3,055 research outputs found
The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty
Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products
Using GitHub in Large Software Engineering Classes: An Exploratory Case Study
GitHub has been recently used in Software Engineering (SE) classes to facilitate col- laboration in student team projects. The underlying tenet is that the technical and social feature of GitHub can help students to communicate and collaborate more effectively as a team as well as help teachers to evaluate individual student contribution more objectively. To shed more light on this, in this case study, we explore the benefits and drawbacks of using GitHub in SE classes. Our study is conducted in a software engineering class of 91 students divided into 18 teams. Our research method includes an entry and an exit surveys and a qualitative analysis of students’ commit behavior throughout the period of the project. Our findings show that a) enforcing GitHub in SE classes can be an effective approach for enhancing students’ skills in configuration management and version control, and b) despite the steep learning curve, most teams managed to optimize their commit behavior over time. In terms of student evaluation, our analysis exposed the risks of using GitHub for individual effort assessment. The work in this paper provides several valuable insights for researchers and makes several recommendations for practitioners (teachers) about integrating GitHub in SE classes
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A Learner-Centred Approach for Lifelong Learning Powered by the Blockchain
The emergence of Blockchain technology promises to revolutionise not only the financial world, but also lifelong learning in many different ways. Blockchain technology offers opportunities to thoroughly rethink how we find educational content and training services online, how we register and pay for them, as well as how we get accredited for what we have learned and how this accreditation affects our career trajectory. This paper explores the different aspects of lifelong learning that are affected by this new paradigm and describes an ecosystem that places the learner at the centre of the learning process and its associated data. More specifically, we outline the ways that ePortfolios, accreditation and tutoring can evolve within this learner-centred ecosystem and we discuss the various benefits that this evolution bears for lifelong learners
Interoperability in the OpenDreamKit Project: The Math-in-the-Middle Approach
OpenDreamKit --- "Open Digital Research Environment Toolkit for the
Advancement of Mathematics" --- is an H2020 EU Research Infrastructure project
that aims at supporting, over the period 2015--2019, the ecosystem of
open-source mathematical software systems. From that, OpenDreamKit will deliver
a flexible toolkit enabling research groups to set up Virtual Research
Environments, customised to meet the varied needs of research projects in pure
mathematics and applications.
An important step in the OpenDreamKit endeavor is to foster the
interoperability between a variety of systems, ranging from computer algebra
systems over mathematical databases to front-ends. This is the mission of the
integration work package (WP6). We report on experiments and future plans with
the \emph{Math-in-the-Middle} approach. This information architecture consists
in a central mathematical ontology that documents the domain and fixes a joint
vocabulary, combined with specifications of the functionalities of the various
systems. Interaction between systems can then be enriched by pivoting off this
information architecture.Comment: 15 pages, 7 figure
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