4,469 research outputs found

    Spartan Daily, February 9, 1995

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    Volume 104, Issue 10https://scholarworks.sjsu.edu/spartandaily/8655/thumbnail.jp

    The Cowl - v.79 - n.11 - Nov 20, 2014

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    The Cowl - student newspaper of Providence College. Vol 79 - No. 11 - November 20, 2014. 24 pages

    Spartan Daily, March 16, 1995

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    Volume 104, Issue 35https://scholarworks.sjsu.edu/spartandaily/8680/thumbnail.jp

    Social e-learning in topolor : a case study

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    Social e-learning is a process through which learners achieve their learning goals via social interactions with each other by sharing knowledge, skills, abilities and educational materials. Adaptive e-learning enables adaptation and personalization of the learning process, based on learner needs, knowledge, preferences and other characteristics. In this paper, we present a case study that analyzes the social interaction features of a social personalized adaptive e-learning system developed at the University of Warwick, called Topolor. We discuss the results of a quantitative case study that evaluates the perceived usefulness and usability. The results demonstrate a generally high level of learner satisfaction with their learning experience. We extend the discussion of the results to explore future research directions and suggest further improvements for the studied social personalized adaptive e-learning system

    Scrum Game: An Agile Software Management Game

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    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    Uniform: The Form Validation Language

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    Digital forms are becoming increasingly more prevalent but the ease of creation is not. Web Forms are difficult to produce and validate. This design project seeks to simplify this process. This project is comprised of two parts: a logical programming language (Uniform) and a web application. Uniform is a language that allows its users to define logical relationships between web elements and apply simple rules to individual inputs to both validate the form and manipulate its components depending on user input. Uniform provides an extra layer of abstraction to complex coding. The web app implements Uniform to provide business-level programmers with an interface to build and manage forms. Users will create form templates, manage form instances, and cooperatively complete forms through the web app. Uniform’s development is ongoing, it will receive continued support and is available as open-source. The web application is software owned and maintained by HP Inc. which will be developed further before going to market

    Implementing a Decision-Aware System for Loan Contracting Decision Process

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    The paper introduces our work related to the design and implementation of a decision-aware system focused on the loan contracting decision process. A decision-aware system is a software that enables the user to make a decision in a simulated environment and logs all the actions of the decision maker while interacting with the software. By using a mining algorithm on the logs, it creates a model of the decision process and presents it to the user. The main design issue introduced in the paper is the possibility to log the mental actions of the user. The main implementation issues are: user activity logging programming and technologies used. The first section of the paper introduces the state-of-the-art research in process mining and the framework of our research; the second section argues the design of the system; the third section introduces the actual implementation and the fourth section shows a running example.Decision-Aware Systems, Decision Activity Logs, Decision Mining, Codeigniter, JSON

    Spartan Daily, February 23, 1995

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    Volume 104, Issue 20https://scholarworks.sjsu.edu/spartandaily/8665/thumbnail.jp

    Historical review of missile aerodynamic developments

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    The development of missiles from early history up to about 1970 is discussed. Early unpowered missiles beyond the rock include the spear, the bow and arrow, the gun and bullet, and the cannon and projectile. Combining gunpowder with projectiles resulted in the first powered missiles. In the early 1900's, the development of guided missiles was begun. Significant advances in missile technology were made by German scientists during World War II. The dispersion of these advances to other countries following the war resulted in accelerating the development of guided missiles. In the late 1940's and early 1950's there was a proliferation in the development of missile systems in many countries. These developments were based primarily on experimental work and on relatively crude analytical techniques. Discussed here are some of the missile systems that were developed up to about 1970; some of the problems encountered; the development of an experimental data base for use with missiles; and early efforts to develop analytical methods applicable to missiles

    IT 202 - 007: Internet Applications

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