65 research outputs found

    Proceedings of the 1st international workshop on software process education, training and professionalism (SPETP 2015)

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    These Proceedings contain the papers accepted for publication and presentation at the first 1st International Workshop on Software Process Education, Training and Professionalism (SPETP 2015) held in conjunction with the 15th International Conference on Software Process Improvement and Capability dEtermination (SPICE 2015), Gothenburg, Sweden, during June 15-17, 2015. During the 14th International Conference on Software Process Improvement and Capability dEtermination (SPICE 2014) held in Vilnius, Lithuania, at a post conference dinner, a group of key individuals from education and industry started to discuss the challenges faced for software process education, training and professionalism, especially with the background of the new modes of learning and teaching in higher education. Further discussions held post conference with key players in the relevant professional and personal certification fields led to a consensus that it is time for the industry to rise to the new challenges and set out in a manifesto a common vision for educators and trainers together with a set of recommendations to address the challenges faced. It was therefore agreed co-located the 1st International Workshop on Software Process Education, Training and Professionalism with the 15th International Conference on Software Process Improvement and Capability dEtermination. This workshop focused on the new challenges for and best practices in software process education, training and professionalism. The foundation for learning of software process should be part of a university or college education however software process is often treated as ‘add one’ module to the core curriculum. In a professional context, whilst there have been a number of initiatives focused on the certification related to the software process professional these have had little success for numerous reasons. Cooperation in education between industry, academia and professional bodies is paramount, together with the recognition of how the education world is changing and how education is resourced, delivered (with online and open learning) and taken up. Over the next 10 years on-line learning is projected to grow fifteen fold, accounting for 30% of all education provision, according to the recent report to the European Commission on New modes of learning and teaching in higher education. It is a great pleasure to see the varied contributions to this 1st International Workshop on Software Process Education, Training and Professionalism and we hope that our joint dedication, passion and innovation will lead to success for the profession through the publication of the manifesto as a key outcome from the workshop. On behalf of the SPETP 2015 conference Organizing Committee, we would like to thank all participants. Firstly all the authors, whose quality work is the essence of the conference, and the members of the Program Committee, who helped us with their expertise and diligence in reviewing all of the submissions. As we all know, organizing a conference requires the effort of many individuals. We wish to thank also all the members of our Organizing Committee, whose work and commitment were invaluable

    BlockNet Report: Exploring the Blockchain Skills Concept and Best Practice Use Cases

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    In order to explore the practical potential and needs of interdisciplinary knowledge and competence requirements of Blockchain technology, the project activity "Development of Interdisciplinary Blockchain Skills Concept" starts with the literature review identifying the state of the art of Blockchain in Supply Chain Management and Logistics, Business and Finance, as well as Computer Science and IT-Security. The project activity further explores the academic and industry landscape of existing initiatives in education which offer Blockchain courses. Moreover, job descriptions and adverts are analyzed in order to specify today's competence requirements from enterprises. To discuss and define the future required competence, expert workshops are organized to validate the findings by academic experts. Based on the research outcome and validation, an interdisciplinary approach for Blockchain competence is developed. A second part focuses on the development of the Blockchain Best Practices activity while conducting qualitative empirical research based on case studies with industry representatives. Therefore, company interviews, based on the theoretical basis of Output 1, explore existing Blockchain use cases in different sectors. Due to the interdisciplinary importance of Blockchain technology, these skills will be defined by different perspectives of Blockchain from across multiple mentioned disciplines. The use cases and companies for the interviews will be selected based on various sampling criteria to gain results valid for a broad scale. The analysis of the various use cases will be conducted and defined in a standardized format to identify the key drivers and competence requirements for Blockchain technology applications and their adoption. On the one hand, this approach ensures comparability, on the other hand, it facilitates the development of a structured and systematic framework.Comment: arXiv admin note: text overlap with arXiv:2102.0322

    A Systematic Literature Review of Student Assessment Framework in Software Engineering Courses

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    Background: Software engineering are courses comprising various project types, including simple assignments completed in supervised settings and more complex tasks undertaken independently by students, without the oversight of a constant teacher or lab assistant. The imperative need arises for a comprehensive assessment framework to validate the fulfillment of learning objectives and facilitate the measurement of student outcomes, particularly in computer science and software engineering. This leads to the delineation of an appropriate assessment structure and pattern. Objective: This study aimed to acquire the expertise required for assessing student performance in computer science and software engineering courses. Methods: A comprehensive literature review spanning from 2012 to October 2021 was conducted, resulting in the identification of 20 papers addressing the assessment framework in software engineering and computer science courses. Specific inclusion and exclusion criteria were meticulously applied in two rounds of assessment to identify the most pertinent studies for this investigation. Results: The results showed multiple methods for assessing software engineering and computer science courses, including the Assessment Matrix, Automatic Assessment, CDIO, Cooperative Thinking, formative and summative assessment, Game, Generative Learning Robot, NIMSAD, SECAT, Self-assessment and Peer-assessment, SonarQube Tools, WRENCH, and SEP-CyLE. Conclusion: The evaluation framework for software engineering and computer science courses required further refinement, ultimately leading to the selection of the most suitable technique, known as learning framework. Keywords: Computer science course, Software engineering course, Student assessment, Systematic literature revie

    The Impact of Gamification on Employee Engagement in a Complex System of Human Resource Management Processes

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    Elektroniskā versija nesatur pielikumusPromocijas darba mērķis ir izpētīt spēļošanu kā rīku, ko izmanto personālvadības procesu kompleksā sistēmā, un tās potenciālu ietekmēt augstāku darbinieku iesaisti šajos procesos, kā arī izstrādāt rekomendācijas spēļotu un iesaisti veicinošu personālvadības procesu dizainam. Pētījums piedāvā hipotēzi, ka, ņemot vērā spēļu vides augsti iesaistošo raksturu, darbinieku iesaiste dažādos personālvadības procesos tiek pozitīvi ietekmēta, izmantojot spēļu elementus, kas veicina izmērāmu šo procesu rādītāju paaugstināšanos. Darba zinātniskā novitāte izpaužas spēļošanas definīcijā ar fokusu uz personālvadības procesiem, kā arī pienesumā vadībzinātņu teorijas attīstībai: izstrādāts 10-soļu modelis iesaisti veicinošai personālvadības procesu spēļošanai. Darba ietvaros izstrādātā metodoloģija spēļošanas ietekmes izpētei uz darbinieku iesaisti var tikt izmantota gan viena uzņēmuma vai uzņēmumu grupas ietvaros, gan pārrobežu pētījumiemThe aim of this study is to explore gamification as a tool used within a complex system of human resource management processes and its potential to achieve higher employee engagement with these processes, as well as to develop recommendations for gamified and engagement-positive design of the said processes. Hypothesis defended throughout the thesis argues that given highly engaging character of the game environment employee engagement with various human resource management processes can be positively influenced through the application of game elements, thus promoting improvement of the process indicators. Scientific novelty of the doctoral thesis lies in developed gamification definition with a focus on human resource management processes, as well as in contribution to the management theory development: thesis offers 10-steps model for the engagement positive gamification of human resource management processes. Methodology for research of the impact of gamification on employee engagement can be used within any business enterprise or group of enterprises, as well as for the crossborder research

    Pharmacy Practice and Administration

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    The scope of the Special Issue is research and reviews on evaluations of current practice, innovations in medication management, developments in therapeutics, and pharmaceutical science research that informs and improves practice and administration, as well as the social and administrative pharmacy. We will mainly feature original research, reviews, short reports, and clinical studies, but also case reports, descriptive/how-to, and commentary submissions for consideration

    Rethinking the risk matrix

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    So far risk has been mostly defined as the expected value of a loss, mathematically PL (being P the probability of an adverse event and L the loss incurred as a consequence of the adverse event). The so called risk matrix follows from such definition. This definition of risk is justified in a long term “managerial” perspective, in which it is conceivable to distribute the effects of an adverse event on a large number of subjects or a large number of recurrences. In other words, this definition is mostly justified on frequentist terms. Moreover, according to this definition, in two extreme situations (high-probability/low-consequence and low-probability/high-consequence), the estimated risk is low. This logic is against the principles of sustainability and continuous improvement, which should impose instead both a continuous search for lower probabilities of adverse events (higher and higher reliability) and a continuous search for lower impact of adverse events (in accordance with the fail-safe principle). In this work a different definition of risk is proposed, which stems from the idea of safeguard: (1Risk)=(1P)(1L). According to this definition, the risk levels can be considered low only when both the probability of the adverse event and the loss are small. Such perspective, in which the calculation of safeguard is privileged to the calculation of risk, would possibly avoid exposing the Society to catastrophic consequences, sometimes due to wrong or oversimplified use of probabilistic models. Therefore, it can be seen as the citizen’s perspective to the definition of risk

    On the real world practice of Behaviour Driven Development

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    Surveys of industry practice over the last decade suggest that Behaviour Driven Development is a popular Agile practice. For example, 19% of respondents to the 14th State of Agile annual survey reported using BDD, placing it in the top 13 practices reported. As well as potential benefits, the adoption of BDD necessarily involves an additional cost of writing and maintaining Gherkin features and scenarios, and (if used for acceptance testing,) the associated step functions. Yet there is a lack of published literature exploring how BDD is used in practice and the challenges experienced by real world software development efforts. This gap is significant because without understanding current real world practice, it is hard to identify opportunities to address and mitigate challenges. In order to address this research gap concerning the challenges of using BDD, this thesis reports on a research project which explored: (a) the challenges of applying agile and undertaking requirements engineering in a real world context; (b) the challenges of applying BDD specifically and (c) the application of BDD in open-source projects to understand challenges in this different context. For this purpose, we progressively conducted two case studies, two series of interviews, four iterations of action research, and an empirical study. The first case study was conducted in an avionics company to discover the challenges of using an agile process in a large scale safety critical project environment. Since requirements management was found to be one of the biggest challenges during the case study, we decided to investigate BDD because of its reputation for requirements management. The second case study was conducted in the company with an aim to discover the challenges of using BDD in real life. The case study was complemented with an empirical study of the practice of BDD in open source projects, taking a study sample from the GitHub open source collaboration site. As a result of this Ph.D research, we were able to discover: (i) challenges of using an agile process in a large scale safety-critical organisation, (ii) current state of BDD in practice, (iii) technical limitations of Gherkin (i.e., the language for writing requirements in BDD), (iv) challenges of using BDD in a real project, (v) bad smells in the Gherkin specifications of open source projects on GitHub. We also presented a brief comparison between the theoretical description of BDD and BDD in practice. This research, therefore, presents the results of lessons learned from BDD in practice, and serves as a guide for software practitioners planning on using BDD in their projects
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