10,641 research outputs found

    Analyse the risks of ad hoc programming in web development and develop a metrics of appropriate tools

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    Today the World Wide Web has become one of the most powerful tools for business promotion and social networking. As the use of websites and web applications to promote the businesses has increased drastically over the past few years, the complexity of managing them and protecting them from security threats has become a complicated task for the organizations. On the other hand, most of the web projects are at risk and less secure due to lack of quality programming. Although there are plenty of frameworks available for free in the market to improve the quality of programming, most of the programmers use ad hoc programming rather than using frameworks which could save their time and repeated work. The research identifies the different frameworks in PHP and .NET programming, and evaluates their benefits and drawbacks in the web application development. The research aims to help web development companies to minimize the risks involved in developing large web projects and develop a metrics of appropriate frameworks to be used for the specific projects. The study examined the way web applications were developed in different software companies and the advantages of using frameworks while developing them. The findings of the results show that it was not only the experience of developers that motivated them to use frameworks. The major conclusions and recommendations drawn from this research were that the main reasons behind web developers avoiding frameworks are that they are difficult to learn and implement. Also, the motivations factors for programmers towards using frameworks were self-efficiency, habit of learning new things and awareness about the benefits of frameworks. The research recommended companies to use appropriate frameworks to protect their projects against security threats like SQL injection and RSS injectio

    Practice makes perfect – gamification of a competitive learning experience

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    The ability to provide and implement software solutions is a fundamental component of a computer scientist curriculum. Commonly referred to as the ability to program, this task involves the development of programs to address everyday problems. Over the last decade teaching practices have evolved alongside programming languages to facilitate the learning process. While abstracting the level of understanding has helped students with the fundamentals of software development, issues related to students’ engagement and motivation are still not adequately addressed. With motivation being a vital component of the students’ life cycle and at the basis of their engagement, the concept of software engineering introduced in the class needs to be revised and become more engaging so as to be practised thoroughly by the students. To address these challenges, educators have devised numerous frameworks to allow students to hone their programming skills. The idea of embedding gaming aspects into the learning cycle has led to the development of techniques such as serious games and game-based learning, while more recent techniques have been unified under the term gamification. Several researchers have incorporated the gamification concept into computer science classes in order to improve students’ engagement with the teaching material, with early evaluations confirming the effectiveness of this approach. The present study focuses on the use of a gamification platform to create stimulating content and increase motivation. Students were presented with a new gamification system designed to attract and hold their attention through a number of programming challenges in the form of a contest. The results of the experiment demonstrate the students’ behavioural changes towards a deeper cognitive engagement. The paper then further discusses the challenges that have arisen in this new learning environment, such as demotivation of students with low contest rankings. Teaching how to write good software has been part of an ongoing debate for the last decade. With student motivation being a central component, this paper discusses the use of a gamification environment to engage students with the teaching material and reinforce the concepts of software engineering introduced in class

    Trends in the Development of Basic Computer Education at Universities

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    Basic computer education in universities is experiencing huge problems. On the one hand, the amount of knowledge that a university graduate must have is increasing very quickly. On the other hand, the contingent of students varies greatly in terms of the level of training and motivation, and the level of this differentiation is constantly growing. As a result, the complexity of training and the percentage of dropouts increase. Scientists and educators are looking for a solution to these problems in the following areas: revising the knowledge necessary for obtaining at the university in the direction of the reality of their receipt in the allotted time; the use of new information technologies to simplify the learning process and improve its quality; development of the latest teaching methods that take into account the realities. This paper presents a strategic document in the field of computer education at universities - Computing Circulum 2020, as well as an overview of the areas of development of basic computer education, such as learning using artificial intelligence, virtual laboratories, microprocessor kits and robotics, WEB - systems for distance and blended learning, mobile application development, visual programming, gamification, computer architecture & organization, programming languages, learning technologies. In addition, the author gives his experience and vision of teaching basic computer education at universities

    Evaluation in a project life‐cycle: The hypermedia CAMILLE project

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    In the CAL literature, the issue of integrating evaluation into the life‐cycle of a project has often been recommended but less frequently reported, at least for large‐scale hypermedia environments. Indeed, CAL developers face a difficult problem because effective evaluation needs to satisfy the potentially conflicting demands of a variety of audiences (teachers, administrators, the research community, sponsors, etc.). This paper first examines some of the various forms of evaluation adopted by different kinds of audiences. It then reports on evaluations, formative as well as summative, set up by the European CAMILLE project teams in four countries during a large‐scale courseware development project. It stresses the advantages, despite drawbacks and pitfalls, for CAL developers to systematically undertake evaluation. Lastly, it points out some general outcomes concerning learning issues of interest to teachers, trainers and educational advisers. These include topics such as the impact of multimedia, of learner variability and learner autonomy on the effectiveness of learning with respect to language skills

    A review and assessment of novice learning tools for problem solving and program development

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    There is a great demand for the development of novice learning tools to supplement classroom instruction in the areas of problem solving and program development. Research in the area of pedagogy, the psychology of programming, human-computer interaction, and cognition have provided valuable input to the development of new methodologies, paradigms, programming languages, and novice learning tools to answer this demand. Based on the cognitive needs of novices, it is possible to postulate a set of characteristics that should comprise the components an effective novice-learning tool. This thesis will discover these characteristics and provide recommendations for the development of new learning tools. This will be accomplished with a review of the challenges that novices face, an in-depth discussion on modem learning tools and the challenges that they address, and the identification and discussion of the vital characteristics that constitute an effective learning tool based on these tools and personal ideas

    Instrumental System of Distance Learning DL.GSU.BY and Examples of its Application

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    The basic capabilities of the distance learning instrumental system DL GSU BY hereinafter DL are described such as presentation of the theory references to students presentation of tasks to students sending by them files-solutions acceptance and automatic verification of the solutions checking files of arbitrary structure with arbitrary extensions by specialized programs interactive tasks manual verification of solutions assignment of tests differentiated presentation of task

    QUERAI – A Smart Quiz Generator

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    QUERAI is a website powered by an Artificial Intelligence Question & Answer quiz generator model aiming to enhance students\u27 learning experience and improve teachers\u27 qualitative work by giving them more time to deal with other activities such as assignment correction, general grading, and class preparation
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