38,821 research outputs found

    AM-OER: An Agile Method for the Development of Open Educational Resources

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    Open Educational Resources have emerged as important elements of education in the contemporary society, promoting life-long and personalized learning that transcends social, eco- nomic and geographical barriers. To achieve the potential of OERs and bring impact on education, it is necessary to increase their development and supply. However, one of the current challenges is how to produce quality and relevant OERs to be reused and adapted to different contexts and learning situations. In this paper we proposed an agile method for the development of OERs – AM-OER, grounded on agile practices from Software Engineering. Learning Design practices from the OULDI project (UK Open University) are also embedded into the AM-OER aiming at improving quality and facilitating reuse and adaptation of OERs. In order to validate AM-OER, an experiment was conducted by applying it in the development of an OER on software testing. The results showed preliminary evidences on the applicability, effectiveness and ef ciency of the method in the development of OERs

    A requirements engineering framework for integrated systems development for the construction industry

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    Computer Integrated Construction (CIC) systems are computer environments through which collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the communication and collaboration within the construction projects, the uptake of CICs by the industry is still inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the development of these systems and their effective implementation on real construction projects is vital. Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the systems development for the targeted audience. This paper proposes a requirements engineering approach for industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace for Enhancing Communication within the Construction Industry), is analysed as the main case study project because its requirements engineering approach has the potential to determine a framework for the adaptation of requirements engineering in order to contribute towards the uptake of CIC systems

    An open source collaboration infrastructure for Calibre

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    The study of Free and Open Source (Libre) software and the benefits provided by its processes and products to collaborative software development has been somewhat ad hoc. Each project wishing to use tools and techniques drawn from Libre software conducts its own research, thus duplicating effort, consequently there is a lack of established community practice on which new projects can draw. Long-standing intuitive theories of Libre development lack empirical validation. The long-term goal is to provide a resource to guide the evolution of Libre-software projects, from inception to maturity. The CALIBRE project is a co-ordination action aiming to address these issues through its research, its wider educational goals, and with an open invitation to the community to contribute. To succeed, the CALIBRE project needs an effective technological infrastructure which must support internal and external collaboration, communication and contribution to the project. The requirements of CALIBRE are similar to those of a Libre software project; this suggests that adopting a SourceForge-style environment which will be incrementally enhanced with further specialised tools as the requirements become better understood will be a sensible strategy

    Learning requirements engineering within an engineering ethos

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    An interest in educating software developers within an engineering ethos may not align well with the characteristics of the discipline, nor address the underlying concerns of software practitioners. Education for software development needs to focus on creativity, adaptability and the ability to transfer knowledge. A change in the way learning is undertaken in a core Software Engineering unit within a university's engineering program demonstrates one attempt to provide students with a solid foundation in subject matter while at the same time exposing them to these real-world characteristics. It provides students with a process to deal with problems within a metacognitive-rich framework that makes complexity apparent and lets students deal with it adaptively. The results indicate that, while the approach is appropriate, student-learning characteristics need to be investigated further, so that the two aspects of learning may be aligned more closely

    Dealing with abstraction: Case study generalisation as a method for eliciting design patterns

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    Developing a pattern language is a non-trivial problem. A critical requirement is a method to support pattern writers with abstraction, so as they can produce generalised patterns. In this paper, we address this issue by developing a structured process of generalisation. It is important that this process is initiated through engaging participants in identifying initial patterns, i.e. directly dealing with the 'cold-start' problem. We have found that short case study descriptions provide a productive 'way into' the process for participants. We reflect on a 1-year interdisciplinary pan-European research project involving the development of almost 30 cases and over 150 patterns. We provide example cases, detailing the process by which their associated patterns emerged. This was based on a foundation for generalisation from cases with common attributes. We discuss the merits of this approach and its implications for pattern development

    Sensemaking Practices in the Everyday Work of AI/ML Software Engineering

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    This paper considers sensemaking as it relates to everyday software engineering (SE) work practices and draws on a multi-year ethnographic study of SE projects at a large, global technology company building digital services infused with artificial intelligence (AI) and machine learning (ML) capabilities. Our findings highlight the breadth of sensemaking practices in AI/ML projects, noting developers' efforts to make sense of AI/ML environments (e.g., algorithms/methods and libraries), of AI/ML model ecosystems (e.g., pre-trained models and "upstream"models), and of business-AI relations (e.g., how the AI/ML service relates to the domain context and business problem at hand). This paper builds on recent scholarship drawing attention to the integral role of sensemaking in everyday SE practices by empirically investigating how and in what ways AI/ML projects present software teams with emergent sensemaking requirements and opportunities

    What influences the speed of prototyping? An empirical investigation of twenty software startups

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    It is essential for startups to quickly experiment business ideas by building tangible prototypes and collecting user feedback on them. As prototyping is an inevitable part of learning for early stage software startups, how fast startups can learn depends on how fast they can prototype. Despite of the importance, there is a lack of research about prototyping in software startups. In this study, we aimed at understanding what are factors influencing different types of prototyping activities. We conducted a multiple case study on twenty European software startups. The results are two folds, firstly we propose a prototype-centric learning model in early stage software startups. Secondly, we identify factors occur as barriers but also facilitators for prototyping in early stage software startups. The factors are grouped into (1) artifacts, (2) team competence, (3) collaboration, (4) customer and (5) process dimensions. To speed up a startups progress at the early stage, it is important to incorporate the learning objective into a well-defined collaborative approach of prototypingComment: This is the author's version of the work. Copyright owner's version can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne, German

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game

    An analysis of the requirements traceability problem

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    In this paper1, we investigate and discuss the underlying nature of the requirements traceability problem. Our work is based on empirical studies, involving over 100 practitioners, and an evaluation of current support. We introduce the distinction between pre-requirements specification (pre-RS) traceability and post-requirements specification (post-RS) traceability, to demonstrate why an all-encompassing solution to the problem is unlikely, and to provide a framework through which to understand its multifaceted nature. We report how the majority of the problems attributed to poor requirements traceability are due to inadequate pre-RS traceability and show the fundamental need for improvements here. In the remainder of the paper, we present an analysis of the main barriers confronting such improvements in practice, identify relevant areas in which advances have been (or can be) made, and make recommendations for research

    Addressing information flow in lean production management and control in construction

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    Traditionally, production control on construction sites has been a challenging area, where the ad-hoc production control methods foster uncertainty - one of the biggest enemies of efficiency and smooth production flow. Lean construction methods such as the Last Planner System have partially tackled this problem by addressing the flow aspect through means such as constraints analysis and commitment planning. However, such systems have relatively long planning cycles to respond to the dynamic production requirements of construction, where almost daily if not hourly control is needed. New solutions have been designed by researchers to improve this aspect such as VisiLean, but again these types of software systems require the proximity and availability of computer devices to workers. Given this observation, there is a need for a communication system between the field and site office that is highly interoperable and provides real-time task status information. A High-level communication framework (using VisiLean) is presented in this paper, which aims to overcome the problems of system integration and improve the flow of information within the production system. The framework provides, among other things, generic and standardized interfaces to simplify the “push” and “pull” of the right (production) information, whenever needed, wherever needed, by whoever needs it. Overall, it is anticipated that the reliability of the production control will be improve
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