91,898 research outputs found

    Software development: A paradigm for the future

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    A new paradigm for software development that treats software development as an experimental activity is presented. It provides built-in mechanisms for learning how to develop software better and reusing previous experience in the forms of knowledge, processes, and products. It uses models and measures to aid in the tasks of characterization, evaluation and motivation. An organization scheme is proposed for separating the project-specific focus from the organization's learning and reuse focuses of software development. The implications of this approach for corporations, research and education are discussed and some research activities currently underway at the University of Maryland that support this approach are presented

    On the domain-specificity of mindsets: The relationship between aptitude beliefs and programming practice

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Deliberate practice is important in many areas of learning, including that of learning to program computers. However, beliefs about the nature of personal traits, known as mindsets, can have a profound impact on such practice. Previous research has shown that those with a fixed mindset believe their traits cannot change; they tend to reduce their level of practice when they encounter difficulty. In contrast, those with the growth mindset believe their traits are flexible; they tend to maintain regular practice despite the level of difficulty. However, focusing on mindset as a single construct focused on intelligence may not be appropriate in the field of computer programming. Exploring this notion, a self-belief survey was distributed to undergraduate software engineering students. It revealed that beliefs about intelligence and programming aptitude formed two distinct constructs. Furthermore, the mindset for programming aptitude had greater utility in predicting software development practice, and a follow-up survey showed that it became more fixed throughout instruction. Thus, educators should consider the role of programming-specific beliefs in the design and evaluation of introductory courses in software engineering. In particular, they need to situate and contextualize the growth messages that motivate students who experience early setbacks

    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

    Learning Design and Service Oriented Architectures:a mutual dependency?

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    This paper looks at how the concept of reusability has gained currency in e-learning. Initial attention was focused on reuse of content, but recently attention has focused on reusable software tools and reusable activity structures. The former has led to the proposal of service-oriented architectures, and the latter has seen the development of the Learning Design specification. The authors suggest that there is a mutual dependency between the success of these two approaches, as complex Learning Designs require the ability to call on a range of tools, while remaining technology neutral. The paper describes a project at the UK Open University, SLeD, which sought to develop a Learning Design player that would utilise the service-oriented approach. This acted both as a means of exploring some of the issues implicit within both approaches and also provided a practical tool. The SLeD system was successfully implemented in a different university, Liverpool Hope, demonstrating some of the principles of re-use

    Knowledge Reuse for Customization: Metamodels in an Open Design Community for 3d Printing

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    Theories of knowledge reuse posit two distinct processes: reuse for replication and reuse for innovation. We identify another distinct process, reuse for customization. Reuse for customization is a process in which designers manipulate the parameters of metamodels to produce models that fulfill their personal needs. We test hypotheses about reuse for customization in Thingiverse, a community of designers that shares files for three-dimensional printing. 3D metamodels are reused more often than the 3D models they generate. The reuse of metamodels is amplified when the metamodels are created by designers with greater community experience. Metamodels make the community's design knowledge available for reuse for customization-or further extension of the metamodels, a kind of reuse for innovation

    Re-using knowledge : why, what and where

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    Previously the 're-use' focus has centred on specific and/or standard parts, more recently however, [standard components] are being developed...to enable both the re-use of the part and the experience associated with that part'. This notion is further extended by Finger who states that 'designers may re-use a prior design in it's entirety,...may re-use an existing shape for a different function, or may re-use a feature from another design'. Reinforcing this notion we currently consider re-use to reflect the utilisation of any knowledge gained from a design activity and not just past designs of artefacts. Our research concerns the improvement of formal 're-use' support and as such we have identified a need to gain a better understanding of how design knowledge can be utilised to support 're-use'. Thus, we discuss the requirements of successful 're-use' and attempt to ascertain within this skeleton: what knowledge can be re-used; how to maximise its' applicability; and where and when it can be utilised in new design

    Coursebuilder: reusable multimodal elearning resource editor

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    CourseBuilder is an online tool for developing educational websites. The software is based on templates and elements devised by learning designers and academics to meet the needs of students from a range of disciplines. Wyswig, multimodal, reuse and enable the delivery of seamless learning experience are its special characters. This article will provide an overview about this tool
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