A Replicated Experiment with Undergraduate Students to Evaluate the Applicability of a Use Case Precedence Diagram Based Approach in Software Projects

Author(s):  
José Antonio Pow-Sang ◽  
Ricardo Imbert ◽  
Ana María Moreno
2019 ◽  
Vol 13 (03) ◽  
pp. 343-366 ◽  
Author(s):  
Vinh T. Nguyen ◽  
Rebecca Hite ◽  
Tommy Dang

Web-based virtual reality (VR) development tools are in ubiquitous use by software developers, and now, university (undergraduate) students, to move beyond using, to creating new and energizing VR content. Web-based VR (WebVR), among other libraries and frameworks, have risen as a low-cost platform for users to create rich and intuitive VR content and applications. However, the success of WebVR as an instructional tool relies on post-secondary students technological acceptance (TA), the intersectionality of a user’s perceived utility (PU) and perceived ease of use (PEOU, or convenience) with said technological tool. Yet, there is a dearth of exploratory studies of students’ experiences with the AR/VR development technologies to infer their TA. To ascertain the viability of WebVR tools for software engineering undergraduates in the classroom, this paper presents a 3-case contextual investigation of 38 undergraduate students tasked with creating VR content. In each use case, students were provided increasing freedom in their VR content development parameters. Results indicated that students demonstrated elements of technological acceptance in their selection of webVR and other platforms, and not only successfully creating rich and robust VR content (PU), but also executing these projects in a short period (PEOU). Other positive externalities observed were students exhibitions of soft skills (e.g. creativity, critical thinking) and different modes of demonstrating coding knowledge, which suggest further study. Discussed are the lessons learned from the WebVR and VR/AR interventions and recommendations for WebVR instruction. This work may be helpful for both learners and teachers using VR/AR in selecting, designing, and developing coursework materials, tools, and libraries.


Author(s):  
Ana Paula dos Santos ◽  
Bernardo Baptista ◽  
Carlos Felipe Arantes ◽  
Eric Ribeiro ◽  
Patrick Rodrigues Galdino ◽  
...  

2018 ◽  
Vol 3 (1) ◽  
pp. 181
Author(s):  
Kexy Rodríguez ◽  
Nichol Sánchez ◽  
Ramfis Miguelena

The Software Factory of the ICT Research Center is currently implementing a research model that consists in the incorporation of undergraduate students of the Technological University of Panama in software development projects. This model aims to promote the participation of university students on real software development projects, and to build a research culture. The model consists of five phases: Project planning, selection of students, provide a 45-hour training to selected students on ICT Research Center development guidelines, assign and insert students in software projects (they will also be assigned to a mentor), and give the opportunity to high performance students to be recruited by an ICT Research group. It should be noted that student participation is voluntary, so they do not receive final compensation.Keywords: Student's insertion, volunteering, software development


10.28945/4516 ◽  
2020 ◽  
Author(s):  
Christine Bakke

Aim/Purpose: To examine crowd-sourced programming as an experiential learning, instructional medium. The goal is to provide real-time, real-world, artificial intelligence programming without textbook instructional materials. Background: Open source software has resulted in loosely knit communities of global software developers that work together on a software project. Taking open source software development to another level, current trends have expanded into crowd sourced development of Artificial Intelligence (AI). This project explored the use of Amazon Alexa’s tools and web resources to learn AI software development. Methodology: This project incorporated experiential and inquiry educational methods that combined direct experience with crowd-sourced programming while requiring students to take risks, solve problems, be creative, make mistakes and resolve them. The instructor facilitated the learning experience through weekly meetings and structured reports that focused on goal setting and analysis of problems. This project is part of ongoing research into small group creative works research that provides students with real-world coding experience. Contribution: Undergraduate students successfully programmed an introductory level social bot using experiential learning methods and a crowd-sourced programming project (Amazon Alexa social bot). Findings: A of the experience and findings will be included with final paper release summary Recommendations for Practitioners: Crowd sourced programming provides opportunities and can be harnessed for semester long coding projects to develop student programming skills through direct involvement in real open sourced projects. Recommendation for Researchers: There is a high rate of failure associated with software projects, yet pro-gramming courses continue to be taught as they have been for decades. More research needs to be done and instructional materials developed for the undergraduate level that use real programming projects. Can we improve the rate of success for software projects by requiring expe-riential education in our courses? Impact on Society: Crowd-sourced programming is an opportunity for students to learn to program and build their portfolio with real world experience. Students participating in crowd-sourced programming are involved in creative works research and gain experience developing real-world software. Future Research: Future research will explore experiential learning such as crowd-sourced and other open source programming opportunities for undergraduate students to participate in real software development.


2016 ◽  
Vol 12 (1) ◽  
Author(s):  
Elia Zakharia ◽  
Djoko Budiyanto Setyohadi ◽  
Y. Sigit Purnomo W. P.

E-learning model can be developed into various forms according to the context of development. All of e-learning model aims to support learning process. The main objective of this study was to design online course interface that runs in mobile device using the theory of usability ISO 9241-11 in UAJY (Universitas Atma Jaya Yogyakarta). Data was collected from 55 undergraduate students of UAJY. It is used as initial state in design process. Furthermore, online course interface design created with use case diagram that adapted to activities of HTA. Nevertheless, in the design process components of interface created by the user persona and mobile device pattern, as well as guided by MGQM, which is also adapted to the limitations of this study and the conditions in UAJY. In addition, using log data collection to handle part of MGQM, which related with time, steps, resources.


2001 ◽  
pp. 61-74 ◽  
Author(s):  
Wolfgang Hesse

Recently, the Rational Unified Process (RUP) has been published as the second part of Rational’s Unified Method project. The RUP is advertised as an “iterative and incremental, use case-driven, architecture-centric” process model and aims to support system designers, builders and managers working with the Unified Modeling Language (UML) by a procedural guideline. In this chapter, a brief review and a critical analysis of the RUP is attempted. Its general aim and its contribution towards more harmonisation in the software process field are acknowledged. However, its ability to reduce the complexity of software development and to clarify its interlaced structure and terminology is doubted. Major problems may result from concepts not clearly specified like workflow or architecture. In particular, RUP core concepts like phase, iteration, workflow and milestone are debated. It is argued that RUP phases and milestones do not support the requirements of modern object-oriented (and, in particular, component-based) software projects. Iteration cycles should be based on software building blocks rather than on phases and activities. As one possible alternative to the RUP, a component-based (and truly architecture-centric) process model is sketched, and a multi-variant approach to software process modelling is recommended.


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