3,803 research outputs found

    Mining Sequences of Developer Interactions in Visual Studio for Usage Smells

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    In this paper, we present a semi-automatic approach for mining a large-scale dataset of IDE interactions to extract usage smells, i.e., inefficient IDE usage patterns exhibited by developers in the field. The approach outlined in this paper first mines frequent IDE usage patterns, filtered via a set of thresholds and by the authors, that are subsequently supported (or disputed) using a developer survey, in order to form usage smells. In contrast with conventional mining of IDE usage data, our approach identifies time-ordered sequences of developer actions that are exhibited by many developers in the field. This pattern mining workflow is resilient to the ample noise present in IDE datasets due to the mix of actions and events that these datasets typically contain. We identify usage patterns and smells that contribute to the understanding of the usability of Visual Studio for debugging, code search, and active file navigation, and, more broadly, to the understanding of developer behavior during these software development activities. Among our findings is the discovery that developers are reluctant to use conditional breakpoints when debugging, due to perceived IDE performance problems as well as due to the lack of error checking in specifying the conditional

    3D Spaces in Software Engineering: From K-12 to Life Long Learning

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    Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either in games or social online communities (Prensky 2001). Increasingly this cohort of students will expect to use virtual worlds to learn, and educators are wise to prepare. Indeed 3D Spaces will likely become one of the major platforms for distant learning as well as for virtual teams of software engineers to both work and socialize. In the context of software engineering, this paper discusses the benefits for early movers to integrate 3D Spaces in the classroom, project meetings and vocational training. The focus is set on life-long learning and the specific methodology of 3D Space integration is demonstrated over all stages - from childhood to the workplace

    The Scientist, Spring 2009

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    https://scholarworks.sjsu.edu/scientist/1004/thumbnail.jp

    The Scientist, Spring 2009

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    https://scholarworks.sjsu.edu/scientist/1004/thumbnail.jp

    SciTech News Volume 71, No. 3 (2017)

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    Columns and Reports From the Editor.........................3 Division News Science-Technology Division....5 Chemistry Division....................8 Conference Report, Marion E, Sparks Professional Development Award Recipient..9 Engineering Division................10 Engineering Division Award, Winners Reflect on their Conference Experience..15 Aerospace Section of the Engineering Division .....18 Architecture, Building Engineering, Construction, and Design Section of the Engineering Division................20 Reviews Sci-Tech Book News Reviews...22 Advertisements IEEE..........................................

    Astronomy for Educators

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    Astronomy for Educators provides new and accomplished K-12 instructors with concepts and projects for low-cost, high-impact STEM classroom instruction that is built around the National Academies National Research Council\u27s K-12 Framework for Science Education.https://scholarworks.uark.edu/oer/1001/thumbnail.jp

    Experiences In Collaborative Learning

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    Cooperative learning is a paradigm of collaboration aimed to reach a common goal. The trend of using social networks and social media to deliver and exchange knowledge leads us to believe that collaboration skills must be strongly promoted to empower users to learn with and from each other to support the educational challenges of this century. In this paper we discuss the primary needs of a modern educational system and we present the ETCplus project, a model of cooperation that has as its primary focus students’ cooperation in an academic environment. Two distinct experiments involving cooperative learning with two international universities are discussed. The first describes a system in an environment that is left to evolve autonomously. The second presents a system in a controlled environment that uses an accelerator to speed the learning process. The process of collaboration was built on a shared platform. Students’ feedback shows that cooperative learning produces better results when consonance and resonance are reached. The paper discusses the pros and cons of the ETCplus project
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