scholarly journals Learning Resources and Tools to Aid Novices Learn Programming

10.28945/2613 ◽  
2003 ◽  
Author(s):  
Stuart Garner

It is well known that learning introductory software development is a difficult task for many students. This paper discusses some of the resources and tools that are available, or have been experimented with, that might be of interest to instructional designers of programming. The resources and tools are discussed in the context of the four phases of the software lifecycle, these being: analyse the problem; design and develop a solution / algorithm; implement the algorithm; and test and revise the algorithm. The tools that are discussed include microworlds, videoclips, flowchart interpreters, and program animators.

Author(s):  
Putu Windu Tenaya . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Agus Wirawan, S.Kom., M.Cs. .

Perkembangan globalisasi saat ini mengakibatkan pengikisan terhadap budaya lokal, dan diperlukan upaya dalam pelestarian budaya lokal. Salah satu upaya yang dilakukan yaitu mengembangkan game cerita rakyat. Cerita rakyat yang diadaptasi ke dalam penelitian ini yaitu cerita Mayadanawa, yang berasal dari Bali. Metode penelitian yang digunakan yaitu Software Development Life Cycle dengan model waterfall. Model waterfall yaitu alur hidup perangkat lunak secara terurut dimuali dari analisis, desain pengkodean, pengujian, dan tahapan pendukung. Subjek penelitian adalah masyarakat umum dengan menggunakan angket dan selanjutnya dianalisis secara deskriptif. Hasil penelitian ini adalah game yang diimplementasikan menggunakan program Unity dan bahasa pemograman C#. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Mayadanawa Berbasis Android sudah berjalan dengan baik. Respon pengguna terhadap Game Cerita Rakyat Bali Mayadanawa Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Mobile Game, Waterfall, Cerita Mayadanawa, Unity, Android. The current development of globalization has resulted in the erosion of local cultures, and effort was required in the preservation of local cultures. One of the efforts was to develop the folklore game. Folklore adapted into this research wass the Mayadanawa, story from Bali. The research method used Software Development Life Cycle with waterfall model. The waterfall model was software lifecycle sequentially in the form of analysis, encoding design, testing, and supporting stages. The subjects of the study were the general population using questionnaires and then analyzed descriptively. The results of this study were game that are implemented using Unity program and C# programming language. All the features contained in the Android Based Game Of Balinese Folktale Mayadanawa is running well. User response to the Android Based Game Of Balinese Folktale Mayadanawa went in a very good range.keyword : Mobile Game, Waterfall, Mayadanawa Story, Unity, Android.


Author(s):  
Aderemi O. Adeniji ◽  
Seok-Won Lee

Software Assurance is the planned and systematic set of activities that ensures software processes and products conform to requirements while standards and procedures in a manner that builds trusted systems and secure software. While absolute security may not yet be possible, procedures and practices exist to promote assurance in the software lifecycle. In this paper, the authors present a framework and step-wise approach towards achieving and optimizing assurance by infusing security knowledge, techniques, and methodologies into each phase of the Software Development Lifecycle (SDLC).


Author(s):  
Mark Notess

Contextual Design is a methodology for developing information systems from a rich understanding of customer work practice. This chapter considers how Contextual Design can be applied to educational software development and how Contextual Design might interact with Instructional Systems Design (ISD). Following a brief overview of ISD, I describe Contextual Design and provide a detailed case study of its application to educational software development — to the design of an online tool for music listening and analysis in undergraduate and graduate music education. I conclude with some reflections on the relevance of Contextual Design to instructional designers.


2008 ◽  
pp. 398-418
Author(s):  
M. Keppell ◽  
J. Gunn ◽  
K. Hegarty ◽  
V. O’Conner ◽  
Ngaire Kerse ◽  
...  

This chapter describes the learning design of two multimedia modules which complement a problem-based learning health sciences curriculum. The use of student-centred, authentic learning design frameworks guide academics and instructional designers in the creative pedagogical design of learning resources. The chapter describes the educational context, learning design of two multimedia modules and suggests a number of strategies for improving the design and development of multimedia resources.


Author(s):  
John C Nesbit ◽  
Tracey L. Leacock

The Learning Object Review Instrument (LORI) is an evaluation framework designed to support collaborative critique of multimedia learning resources. In this chapter, the interactions among reviewers using LORI are framed as a form of collaborative argumentation. Research on collaborative evaluation of learning resources has found that reviewers’ quality ratings tend to converge as a result of their interactions. Also, novice instructional designers have reported that collaborative evaluation is valuable preparation for undertaking resource design projects. The authors reason that collaborative evaluation is effective as a professional development method to the degree that it sustains argumentation about the application of evidence-based design principles.


Author(s):  
Rory V. O'Connor

For many small and start-up software companies, implementing controls and structures to properly manage their software development activity is a major challenge. It is commonly agreed that very small software companies, implementing management procedures, and controls to appropriately administer their software development activity is a significant challenge. To help meet the need for VSE-specific systems and software lifecycle profiles and guidelines, the ISO/IEC jointly published ISO/IEC 29110 “Lifecycle profiles for Very Small Entities” series of standards and guides, with the overall objective being to assist and encourage very small software organization in assessing and improving their software. The purpose of this chapter is to provide a primer on the ISO/IEC 29110 standard focusing on two main process areas of Project Management and Software Implementation.


2022 ◽  
pp. 1884-1901
Author(s):  
Rory V. O'Connor

For many small and start-up software companies, implementing controls and structures to properly manage their software development activity is a major challenge. It is commonly agreed that very small software companies, implementing management procedures, and controls to appropriately administer their software development activity is a significant challenge. To help meet the need for VSE-specific systems and software lifecycle profiles and guidelines, the ISO/IEC jointly published ISO/IEC 29110 “Lifecycle profiles for Very Small Entities” series of standards and guides, with the overall objective being to assist and encourage very small software organization in assessing and improving their software. The purpose of this chapter is to provide a primer on the ISO/IEC 29110 standard focusing on two main process areas of Project Management and Software Implementation.


Author(s):  
Mike Barker ◽  
Kenichi Matsumoto ◽  
Katsuro Inoue

This chapter describes the evolution of approaches to empirical software engineering from goal and data-driven to the latest purchaser-centered approach. The new Japanese Software Traceability and Accountability for Global software Engineering (StagE) project is developing this approach to ensure the transparency of software development processes and products for software purchasers by “tagging” software with empirical software development data. Global software development raises unprecedented difficulties for developers, including the international and intercorporate coordination of development and distribution, the change to composition as the primary development approach, the shift to software everywhere talking to everything, and continuing upgrades and interaction with released software. To work effectively in this environment, empirical data collection, analysis, and feedback must extend throughout the software lifecycle including both production and usage data.


2011 ◽  
pp. 106-126 ◽  
Author(s):  
Lalen Simeon ◽  
Gwyn Brickell ◽  
Brian Ferry

For many lecturers within the academic community, the increasing emphasis on the use of ICT for research and teaching can be threatening, but these fears can be eased if professional development is supportive and ongoing, and provided in flexible, appropriate and adaptable ways. This is particularly relevant in institutions in developing countries where the increasing availability of e-learning technologies poses a challenge to ICT experts and trainers in assisting and supporting lecturers in adapting to the use of these technologies in the teaching/learning environment. This chapter focuses on the results of two case studies and describes the roles that the two instructional designers (IDs) played in facilitating the professional development of lecturers that were constructing e-learning environments. The findings suggest that the lecturers needed ongoing support, advice and technical assistance for an extended period of time. This study has enabled the researchers to develop a team collaboration model for planning and designing e-learning resources that would be piloted in tertiary institutions in Papua New Guinea. The findings also contribute to the research literature about the design processes needed to improve the quality of learning resources.


Author(s):  
Meng Li ◽  
Shiyu Yan ◽  
Xiaohua Yang ◽  
Jie Liu

Abstract The Chebyshev rational approximation method (CRAM) is an important numerical solution algorithm for the burnup equation. Since high complexity of nuclide depletion calculation, its outputs are almost impossible to predict accurately. Therefore, the traditional testing methods are inapplicable, even invalid. The metamorphic testing (MT) is one of promising method to solve such typical testing oracle problem. However, the absent meta-morphic relations (MRs) seriously hinders its application. In response to the nuclear software development process, we established a nuclear MR hierarchical model (NMHM). From top to bottom, it divides MRs into three layers: physics, algorithm and code. From the burnup equation and the CRAM, we carried out a group of MRs according to the NMHM. Employing these MRs, we verified the Nuclide Inventory Tool (NUIT) which implements the CRAM by MT. The MRs adopted can certainly be used for other CRAM programs, and the NMHM will extend to more nuclear science software for guiding the MR identification and classification.


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