10,438 research outputs found
Teaching Software Development to Non-Software Engineering Students
This paper argues that although the object-oriented programming (OOP) paradigm is appropriate for students taking programming modules on Higher Education (HE) software engineering course, this paradigm is not as relevant for students from other courses who study programming modules. It is also asserts that adopting another paradigm when teaching programming to non-software engineering students need not prevent the encouragement of good software engineering practices The paper discusses the software development model, procedures, techniques and programming language that the author requires non-software engineering students to employ when developing their
software. This discussion also includes consideration of implementation issues in an educational context. The paper concludes that his alternative approach has been successfully implemented, that it requires the student to adopt a rigorous approach to development and that it encourages best software engineering practices. The conclusions also note that delivering this alternative offers the opportunity to include good educational practice, such as role-play
Formal Reasoning Using an Iterative Approach with an Integrated Web IDE
This paper summarizes our experience in communicating the elements of
reasoning about correctness, and the central role of formal specifications in
reasoning about modular, component-based software using a language and an
integrated Web IDE designed for the purpose. Our experience in using such an
IDE, supported by a 'push-button' verifying compiler in a classroom setting,
reveals the highly iterative process learners use to arrive at suitably
specified, automatically provable code. We explain how the IDE facilitates
reasoning at each step of this process by providing human readable verification
conditions (VCs) and feedback from an integrated prover that clearly indicates
unprovable VCs to help identify obstacles to completing proofs. The paper
discusses the IDE's usage in verified software development using several
examples drawn from actual classroom lectures and student assignments to
illustrate principles of design-by-contract and the iterative process of
creating and subsequently refining assertions, such as loop invariants in
object-based code.Comment: In Proceedings F-IDE 2015, arXiv:1508.0338
Pedagogical Possibilities for the N-Puzzle Problem
In this paper we present work on a project funded by the National Science Foundation with a goal of unifying the Artificial Intelligence (AI) course around the theme of machine learning. Our work involves the development and testing of an adaptable framework for the presentation of core AI topics that emphasizes the relationship between AI and computer science. Several hands-on laboratory projects that can be closely integrated into an introductory AI course have been developed. We present an overview of one of the projects and describe the associated curricular materials that have been developed. The project uses machine learning as a theme to unify core AI topics in the context of the N-puzzle game. Games provide a rich framework to introduce students to search fundamentals and other core AI concepts. The paper presents several pedagogical possibilities for the N-puzzle game, the rich challenge it offers, and summarizes our experiences using it
Work in Progress: Vertical Integration of Engineering Design in an Undergraduate BME Curriculum
Relevant and robust biomedical engineering programs integrate challenging, hands-on engineering design projects that require student teams to develop and deliver functional prototypes in response to biomedical design problems. The inclusion of such projects throughout Biomedical Engineering (BME) curricula not only brings active learning to the classroom but helps students improve as team members, decision makers, and problem solvers. This work highlights how sophomore and junior level engineering design projects can increase students’ fundamental engineering design knowledge and self-reported confidence in approaching design projects. By steadily increasing the complexity of engineering design experiences throughout the BME undergraduate curriculum, our continued work studies whether intentional, vertical alignment of engineering experiences ultimately better prepares BME undergraduates for their senior design capstone projects and their professional pursuits
DIDET: Digital libraries for distributed, innovative design education and teamwork. Final project report
The central goal of the DIDET Project was to enhance student learning opportunities by enabling them to partake in global, team based design engineering projects, in which they directly experience different cultural contexts and access a variety of digital information sources via a range of appropriate technology. To achieve this overall project goal, the project delivered on the following objectives: 1. Teach engineering information retrieval, manipulation, and archiving skills to students studying on engineering degree programs. 2. Measure the use of those skills in design projects in all years of an undergraduate degree program. 3. Measure the learning performance in engineering design courses affected by the provision of access to information that would have been otherwise difficult to access. 4. Measure student learning performance in different cultural contexts that influence the use of alternative sources of information and varying forms of Information and Communications Technology. 5. Develop and provide workshops for staff development. 6. Use the measurement results to annually redesign course content and the digital libraries technology. The overall DIDET Project approach was to develop, implement, use and evaluate a testbed to improve the teaching and learning of students partaking in global team based design projects. The use of digital libraries and virtual design studios was used to fundamentally change the way design engineering is taught at the collaborating institutions. This was done by implementing a digital library at the partner institutions to improve learning in the field of Design Engineering and by developing a Global Team Design Project run as part of assessed classes at Strathclyde, Stanford and Olin. Evaluation was carried out on an ongoing basis and fed back into project development, both on the class teaching model and the LauLima system developed at Strathclyde to support teaching and learning. Major findings include the requirement to overcome technological, pedagogical and cultural issues for successful elearning implementations. A need for strong leadership has been identified, particularly to exploit the benefits of cross-discipline team working. One major project output still being developed is a DIDET Project Framework for Distributed Innovative Design, Education and Teamwork to encapsulate all project findings and outputs. The project achieved its goal of embedding major change to the teaching of Design Engineering and Strathclyde's new Global Design class has been both successful and popular with students
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Academic use of digital resources: Disciplinary differences and the issue of progression revisited
This paper examines the use of digital resources by academic staff in a single UK University and its influence on academic practice over a two to three year period. The paper describes two linked studies that address several of the themes regarding the impact of electronic resources identified in this special edition. In particular it provides findings that contribute to our understanding of changing roles and practices in academic teaching (Oliver this edition). The themes explored in this paper include the way disciplinary differences affect the use of digital resources, and how academic progression is understood by academic staff in different disciplines and its role in informing staff choices in deploying digital resources for student use. The paper also addresses the issue of changing academic practice and the adoption life cycle in relation to use of digital resources.
Keywords: Digital resources, Disciplinary differences, Teaching and learning, Distributed learning environments
Student teamwork: developing virtual support for team projects
In the 21st century team working increasingly requires online cooperative skills as well as more traditional skills associated with face to face team working. Virtual team working differs from face to face team working in a number of respects, such as interpreting the alternatives to visual cues, adapting to synchronous communication, developing trust and cohesion and cultural interpretations. However, co-located student teams working within higher education can only simulate team working as it might be experienced in organisations today. For example, students can learn from their mistakes in a non-threatening environment, colleagues tend to be established friends and assessing teamwork encourages behaviour such as “free-riding”. Using a prototyping approach, which involves students and tutors, a system has been designed to support learners engaged in team working. This system helps students to achieve to their full potential and appreciate issues surrounding virtual teamwork. The Guardian Agent system enables teams to allocate project tasks and agree ground rules for the team according to individuals’ preferences. Results from four cycles of its use are presented, together with modifications arising from iterations of testing. The results show that students find the system useful in preparing for team working, and have encouraged further development of the system
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