Abstract
Traditional university computing programmes often struggle to prepare graduates for the realities of industry, while simultaneously failing to provide accessible pathways for students from disadvantaged backgrounds. This talk presents our experience of delivering a work-based learning degree programme in Software Engineering at the University of Glasgow, where students spend 80% of their time as apprentices in industry while completing an honours degree over four years.
Drawing on studies conducted over the programme's seven-year history, the talk will demonstrate how degree apprenticeships serve a dual purpose: widening access to higher education and developing industry-ready professionals. Our analysis of students from Scotland's most deprived areas reveals that apprenticeships provide crucial "second chances" for those poorly served by traditional education pathways, while removing financial barriers that typically limit participation in computing degrees.
Central to our approach is the development of professional skills through reflective practice. Our analysis of student reflections across four years reveals how workplace experience and university education create a powerful bidirectional learning dynamic. Students develop confidence and foundational skills at university that enable them to thrive in the workplace, while real-world experience provides context that enriches their academic understanding. Through structured reflection, students transform tacit workplace learning into explicit, transferable knowledge.
We share practical insights into programme design, including our consultation with industry, the integration of professional competency frameworks, and assessment approaches that recognise workplace learning. We also address persistent challenges, such as the gap between academic and industry project expectations, and the difficulty some students face in transferring advanced technical skills between contexts.
This talk offers guidance for educators, policymakers, and industry partners interested in implementing or supporting work-based learning programmes. It demonstrates that when thoughtfully designed, such programmes can simultaneously address skills gaps, improve educational access, and create transformative opportunities for students who might otherwise be excluded from computing careers.
About the Speaker
Dr Matthew Barr is a Senior Lecturer at the University of Glasgow. He is head of the Education and Practice (EAP) section in the School of Computing Science, where he leads the Graduate Apprenticeship in Software Engineering programme and chairs the School's Industry Advisory Board. Matt is also co-director of the University's Games and Gaming Lab, a Senior Fellow in Recognising Excellence in Teaching (RET), and a member of the University's Teaching Excellence Network. He previously convened the University's first game studies course and founded the international student game studies journal, Press Start. He was appointed Director of Education for SICSA (the Scottish Informatics & Computer Science Alliance) in 2021, and is a founding editor of the journal, Open Scholarship of Teaching and Learning.
Matt is the founder of the Ada Scotland Festival, which aims to improve gender balance in Computing Science education across Scotland. He also champions inclusion and diversity through his membership of several Scotland-wide groups, including the Scottish Apprenticeship Advisory Board Equalities Group, and the Scottish Government's Digital Economy Skills Group and National Digital Ethics Expert Group. He is also involved in related work through Skills Development Scotland, including the Tackling the Technology Gender Gap Together (TTGGT) workstream, the Neurodiversity Steering Group, and the Women into Tech Steering Group. Matt previously served as Vice Chair of British DiGRA (the Digital Games Research Association) and as a Trustee and Director of the Scottish Game Developers Association. Until 2022, Matt was a member of the BAFTA Scotland Committee, where he acted as the Games Jury Chair.
Matt's games research, which has attracted significant media attention, examines how video games may be used to develop skills and competencies such as critical thinking, adaptability, and communication skills. This work received the Association for Learning Technology's inaugural Research Project of the Year award in 2018 and forms the basis of his first book, Graduate Skills and Game-Based Learning, published with Palgrave in 2019. An edited volume, Approaches to Work-Based Learning in Higher Education: Improving Graduate Employability, was published with Taylor & Francis in 2024.