15,676 research outputs found
Empirical Investigation on Agile Methods Usage: Issues Identified from Early Adopters in Malaysia
Agile Methods are a set of software practices that can help to produce products faster and at the same time deliver what customers want. Despite the benefits that Agile methods can deliver, however, we found few studies from the Southeast Asia region, particularly Malaysia. As a result, less empirical evidence can be obtained in the country making its implementation harder. To use a new method, experience from other practitioners is critical, which describes what is important, what is possible and what is not possible concerning Agile. We conducted a qualitative study to understand the issues faced by early adopters in Malaysia where Agile methods are still relatively new. The initial study involves 13 participants including project managers, CEOs, founders and software developers from seven organisations. Our study has shown that social and human aspects are important when using Agile methods. While technical aspects have always been considered to exist in software development, we found these factors to be less important when using Agile methods. The results obtained can serve as guidelines to practitioners in the country and the neighbouring regions
Beyond Surveys: Analyzing Software Development Artifacts to Assess Teaching Efforts
This Innovative Practice Full Paper presents an approach of using software
development artifacts to gauge student behavior and the effectiveness of
changes to curriculum design. There is an ongoing need to adapt university
courses to changing requirements and shifts in industry. As an educator it is
therefore vital to have access to methods, with which to ascertain the effects
of curriculum design changes. In this paper, we present our approach of
analyzing software repositories in order to gauge student behavior during
project work. We evaluate this approach in a case study of a university
undergraduate software development course teaching agile development
methodologies. Surveys revealed positive attitudes towards the course and the
change of employed development methodology from Scrum to Kanban. However,
surveys were not usable to ascertain the degree to which students had adapted
their workflows and whether they had done so in accordance with course goals.
Therefore, we analyzed students' software repository data, which represents
information that can be collected by educators to reveal insights into learning
successes and detailed student behavior. We analyze the software repositories
created during the last five courses, and evaluate differences in workflows
between Kanban and Scrum usage
Towards a situated media practice: Reflections on the implementation of project-led problem-based learning
In the field of media practice education, project-based learning is utilized as a major pedagogic paradigm with the aim of mirroring professional practice within the curriculum. However, if the use of project-based learning is to be considered as more than just a way of administrating student activity, then educators need a critical understanding of how problem encounters order practice within the life cycle of a project. The drawing together of practice-based, project-based and problem-based approaches allows us to see the overlapping nature of these approaches and also differentiate them as unique pedagogies in their own right. It is argued here that this tension between similarity and difference requires a new way of thinking about mirroring professional practice within higher education, one which offers a theory of project-based learning as a productive pedagogy which places problem encounters at its heart
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
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
Attitude, aptitude, ability and autonomy: ther emergence of "off-roaders", a special class of nomadic worker
This is an electronic version of an article published in Harmer, B. M., & Pauleen, D. J. (2010). Attitude, aptitude, ability and autonomy: the emergence of ‘offroaders’, a special class of nomadic worker. Behaviour & Information Technology, 1-13. http://dx.doi.org/10.1080/0144929x.2010.489117
Behaviour & Information Technology is available online at: www.tandfonline.comFreedom to choose when, where and on what to work might be viewed as mere telework. However, when we mix the adoption of ubiquitous technologies with personalities that take pleasure in problem solving and achievement for its own sake, a strong need for autonomy, the freedom to work wherever and whenever the mood strikes, and add a dash of entrepreneurial spirit, then perhaps we are seeing an emergent class of worker, and even the possibility of new organisational forms. This research draws on adaptive structuration theory to search for evidence of a different
way of working, hidden among otherwise familiar patterns. It concludes by considering what implications the employment of such individuals might have for management processes with organisations
Rethinking place and the social work office in the delivery of children's social work services
Limited attention has been given to the concept of place in social work research and practice. This paper draws on the national evaluation of social work practices (SWPs) in England undertaken between 2009 and 2012. SWPs were pilot organisations providing independent social work services for children in out-of-home care in five sites. One factor distinguishing some of these pilots was their attention to place. The evaluation employed a mixed methods approach and we use data from interviews with 121 children and young people in out-of-home care, 19 birth parents and 31 interviews with SWP staff which explored their views and experiences of the SWP offices. Children and young people
were alert to the stigma which could attach to social work premises and appreciated offices which were planned and furnished to appear less institutional and more ‘normal’. Daily interactions with staff which conveyed a sense of recognition and value to service users also contributed to a view of some SWP offices as accessible and welcoming places. Both children and parents appreciated offices that provided fun activities that positioned them as active rather than passive. Staff valued opportunities for influencing planning decisions about offices and place
was seen to confer a value on them as well as on service users. However, not all the SWPs were able to achieve these aspects of place, and engaging children and families in place was less likely when the service user population was widely dispersed. Recognising the importance of place and how place is constructed through relationships between people as well as through the physical environment appeared to be key to creating offices that combated the stigma attached to out-of-home care.
Those leading and managing children’s services should explore ways of involving local communities in planning social work offices and turn attention to making these offices accessible, welcoming, places
Having Fun in Learning Formal Specifications
There are many benefits in providing formal specifications for our software.
However, teaching students to do this is not always easy as courses on formal
methods are often experienced as dry by students. This paper presents a game
called FormalZ that teachers can use to introduce some variation in their
class. Students can have some fun in playing the game and, while doing so, also
learn the basics of writing formal specifications in the form of pre- and
post-conditions. Unlike existing software engineering themed education games
such as Pex and Code Defenders, FormalZ takes the deep gamification approach
where playing gets a more central role in order to generate more engagement.
This short paper presents our work in progress: the first implementation of
FormalZ along with the result of a preliminary users' evaluation. This
implementation is functionally complete and tested, but the polishing of its
user interface is still future work
The XP customer team: A grounded theory
The initial definition of XP resulted in many people interpreting the on-site customer to be a single person. We have conducted extensive qualitative research studying XP teams, and one of our research questions was “who is the customer”? We found that, rather than a single person, a customer team always exists. In this paper we outline the different roles that were typically on the team, which range from the recognized “Acceptance Tester” role to the less recognized roles of “Political Advisor” and “Super-Secretary”
A model to assess customer alignment through customer experience concepts
Business and Information Technology Alignment (BITA) has been one of the main
concerns of IT and Business executives and directors due to its importance to
overall company performance, especially today in the age of digital
transformation. For BITA has been developed several models which in general has
focused in the implementation of alignment strategies for the internal
operation of the organizations and in the measurement of this internal
alignment, but, there is still a big gap in measurement models of the alignment
with the external environment of the organizations. In this paper is presented
the design and application of a maturity measurement model for BITA with the
customers, where the customers are actors of the external environment of the
companies. The proposed model involves evaluation criteria and business
practices which the companies ideally do for improve the relationship with
their customers.Comment: 12 pages, Preprint version, BIS 2019 International Workshops,
Seville, Spain, June 26 to 28, 2019, Revised Paper
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