18 research outputs found

    Choice of a visual programming language in a level 3 introductory computing course

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    In the level 3 module "Introduction to Computing Technology", the assignment asked students to implement a control program displaying random numbers in a diode display. Students could choose to implement in one of two visual programming languages: Logicator Flowchart (LF) or PICAXE Blocky (PB). LF is a logical representation of a program's execution, whereas PB is a graphical representation of program code. In addition to the program, students were asked to explain their choice and discuss their experience in a report. This poster describes the thinking behind creating the assignment in this way, elaborates on encountered difficulties, and discusses output, feedback and views of the students as expressed in their submission and their report

    Agile culture clash: localisation issues in modern software development

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    Modern software development is expected to be both flexible and efficient despite continuously increasing project complexity. Partly in response to these requirements, agile software development models have become more and more popular. The integration of localization in agile software development, however, leads to a number of conflicts. Translation work is expensive and time-consuming. Usually, neither qualified native nor second-language speakers are available to assist or test during development. The localization efforts are outsourced to external translators. As a consequence, a number of important questions arise: How can linguistic and cultural knowledge be communicated for consideration in agile development? How can the need for deadlines be aligned with a desire for agility? How can external dependencies such as translators be integrated seamlessly? In this poster, we explore these issues and questions. In order to hint at the wide range of possible issues, a sample of common localization problems are shown and the challenges of dealing with them during agile development are outlined

    Comparison of two computer-assisted grading approaches

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    This research compared efficiency and effectiveness of rubric- and comment-based marking and feedback in an online submission system. Two comparable assignments of a computer science module were graded by two tutors. Feedback was provided through BlackBoard rubrics for the first and TurnItIn QuickMark for the second assignment. Semi-structured interviews about marking experience and feedback quality were conducted with tutors and students and analysed for common themes. Results show that tutors found rubric marking easier and more effective, while students emphasized the importance of general feedback quality, specifically constructiveness, without showing a preference for either format

    Of code and context: collaboration between developers and translators

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    Software for international markets often requires cultural adaption, done by developers and translators internationalizing and localizing the product. This poster contrasts differences in work, education and values, and illustrates other important factors with an impact on collaboration. Results suggest an improvement of collaboration by integrating translators into development, and by understanding each other’s work better

    Towards the use of CBR in clearing

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    In the British higher education economy, special significance falls to allocation of study places to applying students. Universities may need to decide on short notice about offering study places to prospective student based on limited information. In this paper, we propose to use a case-based reasoning system to assist administrative staff with this decision. We will analyse the factors based on which subject specialists decide on offering study places to at a university and argue that a case-based reasoning system is in principle able to make a recommendation. We deem CBR as a useful AI-technique for this purpose, especially so as CBR allows to use the normally complex and partly unstructured data involved in the decision making process, following the principles of the experience web as well as experience management in partly unstructured data

    DTV in Germany

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    Human-centered design of games using an interactive TV platform

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    Electronic games are among the most propagated markets in media economy. Now, a shift is taking place to use innovative control schemes and media to reach a yet untapped audience previously deterred by technological barriers. At the same time, research suggests to furnish user interfaces and production applications with hedonic qualities. The thesis determines key success factors to reach new users with computer games by broadcasting interactive {TV} games with {SMS} as a return channel. Previous games are analysed and user requirements determined. A game application is developed and subjected to usability tests, examining the connection between game usability, gameplay concept and entertainment, and determining the main fun drivers. Particular attention is paid to the leap between the two separate mass media by observing the eye movements of users while playing
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