10,285 research outputs found
Dynamics of collaborative work in global software development environment.
This study aims to explore the dynamics of collaborative work in global software development projects. The study explored the nature of collaboration, the patterns of collaborative behaviors in different tasks in computer science, and the impact of the tasks to the collaboration among students. Four different collaborative software development tasks were assigned to the globally distributes teams. The study used data from 230 students from five universities, namely Atilim University (Turkey), Middle East Technical University (Turkey), Universidad TecnolĂłgica de PanamĂĄ (Panama), University of North Texas (US), and Middlesex University (UK). The findings involve the recommendations for building effective collaborative working environments and guidelines for building collaborative virtual communities
Project-based collaborative engineering learning to develop Industry 4.0 skills within a PLM framework
Training and learning methods for engineering students, in the disciplines of product design and manufacturing, are becoming more difficult and complex since they have to integrate theoretical technical knowledge, skills in computer-aided applications (CAx) and skills in collaborative work practices. Product Lifecycle Management (PLM) tools support structured collaborative practices and CAx supports engineering content creation. Both types of software applications are key in the Industry 4.0 development. They also evolve over time, incorporate new functionalities, and change their graphical user interface (GUI), adding complexity to the learning process. Traditionally, engineering education addresses the learning of CAx and PLM tools separately, hindering a holistic learning experience to the students. This communication presents a structured integrated vision of these tools and their learning. Project-Based Learning (PBL) is proposed as a learning approach suitable to provide a learning experience that facilitates the development of Industry 4.0 skills and competences
USAge of Groupware in Software Engineering Education at the Cscw Laboratory of University Duisburg-essen: Possibilities and Limitations
This paper analyzes the application level in CSCW laboratory there are Electronic meeting rooms, Video Conferencing, Desktop Conference (Passenger), and BSCW system which conducting in The University Duisburg â Essen Germany. This analysis included short analysis and discussion about possibilities and limitation of each experiment followed by outlook how this lab can be further developed.Multi-user to Multipoint Videoconferences is introduced to cover all of devices join to the conferences. A computer network, PSTN (Public Switched Telephone Network), ISDN Phone, Wireless Infrastructures (accessed by laptop, smart phone, PDA) and videoconferences systems is proposed to be integrate
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Utilising Flash Meeting software in collaborative design-learning
In this paper, we describe a case study of computer-supported collaborative learning in design using FM (FlashMeeting), a Web-based video-conferencing tool offered freely on OpenLearn. This 6-week experiment, involving Open University students and staff, aimed to explore the capabilities of FM software to support several phases of the design process including formulating a design brief, discovering user requirements, setting design specifications, concept generation, design embodiment and implementation of proposed concepts. We conclude this paper with lessons learned from using FM in a design e-learning project
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Utilizing FM software in collaborative design-learning
In this paper, we describe a case study of computer-supported collaborative learning in design using OpenLearn FlashMeeting software, a video conferencing tool. This 6-week experiment, involving Open University students and staff, aimed at exploring the capabilities of FlashMeeting software to support several phases of the design process including formulating a design brief, discovering user requirements, setting design specifications, concept generation, design embodiment and implementation of proposed concepts. We conclude this paper with lessons learned from using FlashMeeting in a design e-learning project
Cloud-Based Collaborative 3D Modeling to Train Engineers for the Industry 4.0
In the present study, Autodesk Fusion 360 software (which includes the A360 environment) is used to train engineering students for the demands of the industry 4.0. Fusion 360 is a tool that unifies product lifecycle management (PLM) applications and 3D-modeling software (PDLMâproduct design and life management). The main objective of the research is to deepen the studentsâ perception of the use of a PDLM application and its dependence on three categorical variables: PLM previous knowledge, individual practices and collaborative engineering perception. Therefore, a collaborative graphic simulation of an engineering project is proposed in the engineering graphics subject at the University of La Laguna with 65 engineering undergraduate students. A scale to measure the perception of the use of PDLM is designed, applied and validated. Subsequently, descriptive analyses, contingency graphical analyses and non-parametric analysis of variance are performed. The results indicate a high overall reception of this type of experience and that it helps them understand how professionals work in collaborative environments. It is concluded that it is possible to respond to the demand of the industry needs in future engineers through training programs of collaborative 3D modeling environments
Modern Solutions For Economic Higher Education In The Knowledge-Based Society
The use of modern solutions specific to contemporary society, together with stakeholdersâ involvement, will lead to a substantial increase in the practice-oriented approach of the teaching process. The objective of this paper is to present directions for the implementation of modern teaching solutions in the economic higher education. It highlights the implications that knowledge-based economy brings for the economic higher education. It analyzes the virtual campus as a modern solution for collaborative higher education and the level of knowledge in the use of mobile devices and technologies in the learning process of students from three faculties of the Academy of Economic Studies. The analysis is based on a survey conducted among students enrolled in three faculties of the Bucharest Academy of Economic Studies. A series of indicators is proposed to assess the efficiency of human resources training activities, developed in order to enhance the relevance of economic higher education for the labor market and knowledge-based society. The research results consist in identifying modern solutions for the use of mobile technologies by students in the educational process.knowledge society, higher education, e-learning, m-learning, information technology
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Building capacity in climate change policy analysis and negotiation: methods and technologies
Capacity building is often cited as the reason âwe cannot just pour money into developing countriesâ and why so many development projects fail because their design does not address local conditions. It is therefore a key technical and political concept in international development.
Some of the poorest countries in the world are also some of the most vulnerable to the impacts of climate change. Their vulnerability is in part due to a lack of capacity to plan and anticipate the effects of climate change on crops, water resources, urban electricity demand etc. What capacities do these countries lack to deal with climate change? How will they cope? What steps can they take to reduce their vulnerability?
This innovative and high-profile research project was part of a larger project (called C3D) and conducted with non-governmental organisations in Senegal, South Africa and Sri Lanka. The research involved several participatory workshops and a questionnaire to all three research centres
Exploiting connectedness in the informatics curriculum
The power of modern communication technology gives us an opportunity, as Informatics educators, to enhance our ability to develop our students' skills in virtual teamworking. We discuss why virtual teamworking is as relevant for students in traditional campus-based universities as it is in a distance learning context. We highlight some of the questions to be answered, and some of the problems to be overcome, in the context of our experiences in designing and delivering a virtual teamworking course at the UK Open University
Hierarchy and Competition in CSCW applications: Model and case study
CSCW applications need to adapt themselves to the functional and organizational structures of people that use them. However they do not usually support division in groups with a certain hierarchical structure among them. In this paper, we propose and study a theoretical model of groupware appliations that reflects those hierarchical interactions. The proposed model is also intended to evaluate the effects in performance derived from competitive and collaborative relationships among the components of a hierarchy of groups. In order to demonstrate the above ideas, a groupware game, called Alymod, was designed and implemented using a modified version of a well-known CSCW Toolkit, namely Groupkit. Groupkit was modified in order to support group interactions in the same CSCW application. In Alymod, participants compete or collaborate within a hierarchical structure to achieve a common goal (completing gaps in a text, finishing numerical series, resolving University course examinations, etc.).Publicad
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