8,094 research outputs found

    Software Engineering for Millennials, by Millennials

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    Software engineers need to manage both technical and professional skills in order to be successful. Our university offers a 5.5 year program that mixes computer science, software and computer engineering, where the first two years are mostly math and physics courses. As such, our students' first real teamwork experience is during the introductory SE course, where they modify open source projects in groups of 6-8. However, students have problems working in such large teams, and feel that the course material and project are "disconnected". We decided to redesign this course in 2017, trying to achieve a balance between theory and practice, and technical and professional skills, with a maximum course workload of 150 hrs per semester. We share our experience in this paper, discussing the strategies we used to improve teamwork and help students learn new technologies in a more autonomous manner. We also discuss what we learned from the two times we taught the new course.Comment: 8 pages, 9 tables, 4 figures, Second International Workshop on Software Engineering Education for Millennial

    Efficient and Playful Tools to Teach Unix to New Students

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    Teaching Unix to new students is a common tasks in many higher schools. This paper presents an approach to such course where the students progress autonomously with the help of the teacher. The traditional textbook is complemented with a wiki, and the main thread of the course is a game, in the form of a treasure hunt. The course finishes with a lab exam, where students have to perform practical manipulations similar to the ones performed during the treasure hunt. The exam is graded fully automatically. This paper discusses the motivations and advantages of the approach, and gives an overall view of the tools we developed. The tools are available from the web, and open-source, hence re-usable outside the Ensimag.Comment: ITiCSE, Darmstadt : Germany (2011

    Authentication of Students and Students’ Work in E-Learning : Report for the Development Bid of Academic Year 2010/11

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    Global e-learning market is projected to reach $107.3 billion by 2015 according to a new report by The Global Industry Analyst (Analyst 2010). The popularity and growth of the online programmes within the School of Computer Science obviously is in line with this projection. However, also on the rise are students’ dishonesty and cheating in the open and virtual environment of e-learning courses (Shepherd 2008). Institutions offering e-learning programmes are facing the challenges of deterring and detecting these misbehaviours by introducing security mechanisms to the current e-learning platforms. In particular, authenticating that a registered student indeed takes an online assessment, e.g., an exam or a coursework, is essential for the institutions to give the credit to the correct candidate. Authenticating a student is to ensure that a student is indeed who he says he is. Authenticating a student’s work goes one step further to ensure that an authenticated student indeed does the submitted work himself. This report is to investigate and compare current possible techniques and solutions for authenticating distance learning student and/or their work remotely for the elearning programmes. The report also aims to recommend some solutions that fit with UH StudyNet platform.Submitted Versio

    Annual Report, 2012-2013

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    Annual Report, 2013-2014

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    Reinvigorating the discipline:pervasive computing and tomorrow's computer scientists

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    Declining enrollments in computer science and related fields are a global concern. This issue's column, by Mike Hazas and Rebecca Marsden of Lancaster University in the UK describes the novel Lancaster Headstart program that uses the excitement of pervasive computing to attract students into the computer science

    Design and use of web lectures to enhance GIS teaching and learning strategies : the students' opinions

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    The goal of this research is to design, use and evaluate a set of web lectures, specifically tailored to the needs of students in higher education who follow geographic information system -related courses. Since education in geographic information system includes theoretical concepts and practical experience, both of these teaching strategies will be implemented in the web lectures. The user-centered design approach is used in the design process to increase the acceptance of the web lectures and the motivation to use them: perceived usefulness and ease of use. The results show that the students appreciate the initial set of web lectures, but that they need to be motivated more to use them (especially when theoretical topics are covered). Students still value the "traditional" face-to-face lectures and see the web lectures as an ideal complement

    An Electronic Web-based Assessment System

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    In keeping with the outcome-based assessment outlined by ABET's Education Criteria 2000, the School of Engineering at the University of Bridgeport has defined fifteen general student outcomes. These outcomes form the basis of its instructional program and assessment activities. In assessing and monitoring the attainment of these outcomes, formal assessment tools such as test and quizzes as well as assignment and project reports prove to be major indicators. This study is an attempt to perform the assessment process using the Internet and its capabilities. Presented in the paper is a new technique for presentation of relevant materials for accreditation under ABET and CSAB Criteria for Engineering and Computer Science programs. The course materials from all courses offered in Fall 2002 and Spring 2003 is gathered and organized into separate course websites. Our electronic assessment (e-assessment) system (http://assesseng.bridgeport.edu/) is designed and implemented such that it allows the assessment evaluator to browse in a logical and convenient manner starting from the program objectives and outcomes to specific course materials where they are implemented. This process also includes browsing the course versus outcomes matrix and individual course grids. The feedback loop is closed with the evaluation of the course versus outcomes and outcomes versus ABET criteria matrix. Program objectives and program constituents such as the students and alumni are also involved in the process. The achievement of the program outcomes and objectives is at the heart of the assessment process. In this paper, the focus is on the program outcomes and how they are achieved at the course level.http://jstem.org/index.php?journal=JSTEM&page=article&op=view&path[]=131

    A manifesto for the creative economy

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    The UK\u27s creative economy is one of its great national strengths, historically deeply rooted and accounting for around one-tenth of the whole economy. It provides jobs for 2.5 million people – more than in financial services, advanced manufacturing or construction – and in recent years, this creative workforce has grown four times faster than the workforce as a whole. But behind this success lies much disruption and business uncertainty, associated with digital technologies. Previously profitable business models have been swept away, young companies from outside the UK have dominated new internet markets, and some UK creative businesses have struggled to compete. UK policymakers too have failed to keep pace with developments in North America and parts of Asia. But it is not too late to refresh tired policies. This manifesto sets out our 10-point plan to bolster one of the UK\u27s fastest growing sectors
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