How Do Software Engineering Students Use Generative AI in Real-World Capstone Projects? An Empirical Baseline Study Michael Mircea, Elisa Schmid, Jakob Droste, Kurt Schneider
arXiv:2604.24521v1 [cs.SE] 27 Apr 2026
Leibniz University Hannover Software Engineering Group Hannover, Germany {michael.mircea,elisa.schmid,jakob.droste,kurt.schneider}@inf.uni-hannover.de
Abstract
Keywords
Real-world Capstone Projects (RWCPs) are a key component of software engineering education, enabling students to develop software for external clients under authentic conditions. Their high ecological validity, combined with substantial variation in domains, technologies, and stakeholders, typically requires flexible and minimally prescriptive teaching approaches. The rapid integration of generative AI (GenAI) into professional software development adds new challenges: students are expected to use AI tools that are common in practice, yet unguided use may affect learning, collaboration, and consistency in ways that are not yet well understood. To establish an empirical baseline for responsible GenAI integration, we conducted a large-scale study of self-determined GenAI use in an undergraduate RWCP course. The module involved 178 students working in 18 teams across 15 client projects over four months, with GenAI use explicitly permitted. We collected mixedmethod survey data from 150 students on attitudes, usage prevalence, workflows, use cases, and perceived benefits and risks, and surveyed client stakeholders regarding expectations and concerns. Our findings provide (1) a characterization of GenAI practices across the software engineering lifecycle, including a distinction between emerging workflows; (2) student-recommended use cases and responsible-use directives emphasizing verification and maintaining independent understanding; (3) client perspectives highlighting strong support for GenAI use but clear expectations regarding understanding, quality, and data protection; and (4) implications for future course iterations, including the need for explicit responsible-use guidelines, targeted AI literacy resources, and teamlevel governance roles. This study offers a status quo baseline for evidence-based pedagogical interventions in the era of GenAI.
Software engineering education, Capstone projects, Generative AI, AI-assisted software development, Empirical study, Student assessment
CCS Concepts • General and reference → Empirical studies; • Human-centered computing → Empirical studies in collaborative and social computing; • Social and professional topics → Student assessment; • Computing methodologies → Artificial intelligence. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. EASE 2026, Glasgow, Scotland, United Kingdom © 2026 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-XXXX-X/2018/06 https://doi.org/XXXXXXX.XXXXXXX
ACM Reference Format: Michael Mircea, Elisa Schmid, Jakob Droste, Kurt Schneider. 2026. How Do Software Engineering Students Use Generative AI in Real-World Capstone Projects? An Empirical Baseline Study. In Proceedings of The 30th International Conference on Evaluation and Assessment in Software Engineering (EASE 2026). ACM, New York, NY, USA, 10 pages. https://doi.org/XXXXXXX. XXXXXXX
1
Introduction
Real-world capstone projects (RWCPs) provide software engineering (SE) students with authentic experience in client collaboration, evolving requirements, and team-based software development [2]. Their high ecological validity, combined with substantial variation in domains, technologies, and stakeholder expectations, typically necessitates flexible and minimally prescriptive teaching approaches [19]. This flexibility becomes particularly relevant with the rapid rise of generative AI (GenAI), which is increasingly embedded in professional SE practice [17]. While allowing students to use GenAI freely in RWCPs preserves authenticity and mirrors current industry behavior [11], the educational consequences of such unguided use remain unclear. Emerging literature on GenAI in SE education has begun to explore its potential benefits and risks, but many studies focus on controlled settings, single tasks, or individual programming assignments [4–7]. Little is known about how students adopt and integrate GenAI in complex, multi-month, results-oriented projects, or how this aligns with client expectations in such authentic environments. The absence of baseline evidence limits the development of informed instructional strategies, governance mechanisms, and targeted support for effective GenAI use in capstone contexts. To address this research gap, we conducted a large-scale baseline study of self-determined GenAI use in an undergraduate RWCP course involving 178 students, 18 teams, and 15 client-sourced projects. GenAI use was explicitly permitted throughout the fourmonth module, provided students adhered to data-sensitivity guidelines. We collected mixed-method survey data from 150 students capturing attitudes toward GenAI, actual usage patterns across the SE lifecycle, perceived benefits and risks, and recommended practices. A complementary client survey elicited expectations, concerns, and perspectives on student GenAI use.
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This paper contributes: (1) an empirical characterization of student GenAI use in authentic SE capstones, including attitudes, workflows, and use cases; (2) a qualitative account of perceived strengths, risks, and responsible-use practices; (3) an analysis of client perspectives on GenAI in RWCPs; and (4) implications for teaching, assessment, and future iterations of capstone governance in the era of GenAI.
2 Background 2.1 Capstone Projects in SE Education Capstone courses are a common component of SE programs, intended to provide students with authentic, practice-oriented project experience. Tenhunen et al.’s recent systematic review of 127 studies [19] shows that SE capstones typically involve team-based development of a substantial software system, often for an external client. Most courses run for one semester, rely on teams of four to five students, and require students to engage in core SE activities such as requirements elicitation, design, implementation, and testing. 58 % of reviewed capstones include real-world projects, with clients providing requirements, feedback, and domain knowledge. These authentic settings emphasize both technical and professional skills—particularly teamwork, communication, and project planning—which are consistently reported as central learning outcomes. However, they also provide highly varying conditions and constraints resulting in unusually high autonomy for students. This makes generalizable teaching methods or technology restrictions impractical. Assessment practices vary widely but commonly combine artifact evaluation, process assessment, peer evaluation, and client feedback.
2.2
GenAI in SE Education
The rapid adoption of GenAI tools such as ChatGPT and GitHub Copilot has prompted growing interest in their role in software engineering SE education [7]. Due to the technology only recently becoming widely accessible, many works are based on positions or conceptual in nature [6, 7] and highlight transformative potential, opportunities, and challenges. Early, small-scale empirical work has examined how students use GenAI to support both learning and programming tasks, identifying benefits such as clarification of concepts, help with syntax, and support for initial implementation steps, as well as challenges including misleading explanations, low-quality code, and difficulty in more complex implementation settings [5]. Furthermore, free conversational GenAI use by students may not lead to statistically significant productivity increases in SE tasks while increasing frustration levels [4]. These findings raise further questions about unguided GenAI use, particularly in more complex SE implementation tasks such as RWCPs, and how students can be actively assisted.
2.3
GenAI in SE Capstones
Some existing works evaluated the integration of AI tools into SE capstone projects [8, 13, 15]. For example, Gonzalez et al. [8] evaluated the effectiveness of virtual assistants in capstones, while Neyem et al. [13] explored the potential of GenAI to assist in standup report recommendations in capstones. While these active
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interventions present reasonable use cases and often yield promising results, it is unclear how they perform against a self-determined GenAI utilization baseline. The absence of such a baseline could also obscure further use cases in which an active intervention would benefit students the most when using GenAI. Overall, existing work provides first insights into GenAI use for isolated SE tasks and explores targeted interventions within capstone settings, the literature lacks an understanding of how students naturally appropriate GenAI in authentic project environments. No prior study, to our knowledge, has broadly examined autonomous GenAI use across multiple RWCPs, nor compared student behavior with client expectations. This gap limits the design of evidence-based teaching guidelines and responsible-use policies for GenAI in highly autonomous project contexts. Our work addresses this issue by providing a large-scale baseline characterization of self-determined GenAI use in RWCPs during a moment in time where such tools are widely adopted in the general population, capturing both student and client perspectives to inform future pedagogical and technological interventions.
2.4
Course Description: The SWP
The software engineering capstone project at Leibniz University Hannover, referred to as the Software Project (SWP), has been conducted annually for over 20 years. The 2025/26 iteration involved 178 students forming 18 teams that developed 15 real-world, clientsourced software projects. The teaching team consisted of six tutors, each supervising three teams, and two instructors, plus the responsible professor overseeing course design, assessment, and client coordination. This description follows the reporting structure recommended by Tenhunen et al. [19]. 2.4.1 Course Structure and Placement. The SWP is a mandatory four-month capstone in the final year of the computer science undergraduate program. It provides twice the credit volume of regular courses and requires approximately 15 hours of weekly effort. Learning objectives span technical, socio-technical, and organizational competencies, including programming, collaboration and communication, requirements engineering, stakeholder interaction, project management, quality assurance, and product presentation. The course is organized into four blocks: Exploration, First Iteration, Second Iteration, and Polishing. It follows a hybrid development structure combining traditional and agile practices. Expected deliverables include: (1) a client-signed Software Requirements Specification (SRS) based on the Volere template [14], containing use cases, architectural considerations, and acceptance criteria; (2) featurecomplete software increments at the end of each iteration, with a mid-course demo to all teams; and (3) a final software system with accompanying documentation, installation guide, and a poster for a public presentation at the course conclusion. 2.4.2 Student Teams. An unexpected 20% enrollment increase resulted in larger-than-usual teams of 9–10 students (typically 7–8). Teams were algorithmically assembled, highly prioritizing students’ project preferences and secondarily balancing self-reported technical and soft-skill levels. All students contributed to development work, complemented by non-technical tasks depending on project needs. Each team autonomously assigned three internal roles: team
How Do Software Engineering Students Use Generative AI in Real-World Capstone Projects?
lead, roll-out manager, and quality assurance lead. A dedicated tutor supported each team and participated in its weekly client meetings. 2.4.3 Clients and Projects. 15 client organizations provided project proposals, each represented by 2–4 stakeholders. All projects were authentic real-world requests with operational or prototyping value. Client domains were highly diverse, including IT, automotive, scientific research, health, logistics, and public administration. Consequently, project technologies ranged from command-line tools to full-stack web applications and cross-platform systems. Notably, five of the fifteen projects contained GenAI as a program component of the project itself this iteration, mirroring the increasing prevalence of GenAI applications in industry. To maintain comparability across projects despite this heterogeneity, instructors pre-negotiated minimum viable product (MVP) requirements with clients prior to course start, while leaving room for optional extensions for high-performing teams. Due to student demand, three client projects were offered twice, resulting in 18 projects in total. Clients were required to attend weekly meetings and often engaged with teams beyond these sessions through additional meetings, asynchronous communication, or on-site visits. 2.4.4 Process and Infrastructure. While the SWP emphasizes team autonomy, a lightweight process structure ensures progress and supports learning outcomes. In addition to the overarching fourblock-structure, weekly meetings also followed a rigid structure and consisted of: (1) a short team-internal SCRUM (5-10 minutes), initially led by the tutor but then taken over by the team lead; (2) a client meeting (20-40 minutes) focused on requirements, progress, and prototype evaluation, informed by a mandatory agile board maintained throughout development; and (3) a rotating one-onone conversation between tutor and a team member (5-15 minutes), used to surface conflicts and verify individual contributions through discussion of artifacts and git commit histories. All teams gave a mid-course presentation summarizing their progress and an end-of-course poster presentation of their finished project. Due to technological diversity, infrastructural support was intentionally minimal: each team received a mandatory GitLab repository (including issue tracking and agile tooling) and optional access to a dedicated deployment server for testing and delivery. GenAI use was explicitly permitted at students’ discretion without disclosure requirements. Students received mandatory guidance on responsible and data-sensitive GenAI use, especially regarding client data. The university also offered its own data-isolated ChatGPT instance (LUHKI), though adoption was low. 2.4.5 Assessment and Evaluation. Assessment in the SWP reflects the complexity of real-world capstones. Students typically pass if their project is successful and they demonstrate active participation. Tutors monitored individual engagement through commit activity, client interaction, and contributions to artifacts. Cases of insufficient participation, conflict, or project failure (rare) triggered an escalation to instructors, who may conduct individual evaluations. Deliverables were assessed for timely completion and acceptable quality. The SRS underwent tutor review to ensure soundness of use cases and acceptance test cases before sign-off. During the final week, all acceptance criteria in the SRS were tested with the client
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to determine project success; criteria could be adapted during development following agile practice. In addition to external assessment, students completed a retrospective at the end of the course, which, while not graded, encouraged metacognitive learning.
3
Methodology
Our study was conducted at the end of the capstone project and aimed at capturing reflective feedback based in students’ actual project experience. We combined closed and open survey questions to gather as much insight as possible into how students use and regard GenAI in the SWP, as well as what clients expect and are concerned about. Both surveys were conducted in German and can be found in full in our supplementary material [10].
3.1
Student Survey
The student survey was administered during the final regular session of the SWP and aimed to capture reflective feedback grounded in students’ actual project experience. Given the exploratory nature of our research goals, the survey combined structured closed questions with open-ended items to obtain both quantifiable patterns and deeper qualitative insights. To allow students to express both positive and negative perceptions, many items used semantic differential scales rather than unidirectional Likert scales. The survey consisted of three parts and was conducted in German. 3.1.1 General Data. The first part collected background information to contextualize later responses. Students answered three closed questions: • [Q1.1] How do you assess your own programming skills? (“Low”, “Middle”, “High”) • [Q1.2] What is your prior, professional software development experience? (“None” to “Over 3 years”) • [Q1.3] What is your general attitude towards GenAI (not limited to the SWP)? (“Very pessimistic” to “Very optimistic”) Question [Q1.3] is particularly relevant as a baseline measure, since broader shifts in student perception and technological maturity may influence how students evaluate GenAI use or interventions in future cohorts. 3.1.2 GenAI Usage Reporting. The second part captured how students used GenAI throughout the project, focusing on usage frequency, use cases, and modes of interaction with GenAI tools: • [Q2.1] How often did you use GenAI for the SWP (across all purposes)? (“Never” to “Constantly”) • [Q2.2] For which purposes did you use GenAI during the SWP? (multiple choice) – Learning new technologies (e.g., frameworks, languages) – Requirements elicitation or domain analysis – Documentation (e.g., SRS support, code comments) – High-level design (e.g., architecture suggestions) – Generating or debugging code – Problem solving (non-code) – Qualitative improvement or testing of code – Other (free text) • [Q2.3] Which types of GenAI tools did you use for the SWP? (“Universal chatbots”, “Integrated tools or specialized models”, “LUHKI”, “Other”)
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• [Q2.4] How often did you generate solutions with GenAI and then check, improve, or adapt them? (“Never” to “Very frequently”) • [Q2.5] How often did you provide your own (preliminary) solutions and have GenAI check, improve, or adapt them? (“Never” to “Very frequently”) Questions [Q2.4] and [Q2.5] were included to distinguish between AI-in-the-loop (AITL) and human-in-the-loop (HITL) workflows [12] commonly discussed in emerging GenAI literature. 3.1.3 GenAI Assessment. The final part addressed students’ evaluation of GenAI in the SWP and invited reflective feedback: • [Q3.1] Overall assessment of GenAI for the SWP (“Very harmful” to “Very useful”) • [Q3.2] Based on your experience, what would you recommend to future SWP students regarding GenAI use, and what would you advise against? (optional free text) • [Q3.3] Do you have any further feedback for the SWP organization regarding GenAI? (optional free text) Responses to [Q3.3] were sparse and did not yield findings relevant to this study, and are therefore not further analyzed.
3.2
Client Survey
The client survey was conducted after the student survey and aimed to capture clients’ general attitudes toward GenAI use in their projects as well as specific areas of concern. The survey began with a short disclaimer informing clients that a large majority of students in this cohort had used GenAI to some extent during the SWP. This disclosure served to surface any potential concerns or expectations related to this usage. The survey was administered via email, participation was voluntary and anonymous, and it consisted of five questions: • [Q4.1] What is your general attitude towards GenAI (not limited to the SWP)? (“Very pessimistic” to “Very optimistic”) • [Q4.2] Did your project this year explicitly include GenAI as part of the project proposal? (Yes/No) • [Q4.3] How do you view the high student usage of GenAI for the development of your software project? (“Critical” to “Harmless”) • [Q4.4] Which concerns do you have regarding students’ diverse GenAI usage in this year’s or in future SWP projects? – Functional correctness – Insufficient quality – Infringement of intellectual property – Data protection risks – Lack of transparency or accountability – Students lacking own understanding in client meetings – I have no concerns – Other (please specify) • [Q4.5] If you were to participate as a client again next year, what would you prefer regarding students’ GenAI use? – Students should not use GenAI – Students should use GenAI rarely and with care – Students may use GenAI as they see fit – Students should be actively supported in using GenAI through teaching content and tools
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3.3
Ethics and Consent
Students were given 15 minutes during the final regular session of the course to complete the survey, but participation was explicitly voluntary, anonymous, and had no impact on course assessment. The survey began with a disclaimer explaining its purpose, namely to support research on GenAI use in the SWP and to inform improvements for future iterations. Students were reminded that GenAI use in the SWP was fully permitted and were encouraged to respond honestly based on their experience. Client stakeholders received a similar invitation via email, outlining that their participation was voluntary and anonymous and that responses would be used for research and alignment of future course design with client expectations and concerns.
3.4
Analysis Methods
3.4.1 Quantitative Analysis. We used two methods for the quantitative analysis of the responses from the student survey. First, we present the raw data from some demographic questions in graphical form, as these are predominantly descriptive data or frequency distributions of the methods and GenAI models used. Second, we tested several hypotheses, shown in Table 1, to systematically analyze correlations between selected factors such as self-assessed programming skills, GenAI usage frequency, attitudes towards GenAI, and perceived benefits. Because these variables are measured on ordinal scales and do not fulfill the assumptions of parametric tests, we use Spearman’s rank correlation [18] for these analyses. Table 1: Null hypotheses for the Spearman rank correlation analyses 𝐻0
Description
𝐻 10
There is no relation between a student’s self-assessed programming skills and their frequency of GenAI usage in the context of the SWP.
𝐻 20
There is no correlation between a student’s frequency of GenAI usage for a student project and their perceived benefits of GenAI for the SWP.
𝐻 30
There is no relation between a student’s attitude towards the use of GenAI and their frequency of use of the GenAI-in-the-loop approach.
𝐻 40
There is no relation between a student’s attitude towards the use of GenAI and their frequency of use of the human-in-the-loop approach.
𝐻 50
There is no relation between a student’s frequency of use of the GenAI-in-the-loop approach and the humanin-the-loop approach.
3.4.2 Qualitative Analysis. We analyzed the qualitative feedback of the survey by means of a three-step coding procedure, following the guidelines of Saldaña [16]. The entire coding procedure was conducted by two experts (authors of this paper), both of whom have a research background in human-centered AI.
How Do Software Engineering Students Use Generative AI in Real-World Capstone Projects?
The first coding cycle was performed as In-Vivo coding. First, the two raters independently scanned the entire data set to get an overview of the potential codes. Then they analyzed the statements together, one by one, until no new codes could be identified. Finally, this set of codes was refined into guidelines for pattern coding. The second coding cycle was performed as pattern coding on the first half of the data set, to test the reliability of the previously developed guidelines. The two raters labeled 44 out of 89 statements and then checked for disagreements between each other. A superficial analysis revealed that the raters disagreed on roughly one-third of the statements. They finalized the coding guidelines accordingly, which can be found in our supplementary material [10]. The third and final coding cycle was performed as pattern coding on the entire data set, using the updated guidelines and the qualitative data analysis software MaxQDA. The inter-rater agreement was calculated using Brennan & Prediger 𝜅 [3], a chance-corrected variant of Cohen’s 𝜅. The final agreement was determined at 𝜅 = 79%. In accordance with the guidelines of Landis and Koch [9], this constitutes a substantial, close to almost perfect agreement between the raters. For the purpose of numerical analysis, both raters discussed and resolved all remaining conflicts. The results of the coding procedure can be found in our supplementary material [10].
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