas. Berdasarkan hasil penelitian, penulis berhasil membuat aplikasi absensi online siswa. absensi online siswa yang dihasilkan dalam penelitian ini dapat digunakan dan diakses oleh guru tata usaha, dan terlebih lagi tertuju pada siswa. Sedangkan hasil validitas dari 3 orang validator diperoleh 0.79 yaitu sangat valid, hasil praktikalitas dari 3 orang penguji diperoleh 81,33 yaitu sangat praktis, dan hasil efektifitas dari 3 orang, wakil kesiswaan, guru tata usaha dan guru bimbingan konseling dan 3 orang guru mata pelajaran diperoleh 0.75 yang dinyatakan sangat efektif. Abstract This research is motivated by the problem of student absenteeism at SMA N 1 Palupuh which often loses recaps, and the difficulty of the administration in recapitulating each lesson because of the many piles of paper. The purpose of this study is how to design an online-based student attendance system to overcome the problem of digital attendance and attendance data collection. The research method used is Research and Development (R&D. The R&D model used is the ADDIE version (Analysis – Design – Develop – Implement – Evaluate). And for product testing, namely validity test, practicality test, and effectiveness test. Based on the research results , the author succeeded in making a student online attendance application. The student online attendance generated in this study can be used and accessed by administrative teachers, and the focus is again on students. While the results of the validity of the 3 validators obtained 0.79 which is very valid, the results of practicality of the 3 e aminers obtained 81.33 which is very practical, and the results of the effectiveness of 3 people, student representatives, administrative and counseling teachers and 3 subject teachers obtained 0.75 which is declared very effective.
... ¿Estaba yo en lo correcto o solo me dejaba guiar por aseveraciones ideales? Adri, et al., (2020) realizaron un estudio muy similar al presente, con la variación de que ellos insertaron el diseño instruccional ADDIE en lugar de Agile. Coincidiendo con los pasos que señalaban Tsybulsky, et al. (2020), mostraron que los discentes estudiados revelaron sentirse disponibles para abordar problemas comunitarios, entender la importancia de trabajar en equipo y desarrollar productos bajo la presión de ciertos horarios. ...
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La presente investigación es de carácter cualitativo con diseño narrativo, el cual tiene por objetivo es conocer las experiencias de un grupo de estudiantes de Administración respecto a la vivencia de la implementación del método Agile en el marco del Aprendizaje Basado en Proyectos en una institución de educación superior privada duranguense. La muestra está compuesta por un grupo de ocho estudiantes universitarios, cuyas técnicas de recolección de datos fueron la fotobiografía, la reflexión escrita y el diario de campo. Los resultados demuestran que el docente debe abordar la comprehensión del alumnado, como requisito previo a la implementación del aprendizaje basado en proyectos, que contemple la mentalidad de apertura, el reconocimiento de los demás y autorregulación en los estudiantes, mientras que el docente actúa de forma directiva, monitora, ajustable y retroalimentativa. Un asunto importante es mejorar el carácter cooperativo a favor de la postura colaborativa del método Agile y del aprendizaje basado en proyectos para procurar la igualdad de género y la eliminación de las conductas sexistas entre estudiantes y desde el profesorado.
... They define hybrid learning as utilizing technology in distance education, while blended learning involves merging traditional and modern pedagogical practices. A considerable number of students, 133 to be exact, express high enthusiasm for utilizing digital technology as a learning tool (Adri, 2020). It's essential to recognize that blended learning, often referred to as hybrid learning, extends beyond the simple combination of online and in-person instruction. ...
Article
This study investigates the preparedness of school students in grades 9-12 to engage in physics project-based hybrid learning within the Sultanate of Oman. Using survey methodology, the research employed the online learning readiness scale and self-directed learning readiness scale following an evaluation of the questionnaire’s reliability. A total of 383 physics students participated in the electronic survey conducted across 11 educational governorates in Oman, and descriptive statistics were employed for the analysis. Most participants, predominantly from grade 9, were situated in the Muscat Governorate, consistent with the targeted research population. The findings indicate a generally moderate level of readiness among school physics students (grades 9-12) for engaging in project-based hybrid learning. The study enhances the comprehension of student readiness dynamics amid evolving educational methods, specifically in physics project-based hybrid learning in the Sultanate of Oman.
... Tipe penelitian ini adalah penelitian dan pengembangan. Model pengembangan yang digunakan yaitu ADDIE yang digunakan untuk menghasilkan suatu produk baru (Adri et al., 2020). Produk yang dikembangkan dalam penelitian ini adalah model pembelajaran TLPIE (Thinking Routines, Orientation, Planning Activities, Implementation, dan Evaluation) dengan tujuan untuk menstimulasi kemampuan berpikir kreatif anak. ...
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Kemampuan berpikir kreatif merupakan salah satu aspek kemampuan yang sangat diperhatikan pada zaman kini, termasuk sejak usia dini. Stimulasi kemampuan berpikir kreatif anak dapat dilakukan dengan merancang model pembelajaran yang sesuai dengan perkembangan anak. Maka dari itu, tujuan dilakukan penelitian ini salah satunya adalah untuk mengetahui aspek materi atau tahapan pelaksanaan kegiatan dari model pembelajaran TLPIE berbasis Drawing-Coloring Art dan menganalisis hasil uji kelayakan produk. Penelitian ini menggunakan desain penelitian dan pengembangan yaitu ADDIE (Analyze, Design, Develop, Implement, dan Evaluate). Produk divalidasi oleh dua kelompok expert judgement dan guru PAUD. Dari hasil yang diperoleh, tahapan kegiatan model pembelajaran TLPIE terdiri dari lima tahapan yaitu Thinking Routines, Orientation, Planning Activities, Implementation, dan Evaluation. Desain ini dapat digunakan dengan basis kegiatan lainnya dan ragam pengembangan aspek kemampuan anak.
... ADDIE model proved itself as a very useful instructional model in the preparation of materials for traditional teaching and there is a strong intention to use this model for electronic and online teaching materials. There is also an increase in student learning outcomes by looking at the comparison of pre-test and post-test results when the ADDIE Instructional Model was systematically used in developing a Production-based BPBL Model (Drljača et al., 2017;Adri et al., 2020). ...
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The nature of science learning is to teach students to be involved in the investigation. Investigations in science can help improve the performance and skills of students. The purpose of this study is to plan to design instructional strategies after crafting the Sustainability Action Plan in the school context. Specifically, it attempts to answer the following research objectives: (1) To determine the pretest and post-test scores of the experimental group after their exposure to the ADDIE model in teaching natural science, and (2) To determine the significant improvement in the students’ scores before and after exposure of the ADDIE model. Using a quasi-experimental design with non-probability sampling, the two experimental groups (n=30) per section taking up General Chemistry 2, and General Physics 2. The results revealed that the respondents obtained closer mean values of the pretest (M=10.80, M=9.03) but the mean value of the post-test for General Chemistry is greater than General Physics (M=23.00, M=12.27). Likewise, there is no significant difference in improvement between the means of General Physics (t =1.8959; p=0.0630) compared to General Chemistry which is significant (t = 13.6640; p=0.0001) when tested at α 0.05. The data suggest that students need a strong focus on the competencies taken from the modules on whatever modalities of learning are utilized. A parallel study is recommended to enhance the students’ problem-solving skills at the junior high school level to establish the effectiveness of ADDIE Model.
... This model is programmatically structured, with a systematic sequence of actions to handle learning challenges relating to learning resources and the requirements and characteristics of students. The ADDIE model approach is appropriate for developing complex education, particularly in multimedia and online learning environments [26]- [28]. This model consists of five stages, namely: i) Analyze; ii) Design; iii) Development; iv) Implementation; and v) Evaluation. ...
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span lang="EN-US">The purpose of this study is to describe the process of developing learning tools to support a team-based digital learning environment (DLE) project in library management courses. The analyze, design, develop, implement, and evaluate (ADDIE) development model is used in this study to investigate this type of research and development (R&D). The study included 162 students from four universities in Indonesia. Data is gathered through media and material validation questionnaires, learning management system (LMS) user satisfaction questionnaires, and lesson learning outcomes tests. Instruments include media and material validation sheets, LMS user satisfaction instruments, and lesson learning outcomes test instrument sheets. The media validation test and material results show that all media can be used with minor adjustments. Students have responded positively to the DLE application for online learning at universities. Learning tools are critical for raising motivation and accomplishing course learning outcomes. In the future, the evolution of learning media may be accompanied by the evolution of learning designs. As a result, the learning process and learning outcomes can be optimized. This study makes recommendations for revamping learning materials, media, and design to increase student motivation to learn.</span
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The prevailing methods of Arabic language instruction predominantly rely on didactic approaches involving lectures and memorization, contributing to a waning interest and motivation among students. This pedagogical challenge is exacerbated by the disruption caused by the COVID-19 pandemic, which has significantly impeded traditional learning activities in schools. In response to these impediments, the development of Arabic language learning media utilizing the Lectora Inspire 17 application emerges as a viable solution, fostering an environment conducive to engaging and self-directed learning. This research endeavors to construct an android-based Arabic learning medium employing the Lectora Inspire 17 application. The focus lies on assessing the efficacy and viability of the developed learning media at MTs Hidayatul Athfal Banyurip Alit Pekalongan. Employing the ADDIE development model method (Analysis, Design, Development, Implementation, and Evaluation), this study conducts a comprehensive examination of the media's feasibility. The evaluation conducted by media experts yielded a favorable percentage of 82%, placing the developed media in the feasible category. Moreover, assessments by subject matter experts resulted in an impressive percentage of 90%, categorizing the material as highly feasible. Notably, students' responses to the learning media demonstrated a substantial approval rate of 90% in the highly feasible category. Consequently, it is evident that the Arabic language learning media based on the Lectora Inspire 17 android application is well-suited to serve as an effective educational tool.
Chapter
In Portugal, the demand for technology professionals is higher than the existing supply, with a tendency to worsen. This program aims to retrain a wide range of unemployed professionals, who have the potential to develop a career in the technological area. The program involves a training process of 3-6 months, to be taught in an educational institution, with the aim of preparing people to start a new profession in technical areas. Trainers at polytechnic institutes face a challenge related to defining the training actions to consider and the corresponding training contents. To achieve the main objective of this program, the chapter intends to demonstrate that the application of PBL can contribute to and facilitate the accelerated development of skills in technological and innovation areas. The aim is to help the trainers define the courses and choose the best strategy to evaluate the students' learning process. It is the intention to include (1) description of “UPSkills “program and PLB, (2) describe how to apply the PBL, and (3) present a course design proposal.
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Knowledge is an ability that students must possess in solving various problems and applying them in everyday life. This study aimed to determine how far the Effectiveness of knowledge variables for students in the learning process. This study uses the ADDIE development model. with the instrument in the form of a questionnaire consisting of 2 constructs. The survey study was carried out by involving ten teachers from various schools. Data collection techniques were carried out by filling out online questionnaires, which were then analyzed with the help of the SPSS program. The results of the research prove that: 1) the preparation and development of the evaluation of the problem variable instrument in the media for students in this study was carried out by testing two research constructs, namely 1) the accuracy of the variable and 2) the Effectiveness of the variable. As well as the results of testing the validity and reliability indicate that the data validity of the evaluation instrument meets the valid criteria. This research shows that the developed instrument meets the requirements for use in media development in the form of an e-module.
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We are at a point, where the function of the teacher is changing giving prominence to the student who must manage their own learning process. In this context, where the Professor must exercise as moderator, the focus of learning is on the students and the learning environments become especially important, including virtual campuses or virtual learning environments (VLM), constituting Moodle one of the most frequently used at the Higher education. This paper presents a study, applied in the 2018/2019 academic year, in which the teaching method focuses on a blended learning approach, through the implementation of a Flipped Classroom model and also by the introduction of active methodologies. In concrete, the use of Moodle lesson task. This one is a tool that allows to present the content of a lesson dividing it into content pages that allows, at the end of each division, ask a question that must be answered by the student if they want to follow to the next chapter. This study was conducted within an educational innovation project funded by the Universidad de Málaga, launched by a group of teachers in 2015. The number of participants was 328 students of first course in the subject of Accounting of the Degree of Marketing and Market Research of the "Universidad de Málaga".
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This paper reports on the evaluation of an ambitious attempt to embed academic literacy support within a core content course for first-year students at the University of the South Pacific. The course is offered in both blended and online modes, catering for on-campus and off-campus students, respectively, using Moodle as the virtual learning environment (VLE). We begin by explaining how we have made the most of Moodle as a learning platform, enabling us to supplement the core content resources with additional components that support students’ academic literacy development, rather than sacrificing content to create this space. Since the additional material is embedded into the main learning design of the course, students acquire academic literacy within the disciplinary context of their academic programme, rather than through standalone ‘study skills’ provision that is devoid of content. We then devote the majority of the paper to discussing the evaluation of this course design, again explaining how we have made the most of Moodle to do so. We have used learning analytics data from Moodle tracking and completion reports to calculate engagement scores for each student, focusing on a composite of their access to resources, their compliance with sequencing and timing, their investment in activities, and their overall achievement. We have then examined the extent to which the different elements of engagement appear to impact achievement in assignments, demonstrating that the students who achieved the highest grades were those who accessed more materials, kept up with the intended schedule, and invested more than they needed to in activities, despite no immediate rewards for doing so.
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In this paper aims to discuss the reasons that lead Brazilian universities to prefer Moodle as a Learning Management Systems. The study was based on the studies of [1], [7], [9] and [16] and the results were sought in a survey carried out in 60 (sixty) of the main universities of the country raising the environments used for them. The research is of an exploratory nature. The study reveals that the Moodle Learning Machine Systems has had the preference of the great majority of Brazilian Universities as a tool both to promote the interactive process between students and teachers and between the students themselves in distance courses, as well as in support of face-to-face teaching. The study also revealed the existence of two new environments, the Canvas and the Virtual Class, which emerge as new alternatives as tools to propel the interactive process both for those involved in distance courses and as support for face-to-face teaching.
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With recent advances in technology and the Internet, the concept of teaching and learning have evolved significantly. Conventional face-to-face teaching is becoming a thing of the past as knowledge is everywhere and accessible from anywhere. Thus, a shift to e-learning is gaining momentum. Educational institute, companies, individuals and training organizations are embracing new technology and creating a shared online platform to facilitate learning, referred to as the Learning Management Systems (LMS). LMS are software that provide an online portal to collaborate in teaching and learning seamlessly, making it more productive and engaging. This paper aims to review the top ten LMSs both cloud based and open source with regards to their compatibility, usefulness, security, accessibility, scalability, stability/reliability and de-sign in general with emphasis on the recent development of the Moodle and NetLab at University of South Australia (UniSA). The open source online learning platform Moodle is adopted by UniSA to provide educators a space for collaborative learning using the optimized tools to create activities. Moreover, the Netlab online remote laboratory developed at UniSA, provides a platform for academic staff for teaching and demonstrations during lectures and for students to conduct practical experiments remotely on real laboratory equipment.
Conference Paper
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Moodle is one of the most famous e-learning platforms. It is often necessary to get knowledge about the use of a Moodle site by users. For this purpose, Moodle uses analytics tools. Sometimes these tools do not come standard with the platform and must be installed as plugins. The goal of our research is to explore the benefits of analytics and report plugins in Moodle. Here we present an overview of the plugins Forumgraph, Overviewstats and Piwik. We can conclude that they differ in relation to the information they present. The most comprehensive analysis is displayed with the Piwik plugin. For a more detailed analysis of big data from Moodle platform, can be used tools such as Hadoop, Hive and so on.
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Moodle is a widely used Learning Management System, with a market share of 20% in the US/Canada and 65% in Europe. However, it is our experience that the system is too often used just as a website or repository for classical teaching material such as literature references, slides and problems for students to solve after the lectures, and that the fully potential of the platform is not exploited. In this paper we demonstrate some of the functionalities that university teachers can make use of to increase the learning experience of the students. For each of the features we demonstrate, we both show how it can be used, and give some didactic considerations. We have tested all of the presented features ourself in a blended learning course carried out as part of an Erasmus+ Strategic Partnership.
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Interpreting basic chest radiographs is an important skill for internal medicine residents to help them adequately diagnose and manage respiratory diseases. Educators need tools to ensure that they take a systematic approach when creating a curriculum to teach this, as well as other skills, knowledge, or attitudes. Using an instructional design model helps educators accomplish this task by giving them a guide they can follow to ensure that the curriculum meets the needs of the learners. Using the creation of a curriculum to teach chest radiograph interpretation as an example, this paper illustrates how educators can use the ADDIE model of instructional design to help develop their own curricula.
Chapter
Instructional design is simply a process for helping a person to create effective training in an efficient manner. It is a system, perhaps more accurately a number of systems, that help the person to ask the right questions, make the right decisions, and produce a product that is as useful and useable as the situation requires and allows. Instructional design also helps the person to provide training when it is needed, and in a way that the trainees can best use it. This chapter presents an introduction to instructional design, by explaining what it is and the need for it. It also presents the advantages and disadvantages of instructional design. An instructional system design (ISD) consists of five phases: analysis, design, development, implementation, and evaluation. An ISD can be of three types: straight line model, cyclic model, and spiderweb model. The chapter also explains a few terms: instructor, facilitator, trainer, designer, and subject-matter expert.
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With the rapid development of IT industry, a large number of software talents are urgent needed in China. However, according to the matter of fact, many graduate students have difficulty to find ideal jobs, while a lot of enterprises are suffering from a severe shortage of suitable talents. The traditional education model has been proved helpless in solving the contradiction between talent supply and demand. In this chapter, the software talent demands are analyzed, and a social demand-oriented education model for software engineering is proposed.