Iterative development/OO

Author(s):  
J. O. Coplien ◽  
Susana Hutz ◽  
Brent Marykuca
2020 ◽  
Vol 51 (1) ◽  
pp. 165-175 ◽  
Author(s):  
Lindsey A. Peters-Sanders ◽  
Elizabeth S. Kelley ◽  
Christa Haring Biel ◽  
Keri Madsen ◽  
Xigrid Soto ◽  
...  

Purpose This study evaluated the effects of an automated, small-group intervention designed to teach preschoolers challenging vocabulary words. Previous studies have provided evidence of efficacy. In this study, we evaluated the effects of the program after doubling the number of words taught from 2 to 4 words per book. Method Seventeen preschool children listened to 1 prerecorded book per week for 9 weeks. Each storybook had embedded, interactive lessons for 4 target vocabulary words. Each lesson provided repeated exposures to words and their definitions, child-friendly contexts, and multiple opportunities for children to respond verbally to instructional prompts. Participants were asked to define the weekly targeted vocabulary before and after intervention. A repeated acquisition single-case design was used to examine the effects of the books and embedded lessons on learning of target vocabulary words. Results Treatment effects were observed for all children across many of the books. Learning of at least 2 points (i.e., 1 word) was replicated for 74.5% of 149 books tested across the 17 participants. On average, children learned to define 47% of the target vocabulary words (17 out of 36). Conclusions Results support including 4 challenging words per book, as children learned substantially more words when 4 words were taught, in comparison to previous studies. Within an iterative development process, results of the current study take us 1 step closer to creating an optimal vocabulary intervention that supports the language development of at-risk children.


2020 ◽  
Vol 51 (2) ◽  
pp. 371-389 ◽  
Author(s):  
Xigrid Soto ◽  
Yagmur Seven ◽  
Meaghan McKenna ◽  
Keri Madsen ◽  
Lindsey Peters-Sanders ◽  
...  

Purpose This article describes the iterative development of a home review program designed to augment vocabulary instruction for young children (ages 4 and 5 years) occurring at school through the use of a home review component. Method A pilot study followed by two experiments used adapted alternating treatment designs to compare the learning of academic words taught at school to words taught at school and reviewed at home. At school, children in small groups were taught academic words embedded in prerecorded storybooks for 6 weeks. Children were given materials such as stickers with review prompts (e.g., “Tell me what brave means”) to take home for half the words. Across iterations of the home intervention, the home review component was enhanced by promoting parent engagement and buy-in through in-person training, video modeling, and daily text message reminders. Visual analyses of single-subject graphs, multilevel modeling, and social validity measures were used to evaluate the additive effects and feasibility of the home review component. Results Social validity results informed each iteration of the home program. The effects of the home program across sites were mixed, with only one site showing consistently strong effects. Superior learning was evident in the school + home review condition for families that reviewed words frequently at home. Although the home review program was effective in improving the vocabulary skills of many children, some families had considerable difficulty practicing vocabulary words. Conclusion These studies highlight the importance of using social validity measures to inform iterative development of home interventions that promote feasible strategies for enhancing the home language environment. Further research is needed to identify strategies that stimulate facilitators and overcome barriers to implementation, especially in high-stress homes, to enrich the home language environments of more families.


Author(s):  
Olexandr Grebenuk ◽  
Volodymyr Pavlenko

The application of ports and adapters architecture (other names bulbous, layered, hexagonal) in iterative software development is considered in accordance with the requirements that come in chronological order in the practical example. Each iteration is supported by the schema architecture, problems encountered and their solution. The expediency of using the considered architecture in the iterative development of software with time constraints is shown. The system of collecting data on the concentration of carbon dioxide of the environment and air temperature in real time from a distributed network of sensors with a predetermined geolocation for medical institutions was developed. Put sensor information (ID, commissioning date and end date) in the Google Sheets spreadsheet. The data from the sensors should be collected on the server by REST service. The process of PPP in a specific project with significant time constraints is investigated, applying the rules and principles laid down in the architecture of ports and adapters, using the basic metrics to evaluate the complexity of adding new functionality, testing, concurrent development, speed and ease of development; draw conclusions about the conditions when it is appropriate to apply the chosen software design approach, and the ability of such an approach to perceive software requirements changes. The architecture of ports and adapters is useful if the system has many external integrations (mail service, push messages, databases, reporting system, etc.). The one-way communication with adapters guarantees the integrity of the main algorithmic part of the program. A thorough knowledge of the domain allows you to immediately determine the domain layer. Building a system structure that optimally reflects the domain requires the most time, and it will be costly in the future to correct errors made during the process of defining system layers (interfaces and systems). Domain logic testing is fast due to Unit tests, other tests are easy to write due to the small connectivity between layers. This architecture is not a completely new approach, but it takes the best of OOP, SOLID, DDD and determines how to apply these principles in the best way.


2015 ◽  
Vol 8 (1) ◽  
pp. 92-106 ◽  
Author(s):  
Jaakko Kujala ◽  
Soili Nystén-Haarala ◽  
Jouko Nuottila

Purpose – The purpose of this paper is to increase the understanding of the main challenges of the contracting process and project contracts in the context of project business characterized by a high level of complexity and uncertainty. The authors argue that understanding contracting as a flexible process and as a business tool will contribute to creating more value in projects which are implemented in constantly changing circumstances or which require gradual and iterative development. Design/methodology/approach – This is a conceptual paper with illustrative examples from the software industry. Findings – A prevailing approach for both managing contracts and the contracting process focuses on careful planning and drafting of contracts that protect each party in the case of conflicts and disagreements. The underlying assumption is that all activities can be planned and documented in a formal contract. According to this approach, the contracting process is seen only as a bargaining negotiation and the project contract as a detailed agreement of the responsibilities and safeguarding clauses to protect one’s position in the event of conflicts and failures. However, in the context of project business characterized by complexity and uncertainty, there is a need for flexible project contracts. The authors suggest that there are two fundamentally different approaches to implementing flexibility in both the contracting process and the project contract: postponing the decision until there is adequate information for decision making or making decisions that allow flexible adaptation to changes during the project lifecycle. Practical implications – The authors suggest that organizations in project business should pay closer attention to how contracts are formed and how flexibility is introduced to projects. Organizations are encouraged to see contracts as a business tool, not as rigid documents which are taken into use in case something goes wrong. Originality/value – This paper contributes to the understanding of how to adapt the contracting process to overcome challenges related to uncertainty, especially during the early phases of the project lifecycle. The authors provide a novel perspective on contracting as a process that extends over the lifecycle of a project and on the project contract as an agreement between parties formed during the contracting process. This perspective includes formal contract documents as well as various other documents, oral communication, commitments, actions and incidents.


1985 ◽  
Vol 29 (5) ◽  
pp. 470-474 ◽  
Author(s):  
Paul Green ◽  
Lisa Wei-Haas

The Wizard of Oz technique is an efficient way to examine user interaction with computers and facilitate rapid iterative development of dialog wording and logic. The technique requires two machines linked together, one for the subject and one for the experimenter. In this implementation the experimenter (the “Wizard”), pretending to be a computer, types in complete replies to user queries or presses function keys to which common messages have been assigned (e.g., Fl=“Help is not available”). The software automatically records the dialog and its timing. This paper provides a detailed description of the first implementation of the Oz paradigm for the IBM Personal Computer. It also includes application guidelines, information which is currently missing from the literature.


2020 ◽  
Author(s):  
Ma. Mercedes T. Rodrigo ◽  
Jaclyn L. Ocumpaugh ◽  
Danna Aduna ◽  
Emily Tabanao ◽  
Kaśka Porayska-Pomsta ◽  
...  

Filipino learners’ lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally and socio-culturally appropriate and engaging for the target learners. In this paper, we describe the design, development, and preliminary testing of Ibigkas!, a collaborative, mobile phone-based game designed to provide phonemic awareness and vocabulary building support to Filipino learners aged 10-12. Cite as Rodrigo, M.M.T., Ocumpaugh, J., Diy, W.D., Moreno, M., De Santos, M., Cargo, N., Lacson, J., Santos, D., Aduna, D., Beraquit, J.I., Bringula, R., Caparros, M.R.M., Choi, A.T., Ladan, S., Lim, J., Manahan, D.M.A., Paterno, J.M.G., Saturinas, K., Tabanao, E., Tablatin, C., Torres, J., Porayska-Pomsta, K., Olatunji, I., Luckin, R. (2019) Ibigkas!: The Iterative Development of a Mobile Collaborative Game for Building Phonemic Awareness and Vocabulary. Computer-Based Learning in Context, 1(1), 28-42. DOI: 10.5281/zenodo.4057282


Author(s):  
John Anderson

Research in natural resource management may be characterized as a search for an understanding of patterns and processes relating to a particular resource. Modeling is a crucial tool to these efforts: resource scientists use such models to help them conceptualize, understand, test, predict, or assess various aspects of the resource being studied. One central function, however, underlies all of these uses: a model simulates the way in which a real system would behave under conditions of interest to the user, and illustrates changes over time. Such a model may be used to determine the consequences of particular situations, leaving judgment of the attractiveness of those consequences to the user. Particularly in the case of complex ecosystems, such a model may also serve to clarify interactions and contribute to a deeper understanding of ecological phenomena. In recent years, computer-based models have become the most significant tool of resource managers, for two reasons. First, any model must accurately portray the real system it represents if research based on the model is to have any reliability. The use of computer technology has greatly increased the extent and the detail to which ecosystems can be modeled, and thus the accuracy of these models. The other reason for the extensive use of computer models is the flexibility that the computer as a tool brings to the modeling process. Many ecosystems are poorly understood, and complex models for such poorly understood systems are almost never completed. Rather, modeling such a system is an iterative process, with a partial understanding generating new hypotheses, which in turn generate changes to the model based on further research. Computer technology brings flexibility and ease of modification to the modeling process, naturally supporting this iterative development. In addition, as the alternatives available in resolving resource management problems become increasingly expensive, and the resources themselves become increasingly scarce and valuable, such models become vital tools not only in the direct management of resources, but in the control of expenses associated with resource management as well.


2019 ◽  
Vol 3 (3) ◽  
pp. 116
Author(s):  
Mardiana Mardiana

Kelompok Sadar Wisata (Pokdarwis) Cinta Bahari dibentuk oleh aparat Desa Pulau Pahawang Lampung sejak tahun 2013.  Akan tetapi rendahnya tingkat pendidikan anggota Pokdarwis membuat mereka sangat sulit untuk dapat mengembangkan potensi wisata pulau Pahawang. Pada tahun 2017, promosi wisata sudah dilakukan menggunakan Teknologi Informasi dan Komunikasi (TIK) dalam bentuk mobile application CintaBahari yang dikembangkan pada kegiatan Pengabdian Kepada Masyarakat (PKM) sebelumnya. Namun demikian masalah promosi ini masih harus terus ditingkatkan dan berkelanjutan, sehingga jumlah kunjungan wisatawan yang diperoleh dapat lebih maksimal. Solusi yang ditawarkan oleh Tim PKM ini adalah mengembangkan media promosi dengan menggunakan teknologi Augmented Reality (AR) yang menggambarkan objek wisata Pahawang secara real yang dikemas secara menarik dan atraktif. Teknologi AR dapat menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata. Selain itu, Tim PKM ini juga memberikan sosialisasi tentang penggunaan aplikasi AR tersebut dan pembagian poster dengan konten AR kepada masyarakat sebagai sarana mereka memberikan promosi kepada wisatawan yang datang. Metoda  yang  digunakan  dalam  pembangunan aplikasi menggunakan metode iterative development  yang disebut dengan Rapid Application Development (RAD) dengan tahapan : identifikasi masalah dan motivasi, menetapkan objek solusi, penerapan solusi dan pelatihan serta pelaporan hasil dan publikasi. Adanya aplikasi AR ini diharapkan dapat membuat peningkatan potensi wisatawan yang datang dan kembali datang lagi ke Pulau Pahawang melalui ketersediaan informasi yang lengkap dan menarik dalam bentuk AR. Sehingga secara langsung akan berdampak pada peningkatan pendapatan pokdarwis dan masyarakat Desa Pulau Pahawang pada umumnya.     Kata kunci: Augmented Reality, Cinta Bahari, Pokdarwis, Pahawang, Promosi


2018 ◽  
Vol 108 (06) ◽  
pp. 377-381
Author(s):  
J. Rey ◽  
T. Grünebaum ◽  
D. Trauth ◽  
P. Mattfeld ◽  
F. Klocke

Steigende Individualisierung und hohe Marktunsicherheiten zwingen Unternehmen dazu, ihre Kunden kontinuierlich in die Produktentwicklung einzubinden und Produktänderungen auch in späten Entwicklungsphasen zu berücksichtigen. Die hochiterative Entwicklung physischer Produkte bietet ein großes Potenzial, um diesen Herausforderungen zu begegnen, führt jedoch zu neuen Anforderungen an die parallel stattfindende Planung der Fertigungstechnologien. Die resultierenden Anforderungen an die Technologieplanung werden in diesem Fachbeitrag vorgestellt.   Increasing individualization and high market uncertainties force companies to continuously involve their customers into the product development and to cope with product changes, also in late stages of product development. The highly iterative development of physical products offers potential to face these challenges. However, it causes new requirements towards the planning of manufacturing technologies, which is carried out in parallel. The resulting requirements to technology planning are presented in this article.


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