17,016 research outputs found

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation

    Engineering at San Jose State University, Spring 2015

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    https://scholarworks.sjsu.edu/engr_news/1013/thumbnail.jp

    Straddling the intersection

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    Music technology straddles the intersection between art and science and presents those who choose to work within its sphere with many practical challenges as well as creative possibilities. The paper focuses on four main areas: secondary education, higher education, practice and research and finally collaboration. The paper emphasises the importance of collaboration in tackling the challenges of interdisciplinarity and in influencing future technological developments

    Connected Learning Journeys in Music Production Education

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    The field of music production education is a challenging one, exploring multiple creative, technical and entrepreneurial disciplines, including music composition, performance electronics, acoustics, musicology, project management and psychology. As a result, students take multiple ‘learning journeys’ on their pathway towards becoming autonomous learners. This paper uniquely evaluates the journey of climbing Bloom’s cognitive domain in the field of music production and gives specific examples that validate teaching music production in higher education through multiple, connected ascents of the framework. Owing to the practical nature of music production, Kolb’s Experiential Learning Model is also considered as a recurring function that is necessary for climbing Bloom’s domain, in order to ensure that learners are equipped for employability and entrepreneurship on graduation. The authors’ own experiences of higher education course delivery, design and development are also reflected upon with reference to Music Production pathways at both the University of Westminster (London, UK) and York St John University (York, UK)

    Educating for Change

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    The United Nations’ Sustainable Development Goals (SDGs) framework was adopted by every member state of the United Nations in 2015, and, albeit not legally binding, it is arguably one of the greatest steps of humanity to address the identified problems of our time, covering a wide range of topics such as environmental protection, equal opportunities, education, eradication of diseases, famine, poverty, slavery and child labour. Both in terms of its comprehensive scope and its worldwide support, this framework arguably represents one of the most significant international frameworks in human history. Using education related examples from a charity project that is concerned with the development of a local health care system in the African rain forest in Cameroon, this paper illustrates how projects can and should implement key aspects of the SDGs framework pre-emptively within their scope, i.e. at the local level, prior to and in support of the full, legally binding implementation of the framework at the national level. This not only helps to make our world a better place, but also very concretely to reduce project risks, create funding opportunities and make the project’s deliverables more sustainable. The ‘Mahola Project’ (‘Mahola’ means ‘Aid’ in the local Bassa language) was founded in 2013 – following an exploration trip to Cameroon in order to assess the real needs of the population in the deprived area around the village Siliyegue – as a response to meet these needs. The main objective of the project is the development and deployment of a sustainable, integrated, local health care system that is fully aligned with the SDGs and brings about dramatic improvements for the quality of life of the people living there; far beyond ‘just’ providing health care and work opportunities. Education is at the core of the necessary efforts to successfully deliver this system, changing minds and hearts

    Educating for Change

    Get PDF
    The United Nations’ Sustainable Development Goals (SDGs) framework was adopted by every member state of the United Nations in 2015, and, albeit not legally binding, it is arguably one of the greatest steps of humanity to address the identified problems of our time, covering a wide range of topics such as environmental protection, equal opportunities, education, eradication of diseases, famine, poverty, slavery and child labour. Both in terms of its comprehensive scope and its worldwide support, this framework arguably represents one of the most significant international frameworks in human history. Using education related examples from a charity project that is concerned with the development of a local health care system in the African rain forest in Cameroon, this paper illustrates how projects can and should implement key aspects of the SDGs framework pre-emptively within their scope, i.e. at the local level, prior to and in support of the full, legally binding implementation of the framework at the national level. This not only helps to make our world a better place, but also very concretely to reduce project risks, create funding opportunities and make the project’s deliverables more sustainable. The ‘Mahola Project’ (‘Mahola’ means ‘Aid’ in the local Bassa language) was founded in 2013 – following an exploration trip to Cameroon in order to assess the real needs of the population in the deprived area around the village Siliyegue – as a response to meet these needs. The main objective of the project is the development and deployment of a sustainable, integrated, local health care system that is fully aligned with the SDGs and brings about dramatic improvements for the quality of life of the people living there; far beyond ‘just’ providing health care and work opportunities. Education is at the core of the necessary efforts to successfully deliver this system, changing minds and hearts

    AI, Robotics, and the Future of Jobs

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    This report is the latest in a sustained effort throughout 2014 by the Pew Research Center's Internet Project to mark the 25th anniversary of the creation of the World Wide Web by Sir Tim Berners-Lee (The Web at 25).The report covers experts' views about advances in artificial intelligence (AI) and robotics, and their impact on jobs and employment

    The Internet of Things Will Thrive by 2025

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    This report is the latest research report in a sustained effort throughout 2014 by the Pew Research Center Internet Project to mark the 25th anniversary of the creation of the World Wide Web by Sir Tim Berners-LeeThis current report is an analysis of opinions about the likely expansion of the Internet of Things (sometimes called the Cloud of Things), a catchall phrase for the array of devices, appliances, vehicles, wearable material, and sensor-laden parts of the environment that connect to each other and feed data back and forth. It covers the over 1,600 responses that were offered specifically about our question about where the Internet of Things would stand by the year 2025. The report is the next in a series of eight Pew Research and Elon University analyses to be issued this year in which experts will share their expectations about the future of such things as privacy, cybersecurity, and net neutrality. It includes some of the best and most provocative of the predictions survey respondents made when specifically asked to share their views about the evolution of embedded and wearable computing and the Internet of Things

    Employee participation and engagement in working for the environment

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    © Emerald Group Publishing Limited. Purpose – The purpose of this paper is to explore the role of specific human resource management (HRM) practices in the implementation of environmental initiatives in terms of their impact on employee attitudes to the organization and to its environmental programme. Design/methodology/approach – The study used a mixed method approach comprising a survey of 675 employees and 16 semi-structured interviews undertaken across two organizations. Findings – Survey data, analysed using path analysis, showed that participation in environmental initiatives is directly associated with higher levels of employee engagement with the organization, higher rating of their organization’s environmental performance, and lower intention to quit. The qualitative study supports the quantitative data, also highlighting other aspects of environmental initiatives that may affect employee attitudes. Research limitations/implications – Future study should either collect longitudinal data or rely on data collected from two waves of data collection. Objective performance data should also be collected in order to better understand the causal effect of HRM on environmental performance. Practical implications – Our findings have implications for the business case for sustainability,  providing some evidence that implementing environmental initiatives with HRM support may not only motivate staff around environmental programmes but may provide wider benefits for organizations in terms of overall job satisfaction and employee retention. Social implications – Successful implementation of environmental management initiatives have both organizational and employee level outcomes. Employees who were more aligned with their organizational environmental objectives were found to be more engaged and less likely to quit. Originality/value – This study provided both quantitative and qualitative empirical evidence to support the importance of integrating the HRM function into the implementation of environmental initiatives

    Benefits of Industry Involvement in Multidisciplinary Capstone Design Courses

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    Opportunities for industry involvement in capstone design courses go beyond industry sponsorship of capstone design projects. Representatives from industry can serve as guest lecturers, curriculum advisors, and design project sponsors and team mentors. Since 2000, industry participation has been a core part of the capstone design course at Marquette University. Practicing engineers provide a relevant, practical real-world perspective of their topic, reinforcing its importance to professional engineering practice. Students and faculty benefit from the up-to-date treatment of the topic provided by guest speakers from industry who have expertise in the topic and are willing to share their experiences with students. Students benefit from industry sponsorship of senior design projects through the opportunity to work on realworld problems of importance to industry, exposure to industry and company-specific project management and product development processes, and familiarity with economic, legal, and regulatory design constraints. This paper provides a brief description of the Multidisciplinary Capstone Design course at Marquette University, examples of industry involvement in the course, and the observed benefits of industry involvement to students, the university, and industry participants. It presents examples of current practices used at other schools as well as helpful recommendations for managing industry participation in capstone design courses
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