95 research outputs found

    Involving Software Engineering Students in Open Source Software Projects: Experiences from a Pilot Study

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    Anecdotal and research evidences show that the Free and Open Source Software (F/OSS) development model has produced a paradigm shift in the way we develop, support, and distribute software. This shift is not only redefining the software industry but also the way we teach and learn in our software engineering (SE) courses. But for many universities F/OSS is seen as an optional low cost technology to support the IT infrastructure and administrational duties. Few see F/OSS as an opportunity for students to learn the SE concepts and skills we teach. Furthermore, it is still an open question as to whether the F/OSS methodology can be effectively used to teach SE courses within the formally structured curriculwn in most universities. This paper discusses F/OSS projects as bazaars of learning that offer a meaningful learning context. The discussion is centered on a pilot study in which students were involved in software testing in F/OSS projects. We present the teaching and learning framework we used in the pilot study and report on our experiences, lessons learned, and some practical problems we encountered. Our grading and evaluation approach show that the students did relatively well as bug hunters and reporters. Results from two online surveys indicate that students are motivated in participating in software testing in the bazaar, and they are willing to participate in project activities long after their graduation. The study reveals one possible way SE educators can teach and integrate F/OSS into their formal curricular structure

    TOWARDS AN UNDERSTANDING OF UNIVERSITY STUDENTS’ RESPONSE IN TIMES OF PANDEMIC CRISIS (COVID-19)

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    In response to the need for more research evidence, as an empirical base for discussion on the experiences of young people, the current study aims to contribute to the discussion on their attitudes and behaviors in times of pandemic crisis. It is of great importance, that under the pressure of social limits on social distancing for the novel Coronavirus (COVID-19), young students have to adapt more efficiently with new technologies both every day and for educational practices, where their experiences involve multiple, complex and overlapping social and digital universes. According to the findings of this study, it is clear that as long as universities were closed, most of the/our young students did not have any difficulty in switching to online teaching. In addition, the participants' responses show that as Gen Z’s, they want to have the ability to learn new skills and make new experiences.  Article visualizations

    Quality And Effectiveness Of Enterprise Resource Planning - Customer Relationship Management Systems: Implications For Information Systems Marketing Strategies

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    The present research examines the success of Enterprise Resource Planning (ERP) systems in Greece, employing Delone and McLean’s model. The questionnaires of the study were e-mailed to the 1,049 largest organizations based on turnover and assets. The final research sample consists of 105 Greek enterprises. The list of organizations was compiled by using the Index of Companies and Products Directory (ICAP). Results show that users have more positive attitude towards system quality and information quality and less positive attitude towards service quality. Moreover, users believe that ERP systems enhance their performance and can contribute to the control of management. Furthermore, present paper proved that D&M model constitutes a causal model with the exception of the variable of system use that is only related to user satisfaction, and ERP system quality.The findings of this research trigger many theoretical and managerial implications and create lots of potential for future research in the fields of Information Systems, Management, and Marketing

    Computer Game Scenario Representation: A Systematic Mapping Study

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    Background: Game scenario is an important factor for achieving player enjoyment; consisting a key business success factor. Additionally, the production of early design artifacts is crucial for the success of the development process. However, representing scenarios is a non-trivial task: (a) multiple aspects of the game need to be visualized; and (b) there is a plethora of representation approaches, out of which the game designer needs to select from. Aim: The goal of this work is to provide a panorama of the current scenario representation approaches, to aid game engineers in selecting the most fitting scenario representation approach and understand the existing designing options. Method: We have performed a Systematic Mapping Study, using 4 digital libraries, since the main goal can be achieved through study classification. By following an established search and filtering process, we have identified 717 articles, and analyzed in detail 95. Results: Diagrams are the most common generic approach to represent scenario; Game story is the most usual part of the scenario being represented; Characters are the most common component; and Transitions are the most usual connectors. Conclusion: Researchers may get useful information for empirically investigating several game engineering aspects; whereas game engineers can efficiently select the most fitting approach

    Reflection on Knowledge Sharing in F/OSS Projects

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    Abstract. Knowledge sharing between software project participants simplifies a range of decision-making processes and helps improve the way software is being developed, distributed, and supported. However, research in this area has traditionally been very difficult because the source of knowledge, the code, has been a guarded secret and software developers and users inhabit different worlds. F/OSS projects have changed the way we perceive and understand knowledge sharing in distributed software development. This short paper presents our current understanding, and what needs to be done in terms of empirical research in knowledge sharing in F/OSS projects

    Assessing Free/Open Source Software Quality

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