30 research outputs found

    Model for the Evaluation of Educational Quality Using Virtual Learning Environment

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    This article describes a model for the evaluation of educational quality using a virtual learning environment. This model describes quantitative and qualitative aspects that are based on a set of quality attributes and evaluation procedures. Consider different dimensions and moments during the development of an online course. A conceptual model quality framework presented identifies activities of process, product and use. At the time of process, a set of elements representing stimulus to the process, which will be in compliance with quality standards are observed.This article describes a model for the evaluation of educational quality using a virtual learning environment. This model describes quantitative and qualitative aspects that are based on a set of quality attributes and evaluation procedures. Consider different dimensions and moments during the development of an online course. A conceptual model quality framework presented identifies activities of process, product and use. At the time of process, a set of elements representing stimulus to the process, which will be in compliance with quality standards are observed

    Evaluación de la calidad de la representación de especificaciones de software orientados a objeto

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    El uso de la tecnología de orientación a objetos está en un proceso de expansión y está siendo utilizada en aplicaciones complejas y críticas. Como consecuencia de este comportamiento, la urgencia por la calidad se convierte en un aspecto fundamental. Este artículo define atributos de calidad y procedimientos de evaluación de software desarrollado utilizando el paradigma de orientación a objetos, considerando las fases de especificación de requisitos y diseño. La organización y discusión de estos atributos se realiza mediante un método de evaluación de la calidad de software anteriormente propuesto

    Android based mobile environment for moodle users

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    This paper is about the development of a platform that eases, throughout Android based mobile devices, mobility of users of virtual courses at Technological University of Panama. The platform deploys computational techniques such as “web services,” design patterns, ontologies and mobile technologies to allow mobile devices communicate with Moodle CMS. This creates a collaborative and customized environment of interaction and alerts that allows an efficient, flexible, and transparent communication. The environment is based on service oriented client server architecture, achieved through the Service Oriented Architecture (SOA) methodology that eases reuse. The client will have alerts, file downloads, forums and chats, grading, quizzes, and calendar, among other functionalities.This paper is about the development of a platform that eases, throughout Android based mobile devices, mobility of users of virtual courses at Technological University of Panama. The platform deploys computational techniques such as “web services,” design patterns, ontologies and mobile technologies to allow mobile devices communicate with Moodle CMS. This creates a collaborative and customized environment of interaction and alerts that allows an efficient, flexible, and transparent communication. The environment is based on service oriented client server architecture, achieved through the Service Oriented Architecture (SOA) methodology that eases reuse. The client will have alerts, file downloads, forums and chats, grading, quizzes, and calendar, among other functionalities

    A System for Mobile Learning: A Need in a Moving World

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    This paper presents MLEA, a mobile learning application that brings together functionalities of Android devices, Moodle LMS and needs of Mobile learning system users. The application is an answer to young adult learners ‘preferences for mobile technologies. It also provides for professors to close the bridge with their students as well as the trends in higher education. The paper describes in detail the architecture of the design of MLEA, including the creation of web services through the project pattern DAO and a factory method to ensure flexibility.This paper presents MLEA, a mobile learning application that brings together functionalities of Android devices, Moodle LMS and needs of Mobile learning system users. The application is an answer to young adult learners ‘preferences for mobile technologies. It also provides for professors to close the bridge with their students as well as the trends in higher education. The paper describes in detail the architecture of the design of MLEA, including the creation of web services through the project pattern DAO and a factory method to ensure flexibility

    Ambiente de aprendizaje movil de apoyo a la educacion a distancia

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    El desarrollo de la computación móvil y su aplicación en la educación, hizo surgir un nuevo enfoque de educación a distancia, denominado aprendizaje móvil, el cual facilita a los estudiantes el aprendizaje en cualquier momento y desde cualquier lugar. Este trabajo presenta el diseño de un ambiente de aprendizaje móvil, que facilita a los usuarios de los cursos virtuales, de la Universidad Tecnológica de Panamá, interactuar de forma eficiente, flexible y transparente en un ambiente colaborativo y personalizable de interacción y alertas, por medio de smartphones, tablets y reproductores multimedia con sistema operativo Android.El desarrollo de la computación móvil y su aplicación en la educación, hizo surgir un nuevo enfoque de educación a distancia, denominado aprendizaje móvil, el cual facilita a los estudiantes el aprendizaje en cualquier momento y desde cualquier lugar. Este trabajo presenta el diseño de un ambiente de aprendizaje móvil, que facilita a los usuarios de los cursos virtuales, de la Universidad Tecnológica de Panamá, interactuar de forma eficiente, flexible y transparente en un ambiente colaborativo y personalizable de interacción y alertas, por medio de smartphones, tablets y reproductores multimedia con sistema operativo Android

    Forming Teams for Teaching Programming based on Static Code Analysis

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    The use of team for teaching programming can be effective in the classroom because it helps students to generate and acquire new knowledge in less time, but these groups to be formed without taking into account some respects, may cause an adverse effect on the teaching-learning process. This paper proposes a tool for the formation of team based on the semantics of source code (SOFORG). This semantics is based on metrics extracted from the preferences, styles and good programming practices. All this is achieved through a static analysis of code that each student develops. In this way, you will have a record of students with the information extracted; it evaluates the best formation of teams in a given course. The team's formations are based on programming styles, skills, pair programming or with leader.Comment: 9 pages, 5 equations, 5 figures; IJCSI International Journal of Computer Science Issues, Vol. 9, Issue 2, No 3, March 2012. ISSN (Online): 1694-081

    Reuse of use cases diagrams: an approach based on ontologies and semantic web technologies

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    Software reuse is defined as the use of any artifact, or part thereof, created before, on a new Project. This practice has significant benefits in reducing costs and increasing quality and productivity in software development. Numerous approaches have been proposed aimed mostly at the source code reuse, but this type of reuse has its limitations because development platforms and technologies are constantly changing. Then, it is necessary to apply reuse over software artifacts created at higher levels of software life cycle such as requirements specification. This paper presents a tool for the reuse of use case diagrams by storing their information in OWL ontology and the use of Semantic Web technologies.Software reuse is defined as the use of any artifact, or part thereof, created before, on a new Project. This practice has significant benefits in reducing costs and increasing quality and productivity in software development. Numerous approaches have been proposed aimed mostly at the source code reuse, but this type of reuse has its limitations because development platforms and technologies are constantly changing. Then, it is necessary to apply reuse over software artifacts created at higher levels of software life cycle such as requirements specification. This paper presents a tool for the reuse of use case diagrams by storing their information in OWL ontology and the use of Semantic Web technologies

    Aspect Oriented Programming Methodology to Support the Design of Specific Domain Framework

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    The aspect-oriented programming has valuable advantages over other programming paradigms, but in turn it presents difficulties when applying the concepts within the stages of analysis and development to reduce the drawbacks of this paradigm. This paper proposes a methodology to reduce the drawbacks of the paradigm, at the same time provides steps that involve elements of common analysis in the Requirements Engineering with Aspects (basic unit of paradigm) in order to create the framework for a specific domain. The proposed methodology brings together some benefits methodologies, but it emphasizes the treatment of the first disadvantages of the programming aspects and the location and identification of aspects and elements; in addition, this article provides a tool that supports some methodology steps by generating part of the framework code base. In the process of treatment issues, the analysis is oriented to the specification of aspects using AspectJ, with rules to locate and determine aspects within its four Cyclical stages. Finally, it includes a case study which evaluates the steps in this methodology.The aspect-oriented programming has valuable advantages over other programming paradigms, but in turn it presents difficulties when applying the concepts within the stages of analysis and development to reduce the drawbacks of this paradigm. This paper proposes a methodology to reduce the drawbacks of the paradigm, at the same time provides steps that involve elements of common analysis in the Requirements Engineering with Aspects (basic unit of paradigm) in order to create the framework for a specific domain. The proposed methodology brings together some benefits methodologies, but it emphasizes the treatment of the first disadvantages of the programming aspects and the location and identification of aspects and elements; in addition, this article provides a tool that supports some methodology steps by generating part of the framework code base. In the process of treatment issues, the analysis is oriented to the specification of aspects using AspectJ, with rules to locate and determine aspects within its four Cyclical stages. Finally, it includes a case study which evaluates the steps in this methodology

    Utilizacion de ontologias de ingenieria del software para la evaluacion de la calidad en entornos virtuales de aprendizaje

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    La modalidad virtual contribuye a la formación de profesionales con calificaciones múltiples, poniendo especial énfasis en el trabajo en equipo y en la capacidad de aprender a aprender, además de estimular al ciudadano a adaptarse a situaciones de cambio. A través de la estandarización, elemento clave en la ingeniería de software y la medición del software se propone la definición de un modelo conceptual cualitativo-cuantitativo, con un componente ontológico, para la evaluación de la eficacia de la formación en entornos virtuales de aprendizaje.La modalidad virtual contribuye a la formación de profesionales con calificaciones múltiples, poniendo especial énfasis en el trabajo en equipo y en la capacidad de aprender a aprender, además de estimular al ciudadano a adaptarse a situaciones de cambio. A través de la estandarización, elemento clave en la ingeniería de software y la medición del software se propone la definición de un modelo conceptual cualitativo-cuantitativo, con un componente ontológico, para la evaluación de la eficacia de la formación en entornos virtuales de aprendizaje

    Consulting project in kofax and microsoft: analytics/first mile capture

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    One of the biggest issues that exists on companies of our time is to see the way of how the company is moving, how the company is evolving. Big companies have a lot of workers, departments and chiefs officer that must see how it’s the performance of each department to see if there are achieving their goals. The advance of technology has allowed the user to have a better access to information. The users can access information from several devices including mobile devices. Big companies are integrating their system with Business Intelligence tools. BI tools help the company to have an update data at any moment. Business Intelligence allows the user to have a better overview of the information, all the data of the business process are defined on a dynamic dashboard that shows table details and graphics about the business. This allows the end user to have a better understanding of the business. The result of this application tools has shown that automatized this kind of labor, allows to have more time to focus on the main jobs of the company and with all this data collection the chief officer would be able to see the evolution of the company
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