35 research outputs found

    Beaudreau, Frank (1860 - )

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    This biographical summary was created by the Works Progress Administration (WPA) between 1936 and 1939

    Bauer, Joseph (1854 - 1933)

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    This biographical summary was created by the Works Progress Administration (WPA) between 1936 and 1939

    Gilles, John M. (1875 - )

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    This biographical summary was created by the Works Progress Administration (WPA) between 1936 and 1939

    A reference framework for process-oriented software development organizations

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    In this paper, a proposal of a generic framework for process-oriented software development organizations is presented. Additionally, the respective way of managing the process model, and the instantiation of their processes with the Rational Unified Process (RUP) disciplines, whenever they are available, or with other kind of processes is suggested. The proposals made here were consolidated with experiences from real projects and we report the main results from one of those projects.FCT -Fuel Cell Technologies Program(POSI/37334/CHS/2001

    Carlisle Indian School Digital Resource Center: An Interactive Site for Research and Teaching

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    The Carlisle Indian Industrial School (1879-1918), the first government-run off-reservation boarding school in the U.S., is a major site of memory for many Native peoples, as well as a source of research and study for descendants, students, and scholars in the U.S. and abroad. The Carlisle Indian School Digital Resource Center (http://carlisleindian.dickinson.edu), supported by a grant from the Andrew W. Mellon Foundation, represents a collaborative effort to aid the research and teaching process by bringing together online a variety of resources that are physically preserved in various locations around the country. Through this project, we seek to increase knowledge and understanding of the school and its complex legacy, while also facilitating efforts to tell the stories of the thousands of students who were sent there. Begun in 2013, the project includes more than 100,000 pages of documentation from the U.S. National Archives, and has already been used by a wide variety of audiences. Through this interactive presentation we will demonstrate the current website tools and capabilities, we will discuss the implementation of interactive tools/crowdsourcing for users to share their own material, and we will talk about some of the logistical challenges of this large collaborative undertaking. We will also address the important roles of our undergraduate interns in this effort and talk about how the project has already been used for individual research and in the classroom. Finally, we will discuss some of the unique challenges of digitizing and presenting complex and emotionally charged historical material online

    Age Discrimination in the Workplace and its Association with Health and Work: Implications for Social Policy

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    In this brief, we describe a measure for assessing experiences of both overt and covert age discrimination in the workplace among employees of all ages. We also examine how age discrimination relates to health, organizational commitment and intentions to leave the organization or retire.Peter Paul Professorship at Boston University, John A. Hartford Foundation Dissertation Fellowship, and Chancellor’s Fellowship at Washington University in St. Loui

    Using gamification in software engineering teaching: Study case for software design

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    Software engineering discipline needs promoting and responding to the demands of the software industry and their challenges, centered on the diversity and short delivery times in the projects. Looking to align with such demand, software engineering teaching has evolved incorporating newel strategies for increasing student motivation in the learning process. Gamification is one of them strategies centered on games principles, as the interactivity, ludic, and enhance engagement. This strategy, compared to other teaching techniques, improve the processes of conceptual understanding and learning. In this paper we propose a method, based on gamification, to design pedagogic instruments, comprising a strategy, techniques, and materials for teaching a specific subject. The goal of method is facilitate the gameful activities design in the classroom and then increase of motivation, cooperation and teamwork in participants, in the learning process of conceptual and practical subjects. The method was validated with the topic of software design in a course of a software engineering of the Universidad de Medellín (Colombia). In this pilot we establish improvement actions and recommendations incorporated in the final game version. © Springer Nature Switzerland AG 2019
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