Teaching Methodologies
In this curricular unit are used the following teaching methodologies:
1. Exhibition method: explanatory method where facts, concepts, principles and generalizations are defined and presented by the teacher and discussed with the class, followed by demonstrative examples;
2. Experimental method: active method where the student develops knowledge through problem solving and the development of individual laboratory projects or group dynamics.
Learning Results
It is expected that at the end of the curricular unit the student is entitled to:
1. Plan and manage software projects (CMM level 2 or Spice Standard)
2. Plan and schedule tasks and deadlines
3. Track the change process
4. Managing quality
5. Managing risks
6. Estimate and manage costs and resources
7. Dealing with social and organizational issues in large groups.
Program
1. Design techniques: Capability Maturity Model (CMM) and Spice;
2. Phases of a project: Project Concept; Requirements Development; Architectural Design; Detaild Design; Coding and debugging e Project Release;
3. Planning, estimation and scheduling of tasks (Gantt Diagram);
4. Change control and cycle of a project;
5. Quality management: Process of review and inspection of documents and code;
6. Risk management;
7. tools to support project management;
8. Social and organizational issues in large groups.
Curricular Unit Teachers
Internship(s)
NAO
Bibliography
“Gestão de Projectos de Software”, 4.ª Edição, António Miguel; FCA; ISBN: 9789727226580, 2010.
“Avaliação de Projectos”, António Miguel; FCA; ISBN: 9789727225279; 2006.
“Software Project Survival Guide“, Steve McConnell; Microsoft Press; ISBN: 1572316217; 2000. “Mastering Software Project Management: Best Practices, Tools and Techniques”; Murali K. Chemuturi, Thomas M. Cagley; J. Ross Publishing; 2010.
“Managing and Leading Software Projects”; Richard E. Fairley; Wiley; 0470294558; 2009.