22,950 research outputs found

    Bridging the Gap

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    School districts across the country are increasingly seeking out digital tools to support the work of educators, in the hopes of improving students' academic achievement. With the rapid emergence of this new market, many districts have been challenged by the task of identifying and procuring educational technology (ed-tech) products that match the needs of their educators and students.The NYC Department of Education's "Innovate NYC Schools" division, supported by a U.S. DOE Investing in Innovation (i3) grant, aims to address this problem, in part by promoting "user-centered design," an approach that puts the needs and preferences of products' intended users (in this case, teachers, students, and parents) front and center in the development and procurement of new technology.Bridging the Gap describes the design and implementation of three Innovate NYC Schools initiatives grounded in user-centered design theory:School Choice Design Challenge (SCDC),an effort to develop apps that would help students explore and narrow down their choices of high school.#SharkTankEDU events, during which ed-tech developers present a product to a panel of educators who provide feedback on the tool.Short-Cycle Evaluation Challenges (SCEC), a classroom-based, semester-long pilot of ed-tech tools intended to inform product development, as well as the ultimate procurement decisions of school staff.The report focuses on four phases of work involved in bringing ed-tech companies and the users of their products together: defining a problem; selecting users and ed-tech companies; implementing pilot-based initiatives; and evaluating products. It describes strategies used and challenges faced, and offers practical lessons gleaned from the experiences of the individuals who designed and participated in these efforts.

    Exploring Impact of Requirements Engineering on Other IT Project Areas – Case Study

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    Requirements Engineering (RE) is recognized as one of the most important (yet difficult) areas of software engineering that has a significant impact on other areas of IT projects and their final outcomes. Empirical studies investigating this impact are hard to conduct, mainly due to the great effort required. It is thus difficult for both researchers and industry practitioners to make evidence-based evaluations about how decisions about RE practices translate into requirement quality and influence other project areas. We propose an idea of a lightweight approach utilizing widely-used tools to enable such an evaluation without extensive effort. This is illustrated with a pilot study where the data from six industrial projects from a single organization were analyzed and three metrics regarding the requirement quality, rework effort, and testing were used to demonstrate the impact of different RE techniques. We also discuss the factors that are important for enabling the broader adoption of the proposed approach

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Human Factors in Agile Software Development

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    Through our four years experiments on students' Scrum based agile software development (ASD) process, we have gained deep understanding into the human factors of agile methodology. We designed an agile project management tool - the HASE collaboration development platform to support more than 400 students self-organized into 80 teams to practice ASD. In this thesis, Based on our experiments, simulations and analysis, we contributed a series of solutions and insights in this researches, including 1) a Goal Net based method to enhance goal and requirement management for ASD process, 2) a novel Simple Multi-Agent Real-Time (SMART) approach to enhance intelligent task allocation for ASD process, 3) a Fuzzy Cognitive Maps (FCMs) based method to enhance emotion and morale management for ASD process, 4) the first large scale in-depth empirical insights on human factors in ASD process which have not yet been well studied by existing research, and 5) the first to identify ASD process as a human-computation system that exploit human efforts to perform tasks that computers are not good at solving. On the other hand, computers can assist human decision making in the ASD process.Comment: Book Draf

    Security considerations in the open source software ecosystem

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    Open source software plays an important role in the software supply chain, allowing stakeholders to utilize open source components as building blocks in their software, tooling, and infrastructure. But relying on the open source ecosystem introduces unique challenges, both in terms of security and trust, as well as in terms of supply chain reliability. In this dissertation, I investigate approaches, considerations, and encountered challenges of stakeholders in the context of security, privacy, and trustworthiness of the open source software supply chain. Overall, my research aims to empower and support software experts with the knowledge and resources necessary to achieve a more secure and trustworthy open source software ecosystem. In the first part of this dissertation, I describe a research study investigating the security and trust practices in open source projects by interviewing 27 owners, maintainers, and contributors from a diverse set of projects to explore their behind-the-scenes processes, guidance and policies, incident handling, and encountered challenges, finding that participants’ projects are highly diverse in terms of their deployed security measures and trust processes, as well as their underlying motivations. More on the consumer side of the open source software supply chain, I investigated the use of open source components in industry projects by interviewing 25 software developers, architects, and engineers to understand their projects’ processes, decisions, and considerations in the context of external open source code, finding that open source components play an important role in many of the industry projects, and that most projects have some form of company policy or best practice for including external code. On the side of end-user focused software, I present a study investigating the use of software obfuscation in Android applications, which is a recommended practice to protect against plagiarism and repackaging. The study leveraged a multi-pronged approach including a large-scale measurement, a developer survey, and a programming experiment, finding that only 24.92% of apps are obfuscated by their developer, that developers do not fear theft of their own apps, and have difficulties obfuscating their own apps. Lastly, to involve end users themselves, I describe a survey with 200 users of cloud office suites to investigate their security and privacy perceptions and expectations, with findings suggesting that users are generally aware of basic security implications, but lack technical knowledge for envisioning some threat models. The key findings of this dissertation include that open source projects have highly diverse security measures, trust processes, and underlying motivations. That the projects’ security and trust needs are likely best met in ways that consider their individual strengths, limitations, and project stage, especially for smaller projects with limited access to resources. That open source components play an important role in industry projects, and that those projects often have some form of company policy or best practice for including external code, but developers wish for more resources to better audit included components. This dissertation emphasizes the importance of collaboration and shared responsibility in building and maintaining the open source software ecosystem, with developers, maintainers, end users, researchers, and other stakeholders alike ensuring that the ecosystem remains a secure, trustworthy, and healthy resource for everyone to rely on
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