48,869 research outputs found
Security in online learning assessment towards an effective trustworthiness approach to support e-learning teams
(c) 2014 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.This paper proposes a trustworthiness model for the design of secure learning assessment in on-line collaborative learning groups. Although computer supported collaborative learning has been widely adopted in many educational institutions over the last decade, there exist still drawbacks which limit their potential in collaborative learning activities. Among these limitations, we investigate information security requirements in on-line assessment, (e-assessment), which can be developed in collaborative learning contexts. Despite information security enhancements have been developed in recent years, to the best of our knowledge, integrated and holistic security models have not been completely carried out yet. Even when security advanced methodologies and technologies are deployed in Learning Management Systems, too many types of vulnerabilities still remain opened and unsolved. Therefore, new models such as trustworthiness approaches can overcome these lacks and support e-assessment requirements for e-Learning. To this end, a trustworthiness model is designed in order to conduct the guidelines of a holistic security model for on-line collaborative learning through effective trustworthiness approaches. In addition, since users' trustworthiness analysis involves large amounts of ill-structured data, a parallel processing paradigm is proposed to build relevant information modeling trustworthiness levels for e-Learning.Peer ReviewedPostprint (author's final draft
Designing a conversational requirements elicitation system for end-users
[Context] Digital transformation impacts an ever-increasing degree of everyone’s business and private life. It is imperative to incorporate a wide audience of user requirements in the development process to design successful information systems (IS). Hence, requirements elicitation (RE) is increasingly performed by end-users that are novices at contributing requirements to IS development projects. [Objective] We need to develop RE systems that are capable of assisting a wide audience of end-users in communicating their needs and requirements. Prominent methods, such as elicitation interviews, are challenging to apply in such a context, as time and location constraints limit potential audiences. [Research Method] The presented dissertation project utilizes design science research to develop a requirements self-elicitation system, LadderBot. A conversational agent (CA) enables end-users to articulate needs and requirements on the grounds of the laddering method. The CA mimics a human interviewer’s capability to rephrase questions and provide assistance in the process and allows users to converse in their natural language. Furthermore, the tool will assist requirements analysts with the subsequent aggregation and analysis of collected data. [Contribution] The dissertation project makes a practical contribution in the form of a ready-to-use system for wide audience end-user RE and subsequent analysis utilizing laddering as cognitive elicitation technique. A theoretical contribution is provided by developing a design theory for the application of conversational agents for RE, including the laboratory and field evaluation of design principles
Arguing security: validating security requirements using structured argumentation
This paper proposes using both formal and structured informal arguments to show that an eventual realized system can satisfy its security requirements. These arguments, called 'satisfaction arguments', consist of two parts: a formal argument based upon claims about domain properties, and a set of informal arguments that justify the claims. Building on our earlier work on trust assumptions and security requirements, we show how using satisfaction arguments assists in clarifying how a system satisfies its security requirements, in the process identifying those properties of domains that are critical to the requirements
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Out there and in here: design for blended scientific inquiry learning
One of the benefits of mobile technologies is to combine ‘the digital’ (e.g., data, information, photos) with ‘field’ experiences in novel ways that are contextualized by people’s current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the field and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The first deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two field trials have reviewed two research questions:
1. What will enhance the learning experience for those in the field and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientific inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to specific investigation). Middleware between tabletop ‘surface’ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial findings reveal issues around equity, ownership and professional identity
Sticks, balls or a ribbon? Results of a formative user study with bioinformaticians
User interfaces in modern bioinformatics tools are designed for experts. They are too complicated for\ud
novice users such as bench biologists. This report presents the full results of a formative user study as part of a\ud
domain and requirements analysis to enhance user interfaces and collaborative environments for\ud
multidisciplinary teamwork. Contextual field observations, questionnaires and interviews with bioinformatics\ud
researchers of different levels of expertise and various backgrounds were performed in order to gain insight into\ud
their needs and working practices. The analysed results are presented as a user profile description and user\ud
requirements for designing user interfaces that support the collaboration of multidisciplinary research teams in\ud
scientific collaborative environments. Although the number of participants limits the generalisability of the\ud
findings, the combination of recurrent observations with other user analysis techniques in real-life settings\ud
makes the contribution of this user study novel
Pro-active Meeting Assistants : Attention Please!
This paper gives an overview of pro-active meeting assistants, what they are and when they can be useful. We explain how to develop such assistants with respect to requirement definitions and elaborate on a set of Wizard of Oz experiments, aiming to find out in which form a meeting assistant should operate to be accepted by participants and whether the meeting effectiveness and efficiency can be improved by an assistant at all
Analysis and Design of Mobile Collaborative Applications Using Contextual Elements
Collaborative mobile applications support users on the move in order to perform a collaborative task. One of the challenges when designing such applications is to consider the context where they will execute. Contextualized applications are easy to adopt by the users; unfortunately the design of contextualized tools is not evident. This paper presents a framework of contextual elements to be considered during the conception, analysis and design phases of a mobile collaborative application. This framework supports developers to identify non-functional requirements and part of the architectural design in order to get contextualized applications. The use of this framework is complementary to any structured software process. A framework use example is also presented as an illustration of its applicability
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