Hackathons as an effective learning tool : case: SAS Curiosity Cup
Hetz, Pauline (2024)
Hetz, Pauline
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202404085982
https://urn.fi/URN:NBN:fi:amk-202404085982
Tiivistelmä
Hackathons have become a popular tool in universities as they bridge the gap between working life and education. This thesis studies how participants perceive their learning development by attending the SAS Curiosity Cup, a global student hackathon sponsored by SAS Institute. The aim is to examine the student development of soft and hard skills learnt during the SAS Curiosity Cup. Research questions are the following.
RQ1: How can hackathons be used as an effective learning tool?
RQ2: How can the SAS Curiosity Cup help students to improve their data skills?
With the use of a literature review, own hackathon experience and a qualitative research, data was collected from participants, mentors and other stakeholders to get a better overview of the SAS Curiosity Cup. The study presents what results can be expected and gives first ideas how it could fit in Laurea’s course curriculum. The empirical part of the study was conducted as a case study for the software company SAS Institute. Qualitative data was collected by semi-structured interviews with stakeholders of the SAS Curiosity Cup. The empirical data was collected between June and August 2023.
The empirical results and prior research highlight the importance of data skills and hackathons as an informal learning approach for students. The competences learned during the SAS Curiosity Cup were problem solving, collaboration, teamwork and innovative thinking. This implies that hackathons are an effective learning tool and should be implemented in the higher education system. This thesis presents first ideas how the hackathon can be implemented in an educational setting.
RQ1: How can hackathons be used as an effective learning tool?
RQ2: How can the SAS Curiosity Cup help students to improve their data skills?
With the use of a literature review, own hackathon experience and a qualitative research, data was collected from participants, mentors and other stakeholders to get a better overview of the SAS Curiosity Cup. The study presents what results can be expected and gives first ideas how it could fit in Laurea’s course curriculum. The empirical part of the study was conducted as a case study for the software company SAS Institute. Qualitative data was collected by semi-structured interviews with stakeholders of the SAS Curiosity Cup. The empirical data was collected between June and August 2023.
The empirical results and prior research highlight the importance of data skills and hackathons as an informal learning approach for students. The competences learned during the SAS Curiosity Cup were problem solving, collaboration, teamwork and innovative thinking. This implies that hackathons are an effective learning tool and should be implemented in the higher education system. This thesis presents first ideas how the hackathon can be implemented in an educational setting.