254,651 research outputs found

    Collaborative Global Software Development and Education

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    In this position paper, challenges and issues with collaborative global software development and education are discussed. Suggestions are made to improve and strengthen software engineering education to adapt to it

    Implementation of Advanced Collaborative Platform for Project Based Learning in Naval Architecture Studies

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    In the education process it is of utmost importance to adequately prepare the student for the labor market in accordance with current achievements in the professional field. In doing so, the standard educational process is often not sufficiently aligned with the needs of the market, especially in terms of preparation for work in a collaborative project environment, which is expected in nowadays modern design company. Today, the industry uses advanced digital collaborative software solutions that integrate ideas, design, development and follow the product life cycle. Such software needs to be implemented in the contemporary education process. In this paper authors present the implementation of the 3DExperience Collaborative Platform in the education process of naval architecture, based on modeling of a sample ship in order to analyze its global strength. Students are being familiarized with team work, they are able to monitor their work and progress of their colleagues, influence on the execution of the tasks and adjust the course of the project, redistributing and reallocating the resources. All of this actions are comparatively realistic depiction of the real working environment. Finally, the application of VR technology for the visualization of the model of the ship is presented in order to better understand the project challenges, ship structure and control of the performed tasks. At the end of the paper, the authors give an overview of the achievements and also stress out guidelines for further application of the software in the education process. Next milestone in this ongoing process would be to produce a detailed model of the ship and its documentation and other production information

    Cooperative learning of requirements engineering through an international educational scenario enabled by the MOY programme

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    The International Excellence Campus for Higher Education and Research of the Region of Murcia, and the Mediterranean Office for Youth (MOY) programme are new initiatives that offer opportunities for designing educational activities in which can take part international students enrolled in academic degrees at different universities. Besides, a significant rise in distributed and collaborative software development has been observed in recent years (Global Software Development, GSD), which involves space, time and socio-cultural distances and requires new techniques, tools and practices to meet new challenges and opportunities. In addition, poor requirements are one of the most common causes of project failure in any domain. Projects which devote more resources to Requirements Engineering (RE) result in lower costs and lower deviations of their planning. Therefore, the relevance of education and training the future systems and software professionals in RE activities and techniques, in particular in GSD environments, must be stressed. We have conducted an educational innovation activity based on teaching RE in co-located and GSD contexts. This activity has been carried out in the form of an experiment with students. This paper presents the scenario in which this educational activity is framed as well as some preliminary results of this experiment

    Engagement in the Knowledge Economy: Regional Patterns of Content Creation with a Focus on Sub-Saharan Africa

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    Increasing digital connectivity has sparked many hopes for the democratization of information and knowledge production in sub-Saharan Africa. To investigate the patterns of knowledge creation in the region compared to other world regions, we examine three key metrics: spatial distributions of academic articles (traditional knowledge production), collaborative software development, and Internet domain registrations (digitally mediated knowledge production). We find that, contrary to the expectation that digital content is more evenly geographically distributed than academic articles, the global and regional patterns of collaborative coding and domain registrations are more uneven than those of academic articles. Despite hopes for democratization afforded by the information revolution, sub-Saharan Africa produces a smaller share of digital content than academic articles. Our results suggest the factors often framed as catalysts in the transformation into a knowledge economy do not relate to the three metrics uniformly. While connectivity is an important enabler of digital content creation, it seems to be only a necessary, not a sufficient, condition; wealth, innovation capacity, and public spending on education are also important factors

    Exploring collaboration patterns among global software development teams.

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    This study examines communication behaviors in global software student teams. The authors of the paper characterize the types of communication behaviors that occur when student teams are engaged in a software development project. The authors present findings from a one-semester study that examined factors contributing to successful distributed programming interactions among students enrolled at the University of Atilim (Turkey), Universidad Tecnológica de Panamá, University of North Texas, and Middlesex University (UK). Using content and cluster analyses techniques, we identified distinct patterns of collaboration and examined how these patterns were associated with task, culture, GPA, and performance of collaborative teams. Our results suggest that communication patterns among global software learners may be related to task type, culture and GPA. It is hoped that these findings will lead to the development of new strategies for improving communication among global software teams

    Towards collaborative learning via shared artefacts over the Grid

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    The Web is the most pervasive collaborative technology in widespread use today; and its use to support eLearning has been highly successful. There are many web-based Virtual Learning Environments such as WebCT, FirstClass, and BlackBoard as well as associated web-based Managed Learning Environments. In the future, the Grid promises to provide an extremely powerful infrastructure allowing both learners and teachers to collaborate in various learning contexts and to share learning materials, learning processes, learning systems, and experiences. This position paper addresses the role of support for sharing artefacts in distributed systems such as the Grid. An analogy is made between collaborative software development and collaborative learning with the goal of gaining insights into the requisite support for artefact sharing within the eLearning community

    Project Management Learning in a Collaborative Distant Learning Context - An Actual On-going Experience

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    The goal of this paper is to show the results of an on-going experience on teaching project management to grade students by following a development scheme of management related competencies on an individual basis. In order to achieve that goal, the students are organized in teams that must solve a problem and manage the development of a feasible solution to satisfy the needs of a client. The innovative component advocated in this paper is the formal introduction of negotiating and virtual team management aspects, as different teams from different universities at different locations and comprising students with different backgrounds must collaborate and compete amongst them. The different learning aspects are identified and the improvement levels are reflected in a rubric that has been designed ad hoc for this experience. Finally, the effort frameworks for the student and instructor have been established according to the requirements of the Bologna paradigms. This experience is developed through a software-based support system allowing blended learning for the theoretical and individual?s work aspects, blogs, wikis, etc., as well as project management tools based on WWW that allow the monitoring of not only the expected deliverables and the achievement of the goals but also the progress made on learning as established in the defined rubri

    Collaborative Development of Open Educational Resources for Open and Distance Learning

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    Open and distance learning (ODL) is mostly characterised by the up front development of self study educational resources that have to be paid for over time through use with larger student cohorts (typically in the hundreds per annum) than for conventional face to face classes. This different level of up front investment in educational resources, and increasing pressures to utilise more expensive formats such as rich media, means that collaborative development is necessary to firstly make use of diverse professional skills and secondly to defray these costs across institutions. The Open University (OU) has over 40 years of experience of using multi professional course teams to develop courses; of working with a wide range of other institutions to develop educational resources; and of licensing use of its educational resources to other HEIs. Many of these arrangements require formal contracts to work properly and clearly identify IPR and partner responsibilities. With the emergence of open educational resources (OER) through the use of open licences, the OU and other institutions has now been able to experiment with new ways of collaborating on the development of educational resources that are not so dependent on tight legal contracts because each partner is effectively granting rights to the others to use the educational resources they supply through the open licensing (Lane, 2011; Van Dorp and Lane, 2011). This set of case studies examines the many different collaborative models used for developing and using educational resources and explain how open licensing is making it easier to share the effort involved in developing educational resources between institutions as well as how it may enable new institutions to be able to start up open and distance learning programmes more easily and at less initial cost. Thus it looks at three initiatives involving people from the OU (namely TESSA, LECH-e, openED2.0) and contrasts these with the Peer-2-Peer University and the OER University as exemplars of how OER may change some of the fundamental features of open and distance learning in a Web 2.0 world. It concludes that while there may be multiple reasons and models for collaborating on the development of educational resources the very openness provided by the open licensing aligns both with general academic values and practice but also with well established principles of open innovation in businesses

    Scholarly collaboration across time zones

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    The barriers to global collaboration of yesteryear were, for example, country boundaries and time zones. Today however, in a world where communication is thriving on new technologies, these barriers have been overcome, not only by the technology itself, but also by the collaborators in a desire (and need) to extend knowledge, seize opportunities and build partnerships. This chapter reports on one such collaboration: a case study where the focus is the writing of a scholarly article between authors from Australia, England and South Africa. The challenges of different time zones, academic calendars, and managing the collaboration are outlined in this chapter. Findings from the case study suggests that the key elements of success are related to the individuals and project management techniques, and not the technology per se. The constructivist learning theory as well as the e-Moderation model are supported by this work and thus extend their application to the academic writing process

    Factors Affecting the Adoption of Faculty-Developed Academic Software: A Study of Five iCampus Projects

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    Instruction in higher education must adapt more rapidly to: changes in workforce needs, global issues, advances in disciplines, and resource constraints. The pace of such improvement depends on the speed with which new ideas and materials are adopted across institutions. In 1999 Microsoft pledged $25 million and staff support for iCampus, a seven-year MIT project to develop pioneering uses of educational technology. The TLT Group studied five iCampus projects in order to identify factors affecting institutionalization and widespread dissemination. Among the factors impeding adoption: lack of rewards and support for faculty to adopt innovations; faculty isolation; and a lack of attention to adoption issues among projects selected for funding. The study made recommendations for universities, foundations, government agencies and corporations: 1) continue making education more authentic, active, collaborative, and feedback-rich; 2) create demand to adopt ideas and materials from other sources by encouraging all faculty members to improve and document learning in their programs, year after year; 3) nurture coalitions for instructional improvement, across and within institutions; 4) create more effective higher education corporate alliances; and 5) improve institutional services to support faculty in educational design, software development, assessment methods, formative evaluation, and/or in sharing ideas with others who teach comparable courses
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