101,901 research outputs found

    From software engineering to courseware engineering

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    Proceedings of: 2016 IEEE Global Engineering Education Conference (EDUCON), 10-13 April 2016, Abu Dhabi, United Arab EmiratesThe appearance of MOOCs has contributed to the use of educational technology in new contexts. As a consequence, many teachers face the challenge of creating educational content (courseware) to be offered in MOOCs. Although some best practices exist, it is true that most of the content is being developed without much thought about adequacy, reusability, maintainability, composability, etc. The main thesis at this paper is that we are facing a "courseware crisis" in the same way as there was a "software crisis" 50 years ago, and that the way out is to identify good engineering discipline to aid in the development of courseware. We need Courseware Engineering in the same way as at those times we needed Software Engineering. Therefore, the challenge is now to define and develop fundamentals, tools, and methods of Courseware Engineering, as an analogy to the fundamentals, tools, and methods that were developed in Software Engineering.The eMadrid Excellence Network is being funded by the Madrid Regional Government (Comunidad de Madrid) with grant No. S2013/ICE-2715. This work also received partial support from the Spanish Ministry of Economy and Competitiveness Project RESET (TIN2014-53199-C3-1-R) and from the European Erasmus+ projects MOOC-Maker (561533-EPP-1-2015-1-ES-EPPKA2-CBHE-JP) and SHEILA (562080-EPP-1-2015-BE-EPPKA3-PI-FORWARD). The first author would like to acknowledge fruitful discussions with Martin Wirsing and his group from LMU München during his research stay at this university with a scholarship from the Spanish Ministry of Education, Culture, and Sport

    Studying Games in School: a Framework for Media Education

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    This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

    A Case Study on Artefact-based RE Improvement in Practice

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    Most requirements engineering (RE) process improvement approaches are solution-driven and activity-based. They focus on the assessment of the RE of a company against an external norm of best practices. A consequence is that practitioners often have to rely on an improvement approach that skips a profound problem analysis and that results in an RE approach that might be alien to the organisational needs. In recent years, we have developed an RE improvement approach (called \emph{ArtREPI}) that guides a holistic RE improvement against individual goals of a company putting primary attention to the quality of the artefacts. In this paper, we aim at exploring ArtREPI's benefits and limitations. We contribute an industrial evaluation of ArtREPI by relying on a case study research. Our results suggest that ArtREPI is well-suited for the establishment of an RE that reflects a specific organisational culture but to some extent at the cost of efficiency resulting from intensive discussions on a terminology that suits all involved stakeholders. Our results reveal first benefits and limitations, but we can also conclude the need of longitudinal and independent investigations for which we herewith lay the foundation

    Developing an undergraduate software engineering degree

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    As those who have done it can attest, developing an undergraduate degree in software engineering is a daunting and challenging task, and there have been instances where a department has tried, but failed to get its program approved. A strong desire to develop a program in software engineering together with interested faculty may not be enough to build a credible degree, let alone a curriculum that will be approved by all the administrative and State organizations who may have a say in it .This panel brings together a group whose experience in developing software engineering degrees at their respective institutions may be helpful to those thinking about doing so. Each member of the group will describe his/her experiences in developing an undergraduate program in software engineering and address key issues and problems that should be considered in any such effort. There will also be ample opportunity for interaction among the participants

    Charitable Giving Report: How Nonprofit Fundraising Performed in 2013

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    The Charitable Giving Report, derived from The Blackbaud Index, includes overall giving data from 4,129 nonprofit organizations representing 12.5billionintotalfundraisingfrom2013.TheReportalsoincludesonlinegivingdatafrom3,359nonprofitsrepresenting12.5 billion in total fundraising from 2013. The Report also includes online giving data from 3,359 nonprofits representing 1.7 billion in online fundraising from 2013. This year's report features the addition of overall charitable giving data from 985 organizations and online giving data from 778 organizations

    Exploring perceptions and attitudes towards teaching and learning manual technical drawing in a digital age

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    This paper examines the place of manual technical drawing in the 21st century by discussing the perceived value and relevance of teaching school students how to draw using traditional instruments, in a world of computer aided drafting (CAD). Views were obtained through an e-survey, questionnaires and structured interviews. The sample groups represent professional CAD users (e.g. engineers, architects); university lecturers; Technology Education teachers and student teachers; and school students taking Scottish Qualification Authority (SQA) Graphic Communication courses. An analysis of these personal views and attitudes indicates some common values between the various groups canvassed of what instruction in traditional manual technical drafting contributes towards learning. Themes emerge such as problem solving, visualisation, accuracy, co-ordination, use of standard conventions, personal discipline and artistry. In contrast to the assumptions of Prensky's thesis (2001a&b) of digital natives, the study reported in this paper indicate that the school students apparently appreciate the experience of traditional drafting. In conclusion, the paper illustrates the perceived value of such learning in terms of transferable skills, personal achievement and enjoyment

    From “the dialectics of nature” to the inorganic gene

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    The concept of projection from one space to another, with a consequent loss of information, can be seen in the relationships of gene to protein and language description to real situation. Such a transformation can only be reversed if extra external information is re-supplied. The genetic algorithm embodying this idea is now used in applied mathematics for exploring a configuration space. Such a dialectic – transformation back and forth between two kinds of description – extends the traditional Hegelian concept used by Engels and others of change as resulting from a resolution of the conflict of two opposing tendencies and provides for evolution of the joint system

    MOOC and OER: identity management

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    Open educational resources (OER) and massive open online courses (MOOC) are new and emerging issues in the international higher education context. Under the exponential growth of the supply of courses and related publications, the purpose of this chapter is to foster scientific discussion on the socio-cultural and economic impacts, as well as its technological and pedagogical implications. Supported by the methodological typology of bibliographical studies, systematized interpretative-critical analysis based on review of the concepts, and principles guiding OER and MOOC, the authors' reflections show that the enlargement terminologies without epistemological delimitation have provoked theoretical and practical mistakes. In the final considerations, the authors systematize broader problematizations around the open educational practices in universities aimed to five dimensions: spatio-time-content, theoretical models, principles of pedagogical innovation, economic aspects, and fundamentals of collaborative culture.info:eu-repo/semantics/publishedVersio

    Towards developing an industry led educational framework using LEAN approach

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    The poor performance and inefficient manner in which the construction industry operates has been recognised through a variety of combined government and industry initiatives over the years. A major challenge towards improvement is recognised as lying with education and industry stakeholders actively creating closer and more effective relationships to facilitate a greater mutual understanding. The application of Information Technology (IT) systems can well enhance ‘Lean’ initiatives through improving process flow, reduction of the non-added value activities, better meet customers’ requirements and adding value which will increase the performance of the industry. This paper presents a project that is focused on developing an industry led framework for educational training programmes. The outcomes of two workshops organised with the industry that have resulted in a Continued Professional Development (CPD) training framework comprising of three distinct levels in terms of strategic, operational and technology aspects of that particular key area are discussed. The essence of this work is based on adopting the ‘Lean’ approach and adding value by identifying the IT skills gaps recognised ‘by the industry’ ‘for the industry’ and addressing them in developing training programmes
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