18,101 research outputs found

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation

    A study on stryhcnos potatorum and pisum sativum as natural coagulants for meat food processing wastewater

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    Wastewater generated from meat food processing industry has significant effects on the environment. Many methods have been reported for removing turbidity, total suspended solids (TSS), chemical oxygen demand (COD), oil and grease (O&G) and colour from meat food processing wastewater (MFPW). The most common method among them is flocculation-coagulation process which is widely used. Although inorganic coagulants are prominent in wastewater treatments, its application may cause toxic residual. In this study, the attempt has been made to study the performance of S. Potatorum (nirmali) and P. Sativum (pea) seed as natural coagulants in the flocculation process. A further aim is to determine the optimum conditions for the treatment of MFPW effluents such as coagulant dosage, mixing rate and pH. An adsorption study was also carried out to study the adsorption potential of these coagulants to treat MFPW. A lab-scale treatment tank was developed to evaluate the effectiveness in MFPW treatment. Jar test results showed that optimum dosage, pH and mixing rate for S. Potatorum were pH 8 with dosage of 150 mg/L and 150 rpm mixing rate with the removal of turbidity, TSS, COD, O&G and colour are 91%, 97.6%, 58.4%, 79.9% and 84.3% respectively. Meanwhile, for P. Sativum, the optimum condition were observed at pH 8 with dosage of 150 mg/L and 150 rpm mixing rate with the removal of turbidity, TSS, COD, O&G and colour 87.8%, 97.3%, 65.5%, 77.9% and 76.5% respectively. The adsorption study was found that the analysis fitted well to the Langmuir isotherm for both natural coagulants. Results show that the percentage of turbidity, TSS, COD, O&G removal by chemical coagulants are quite similar than natural coagulants when lab-scale treatment tank was used to treat the MFPW. This indicated that these natural coagulants have a potential to use as alternative in wastewater treatment

    First Year Computer Science Projects at Coventry University:Activity-led integrative team projects with continuous assessment.

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    We describe the group projects undertaken by first year undergraduate Computer Science students at Coventry University. These are integrative course projects: designed to bring together the topics from the various modules students take, to apply them as a coherent whole. They follow an activity-led approach, with students given a loose brief and a lot of freedom in how to develop their project. We outline the new regulations at Coventry University which eases the use of such integrative projects. We then describe our continuous assessment approach: where students earn a weekly mark by demonstrating progress to a teacher as an open presentation to the class. It involves a degree of self and peer assessment and allows for an assessment of group work that is both fair, and seen to be fair. It builds attendance, self-study / continuous engagement habits, public speaking / presentation skills, and rewards group members for making meaningful individual contributions.Comment: 4 pages. Accepted for presentation at CEP2

    e-Sem: Dynamic Seminar Management System for Primary, Secondary and Tertiary Education

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    This paper describes the dynamic seminar management system named 'e-Sem', developed according to the opensource software philosophy. Due to its dynamic management functionality, it can equally adapt to any education environment (Primary, Secondary, Tertiary). The purpose of the proposed dynamic system is ease of use and handling, by any class of users, without the need of special guidance. Also, students are given the opportunity to: a) register as users; b) enroll in seminars in a simple way; c) receive e-learning material at any time of day any day of week, and d) be informed of new announcements concerning the seminar in which they are enrolled . In addition, the administrator and the tutors have a number of tools such as : management seminars and trainees in a friendly way, sending educational material as well as new announcements to the trainees; the possibility of electronic recording of presence or absence of the trainees in a seminar, and direct printing of a certificate of successful attendance of a seminar for each trainee. The application also offers features such as electronic organization, storage and presentation of educational material, overcoming the limiting factors of space and time of classical teaching, thus creating a dynamic environmen

    Behavioral Economics and Workforce Development: A Review of the Literature from Labor Economics and the Broader Field

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    Literature Reviewhere is mutual benefit for employers and workers when workers improve their skills beyond the minimum requirements for their position—a fact not lost on employers, many of who are willing to provide education and training opportunities to staff, including frontline workers. These opportunities typically include on-the-job-training, tuition reimbursement for postsecondary courses, and paid leave to attend classes. Despite often generous budgets for these activities, relatively few workers take advantage of these opportunities, potentially limiting increases in productivity, wages and longer-term career advancement (Tompson, Benz, Agiesta, & Junius, 2013). This dilemma raises an interesting research question: Can emerging lessons from behavioral science experiments be applied to cutting the Gordian Knot of worker participation in education and training programs? This review of current literature on the topic is intended to explore the strengths and limitations of applying tools of behavioral sciences to increase the participation and completion rate of training for lower-wage, frontline incumbent workers in ways that benefit both workers and sponsoring firms.The Hitachi FoundationRay Marshall Center for the Study of Human Resource
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