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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Adaptive development and maintenance of user-centric software systems
A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its
full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and
maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems
Quality-aware model-driven service engineering
Service engineering and service-oriented architecture as an integration and platform technology is a recent approach to software systems integration. Quality aspects
ranging from interoperability to maintainability to performance are of central importance for the integration of heterogeneous, distributed service-based systems. Architecture models can substantially influence quality attributes of the implemented software systems. Besides the benefits of explicit architectures on maintainability and reuse, architectural constraints such as styles, reference architectures and architectural patterns can influence observable software properties such as performance. Empirical performance evaluation is a process of measuring and evaluating the performance of implemented software. We present an approach for addressing the quality of services and service-based systems at the model-level in the context of model-driven service engineering. The focus on architecture-level models is a consequence of the black-box
character of services
IMPACT: Investigation of Mobile-user Patterns Across University Campuses using WLAN Trace Analysis
We conduct the most comprehensive study of WLAN traces to date. Measurements
collected from four major university campuses are analyzed with the aim of
developing fundamental understanding of realistic user behavior in wireless
networks. Both individual user and inter-node (group) behaviors are
investigated and two classes of metrics are devised to capture the underlying
structure of such behaviors.
For individual user behavior we observe distinct patterns in which most users
are 'on' for a small fraction of the time, the number of access points visited
is very small and the overall on-line user mobility is quite low. We clearly
identify categories of heavy and light users. In general, users exhibit high
degree of similarity over days and weeks.
For group behavior, we define metrics for encounter patterns and friendship.
Surprisingly, we find that a user, on average, encounters less than 6% of the
network user population within a month, and that encounter and friendship
relations are highly asymmetric. We establish that number of encounters follows
a biPareto distribution, while friendship indexes follow an exponential
distribution. We capture the encounter graph using a small world model, the
characteristics of which reach steady state after only one day.
We hope for our study to have a great impact on realistic modeling of network
usage and mobility patterns in wireless networks.Comment: 16 pages, 31 figure
Usability Evaluation in Virtual Environments: Classification and Comparison of Methods
Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation
Quality measures for ETL processes: from goals to implementation
Extraction transformation loading (ETL) processes play an increasingly important role for the support of modern business operations. These business processes are centred around artifacts with high variability and diverse lifecycles, which correspond to key business entities. The apparent complexity of these activities has been examined through the prism of business process management, mainly focusing on functional requirements and performance optimization. However, the quality dimension has not yet been thoroughly investigated, and there is a need for a more human-centric approach to bring them closer to business-users requirements. In this paper, we take a first step towards this direction by defining a sound model for ETL process quality characteristics and quantitative measures for each characteristic, based on existing literature. Our model shows dependencies among quality characteristics and can provide the basis for subsequent analysis using goal modeling techniques. We showcase the use of goal modeling for ETL process design through a use case, where we employ the use of a goal model that includes quantitative components (i.e., indicators) for evaluation and analysis of alternative design decisions.Peer ReviewedPostprint (author's final draft
Expert Elicitation for Reliable System Design
This paper reviews the role of expert judgement to support reliability
assessments within the systems engineering design process. Generic design
processes are described to give the context and a discussion is given about the
nature of the reliability assessments required in the different systems
engineering phases. It is argued that, as far as meeting reliability
requirements is concerned, the whole design process is more akin to a
statistical control process than to a straightforward statistical problem of
assessing an unknown distribution. This leads to features of the expert
judgement problem in the design context which are substantially different from
those seen, for example, in risk assessment. In particular, the role of experts
in problem structuring and in developing failure mitigation options is much
more prominent, and there is a need to take into account the reliability
potential for future mitigation measures downstream in the system life cycle.
An overview is given of the stakeholders typically involved in large scale
systems engineering design projects, and this is used to argue the need for
methods that expose potential judgemental biases in order to generate analyses
that can be said to provide rational consensus about uncertainties. Finally, a
number of key points are developed with the aim of moving toward a framework
that provides a holistic method for tracking reliability assessment through the
design process.Comment: This paper commented in: [arXiv:0708.0285], [arXiv:0708.0287],
[arXiv:0708.0288]. Rejoinder in [arXiv:0708.0293]. Published at
http://dx.doi.org/10.1214/088342306000000510 in the Statistical Science
(http://www.imstat.org/sts/) by the Institute of Mathematical Statistics
(http://www.imstat.org
Cost reduction using process analysis in company PEGRES obuv s.r.o.
Firma PEGRES obuv s.r.o. se již delší dobu potýká se stagnací v oblasti plánování a řízení výroby. Některé podnikové procesy jsou nyní značně zastaralé a v aktuálních podmínkách již neefektivní. Cíl práce je snížení nákladů s využitím procesní analýzy. Pro dosažení tohoto cíle bude provedena analýza současného stavu zastaralých procesů a budou popsány vybrané metody řízení výroby, které jsou svou povahou relevantní pro výrobu obuvi. Výstupem práce je sada doporučení a návrhů na změny v existujících procesech. Vybrané návrhy budou v prostředí firmy implementovány a práce zahrne zhodnocení výsledků po zavedení těchto změn.Company PEGRES obuv s.r.o. has been long time struggling with stagnation in production planning and control. Some of the internal processes are now obsolete and in current conditions no longer effective. The goal of the paper is to reduce the costs using process analysis. To achieve this goal, analysis of the current state of outdated processes will be performed, followed by description of selected methods of production management, which by their nature are relevant to the production of the shoes. Output of the work is a set of recommendations and proposals for changes to existing processes. Selected proposals will be implemented in the company and paper will include evaluation of results after the implementation of these changes.
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