147,433 research outputs found

    Teaching Model Driven Language Handling

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    Many universities teach computer language handling by mainly focussing on compiler theory, although MDD (model-driven development) and meta-modelling are increasingly important in the software industry as well as in computer science. In this article, we share some experiences from teaching a course in computer language handling where the focus is on MDD principles. We discuss the choice of tools and technologies used in demonstrations and exercises, and also give a brief glimpse of a prototype for a simple meta-model-based language handling tool that is currently being designed and considered for future use in teaching

    Teaching Model Driven Language Handling

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    -Many universities teach computer language handling by mainly focussing on compiler theory, although MDD (model-driven development) and meta-modelling are increasingly important in the software industry as well as in computer science. In this article, we share some experiences from teaching a course in computer language handling where the focus is on MDD principles. We discuss the choice of tools and technologies used in demonstrations and exercises, and also give a brief glimpse of a prototype for a simple meta-model-based language handling tool that is currently being designed and considered for future use in teaching

    Business Domain Modelling using an Integrated Framework

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    This paper presents an application of a “Systematic Soft Domain Driven Design Framework” as a soft systems approach to domain-driven design of information systems development. The framework combining techniques from Soft Systems Methodology (SSM), the Unified Modelling Language (UML), and an implementation pattern known as “Naked Objects”. This framework have been used in action research projects that have involved the investigation and modelling of business processes using object-oriented domain models and the implementation of software systems based on those domain models. Within this framework, Soft Systems Methodology (SSM) is used as a guiding methodology to explore the problem situation and to develop the domain model using UML for the given business domain. The framework is proposed and evaluated in our previous works, and a real case study “Information Retrieval System for academic research” is used, in this paper, to show further practice and evaluation of the framework in different business domain. We argue that there are advantages from combining and using techniques from different methodologies in this way for business domain modelling. The framework is overviewed and justified as multimethodology using Mingers multimethodology ideas

    Versioning RLOs as ‘study skills toolkits’ for different user groups and developing community tools to support sharing and customisation

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    As patterns of need in twenty-first century higher education change so must the solutions. E-learning solutions, in particular, need to be adaptive to fit a range of teaching and learning situations. eLanguages, a research and development unit at the University of Southampton, develops online toolkits of reusable learning objects (RLOs) in Study Skills that can be versioned for different student user groups. Underpinning them is an approach which seeks to deliver high quality content and be cost-effective. Reusability and versatility are central to this. With the creation of a large base of RLOs has come recognition of the need to manage and customise these resources easily and a suite of tools enabling such actions has been developed. This paper will present the toolkits and the pedagogic design of the RLOs. The web-based tools to support management and customisation of RLOs, and potentially facilitate new toolkit creation, will also be introduced

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Persuasive Technology for Learning in Business Context

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    "Persuasive Design is a relatively new concept which employs general principles of persuasion that can be implemented in persuasive technology. This concept has been introduced by BJ Fogg in 1998, who since then has further extended it to use computers for changing attitudes and behaviour. Such principles can be applied very well in learning and teaching: in traditional human-led learning, teachers always have employed persuasion as one of the elements of teaching. Persuasive technology moves these principles into the digital domain, by focusing on technology that inherently stimulates learners to learn more quickly and effectively. This is very relevant for the area of Business Management in several aspects: Consumer Behavior, Communications, Human Resource, Marketing & Advertising, Organisational Behavior & Leadership. The persuasive principles identified by BJ Fogg are: reduction, tunnelling, tailoring, suggestion, self-monitoring, surveillance, conditioning, simulation, social signals. Also relevant is the concept of KAIROS, which means the just-in-time, at the right place provision of information/stimulus. In the EuroPLOT project (2010-2013) we have developed persuasive learning objects and tools (PLOTs) in which we have applied persuasive designs and principles. In this context, we have developed a pedagogical framework for active engagement, based on persuasive design in which the principles of persuasive learning have been formalised in a 6-step guide for persuasive learning. These principles have been embedded in two tools – PLOTmaker and PLOTLearner – which have been developed for creating persuasive learning objects. The tools provide specific capability for implementing persuasive principles at the very beginning of the design of learning objects. The feasibility of employing persuasive learning concepts with these tools has been investigated in four different case studies with groups of teachers and learners from realms with distinctly different teaching and learning practices: Business Computing, language learning, museum learning, and chemical substance handling. These case studies have involved the following learner target groups: school children, university students, tertiary students, vocational learners and adult learners. With regards to the learning context, they address archive-based learning, industrial training, and academic teaching. Alltogether, these case studies include participants from Sweden, Africa (Madagascar), Denmark, Czech Republic, and UK. One of the outcomes of this investigation was that one cannot apply a common set of persuasive designs that would be valid for general use in all situations: on the contrary, the persuasive principles are very specific to learning contexts and therefore must be specifically tailored for each situation. Two of these case studies have a direct relevance to education in the realm of Business Management: Business Computing and language learning (for International Business). In this paper we will present the first results from the evaluation of persuasive technology driven learning in these two relevant areas.

    MICSIM : Concept, Developments and Applications of a PC-Microsimulation Model for Research and Teaching

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    It is the growing societal interest about the individual and its behaviour in our and 'modern' societies which is asking for microanalyses about the individual situation. In order to allow these microanalyses on a quantitative and empirically based level microsimulation models were developed and increasingly used for economic and social policy impact analyses. Though microsimulation is known and applied (mainly by experts), an easy to use and powerful PC microsimulation model is hard to find. The overall aim of this study and of MICSIM - A PC Microsimulation Model is to describe and offer such a user-friendly and powerful general microsimulation model for (almost) any PC, to support the impact microanalyses both in applied research and teaching. Above all, MICSIM is a general microdata handler for a wide range of typical microanalysis requirements. This paper presents the concept, developments and applications of MICSIM. After some brief remarks on microsimulation characteristics in general, the concept and substantive domains of MICSIM: the simulation, the adjustment and aging, and the evaluation of microdata, are described by its mode of operation in principle. The realisations and developments of MICSIM then are portrayed by the different versions of the computer program. Some MICSIM applications and experiences in research and teaching are following with concluding remarks.Economic and Social Policy Analyses, Microsimulation (dynamic and static), Simulation, Adjustment and Evaluation of Microdata, PC Computer Program for Microanalyses in General

    Rethinking Teacher Evaluation in Chicago

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    Presents findings from the Excellence in Teaching Pilot, which included training and support, classroom observations, and feedback in principal-teacher conferences. Examines implementation issues and the validity and reliability of observation ratings

    Supporting Constructive Learning with a Feedback Planner

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    A promising approach to constructing more effective computer tutors is implementing tutorial strategies that extend over multiple turns. This means that computer tutors must deal with (1) failure, (2) interruptions, (3) the need to revise their tactics, and (4) basic dialogue phenomena such as acknowledgment. To deal with these issues, we need to combine ITS technology with advances from robotics and computational linguistics. We can use reactive planning techniques from robotics to allow us to modify tutorial plans, adapting them to student input. Computational linguistics will give us guidance in handling communication management as well as building a reusable architecture for tutorial dialogue systems. A modular and reusable architecture is critical given the difficulty in constructing tutorial dialogue systems and the many domains to which we would like to apply them. In this paper, we propose such an architecture and discuss how a reactive planner in the context of this architecture can implement multi-turn tutorial strategies
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