scholarly journals Prototipo de App de seguimiento escolar de Estudiantes de Ingenieria en Sistemas Computacionales del Tecnm Campus Oaxaca

Author(s):  
Marisol Altamirano-Cabrera ◽  
Claribel Benitez-Quecha ◽  
Carlos Alberto Diaz-Lara ◽  
Bibiana Diaz-Sarmiento

The Project proposes a solution to the academic problems that arise in the student departments and in the accountability of the directors of the school, for failing to achieve the recommended indicators of the percentage of school leavers or the decrease in the percentages of school degree that are presented by the low performance in students with levels of conditionality (Regular student, Irregular student and Deserter); through a computer solution that provides the academic follow-up of students of Computer Systems Engineering (ISC) of the Tecnológico Nacional de México (TecNM) campus Oaxaca and support in addressing the problem. This prototype integrade some processes that are carried out manually, resulting in cost and time savings, added to the fact that the student will also have quick and detailed access to their academic situation and suggestions in other areas such as tutorial support (scholarships, counseling, psychological support) if required. The solution proposed "Early Warning System (SAT) for students of the ISC of the TecNM Campus Oaxaca through a web apps is based theoretically on research on standard processes to low performance identification, the classification according to the academic status that the accreditation guidelines of subjects issued by the National Technological of Mexico and the academic follow-up of students. The methodology used for the analysis and design of the system was applied research, the collection of information through questionnaires and interviews. At the end of the research, a web app for the academic follow-up of students was obtained to support the School Services Department, Division of Professional Studies and Academic Development as the Institutional Coordinator of the Tutoring Program; in which SCRUM was used as an agile development methodology for software development. It is considered according to the initial evidence that the work carried out contributes to the line of research on educational technology management, since the proposal optimizes the management of resources and time.

2014 ◽  
Vol 35 (6/7) ◽  
pp. 481-485 ◽  
Author(s):  
Minna Niemi-Grundström

Purpose – Agile methods often refer to software development methodology and practices used in software industry but the elements and principles of agile methods have been used also for operational development in various organizations. In general, the agile development process means an incremental work process that promotes the importance of customer satisfaction, collaboration, communication, teamwork, good quality and planned follow-up practices. The paper aims to discuss these issues. Design/methodology/approach – This paper first presents an overview of agile methods after which it addresses the most relevant ones for developing, evaluating and managing the academic library. The paper discusses the utilization of these methods in the context of an academic library presenting the case of Tampere University of Technology Library. Findings – After a short practical experience of implementing agility into development processes, the following elements of agility can be considered the most effective and relevant: appreciating the needs of the customers, eliminating the waste, quality assurance, ability to redesign and make decisions fast and empowering the team. Practical implications – The library of Tampere Univeristy of Technology made an early adoption of the methods in its development projects during 2012. The paper refers to concrete initiatives that have already been taken to improve development processes as well as discuss the challenges when applying agile methods in order to change quite traditional working culture. Originality/value – The paper discusses what the library can achieve by adapting a fresh approach for developing, evaluating and managing its operations and how the library staff can benefit from the agile way of working.


Author(s):  
Sandra P. Cano ◽  
Carina S. González ◽  
César A. Collazos ◽  
Jaime Muñoz Arteaga ◽  
Sergio Zapata

The development of video games is a complex, multidisciplinary process, which involves different areas as well as a greater number of roles than for traditional software. Serious games face process constraints that concern a number of interactive, educational and psychological factors designed to lead to the fulfillment of educational objectives within a specific context. Based on a case study in the city Cali, Colombia, an iterative and incremental process is proposed, focusing on small and medium development for educational serious games and basing itself on two lines of research: agile development methodology and user-centered design (UCD) for children from 7 to 10 years. The agile methodology eXtreme Programming (XP) offers a useful option for the development of serious games as it establishes a continuous communication with all project stakeholders - including the end user - throughout the project, while UCD allows the user profile to be known and identified so that the game will meet the needs and match the capabilities, expectations and motivations of the child.


2018 ◽  
Vol 7 (4.12) ◽  
pp. 52
Author(s):  
Mohit Arora ◽  
Dr. Sahil Verma ◽  
Dr. Kavita

Software Process Models from its inception instill standardization and creates a generic culture of developing software for various IT industries. A great paradigm shift has been observed in terms of embracing Agile Development methodology as a viable development methodology in cross key business units. There is a buffet of agile methodologies comes under the umbrella of ASD, out of which Scrum got the highest popularity and acceptability index.  Agile based software development is the need of immediate environment. There is an increasing demand for significant changes to software systems to meet ever-changing user requirements and specifications. As Agile is volatile, so effort estimation is challenging and still striving for perfection to decide size, effort, cost, duration and schedule of projects with minimum error. This cause sensitizes potential researchers all across the globe to start working on addressing the issue of inaccurate predication of efforts. The gap between estimated and actual effort is because of limited or no inclusion of various estimation factors like people and project related factors, inappropriate use of size metric and cost drivers, ignorance of testing effort, team member’s inability to understand user story size and complexity etc. This paper attempts to bridge the gap of estimated and actual effort by the use of soft computing techniques thus taking the research to advance frontier area in terms of estimation. 


2017 ◽  
Vol 8 (2) ◽  
Author(s):  
Kokoh Ronald Aruan ◽  
Lusia Vreyda A

This study aimed to solve the problem of low performance at PT. Api Metra Palma (AMP). Procurement is an important aspect in the company because ineffective procurement process may cause disruption to the overall business process and hinder the operational capability of the company. This procurement problem has occurred at the company long enough, causing a variety of losses, and is a complex problem because it involves many functional parts of the company. Performance measurements for procurement are delivery performance and order fulfillment lead time. Indicators of low performance in the company's procurement are marked with the slow realization of the demand (more than one month) and the underachievement of Quality Objective (QO) of the Department of Procurement and General Affairs.The analysis framework employed the stages of TOC Thinking Process. This theory uses five application tools, namely: Current Reality Tree (CRT), Conflict Cloud (CC), Future Reality Tree (FRT), Prerequisite Tree (PT), and the Transition Tree (TT). Those tools were utilized to identify the key problem, develop solutions and determine the solution to the problem. All the stages were presented in the form of effect-cause-effect relationship in a system and were presented in a form of visual images through a Tree Diagram. This study used a new approach in the TOC Thinking Process, namely the three cloud approach/3-UDE Cloud. This approach can provide guidance for communicating with various parties within the company without creating any resistance through the exposure of conflict in the company. This theory also provides a means for the system to make continuous improvement through the reinforcing loop.This study resulted in the identified root causes of the procurement problem, namely the company’s inability to change the current resources (that support the procurement) to become more reliable. A General Injection to solve the conflicts that exist within the company is through the transformation of procurement resources to become reliable. The transformation is carried out upon human resources, information technology, and procurement methods. The transformation description of the resource procurement is achieved through the implementation of several programs, namely: Internal Technical Training, Holding Visit and Midyear Coordination Meeting, TI Integration for the Procurement of Goods, Network Improvement, Negotiation of Priority Scale Policy Change, Term of Payment (TOP), Early Warning System, and Improvement of Document Control. This study was also able to identify that the company’s paradigm of cost efficiency in all functions and which was derived in the company's policy only caused the company to lose the competitiveness due to the weakened procurement performance.


Author(s):  
Mary Lebens ◽  
Roger Finnegan

AbstractThe Agile development methodology is soaring in popularity in the business world. Companies are turning to Agile to develop products quickly and to achieve digital transformation of their organization. Because of this push, companies need employees who understand Agile. Therefore, higher education is obligated to provide an understanding of Agile to students as they enter the workplace. Providing Agile experience to students who are new to programming is difficult because they are so worried about the coding aspects of the assignment, they cannot take time to think about the methodology they are using. The coding crowds out the time needed to get an understanding of how Agile actually works. One remedy for this is to use a low or no-code development platform. With this type of platform students spend less time learning to create apps, freeing them to experience the rituals and roles of Agile. This study examines using the Agile methodology along with the Microsoft Power Apps platform to provide an Agile experience to students. Two course sections were surveyed to learn if students perceived that they acquired a better understanding of Agile and to learn their perceptions of a no-code platform experience. The students completed surveys to ascertain their comfort with the Agile methodology and whether the no-code environment increased their comfort level. The results showed students perceived the no-code platform increased their comfort with using the Agile methodology. The implication is that no-code platforms can be used broadly to help students to gain experience with Agile.


Author(s):  
Karto Iskandar ◽  
Reina Reina ◽  
Irma Irawati Ibrahim

This research aims to help universities that do not have an academic information system and facilitate EPSBED data report to Directorate of Higher Education (DHE). The method used is the three first stages in the System Development Life Cycle (SDLC), which are systems engineering, requirements analysis, and design system. The result is a design of university business process, design of database, and design of user interface. This research finds that DHE has a specific data structure that can represent the basic activities of a study program. Therefore, this system design can be used for reporting of EPSBED data as well as for data collection of study program activities. 


2016 ◽  
Vol 29 (3) ◽  
pp. 1-11
Author(s):  
Sondra Ashmore ◽  
Martine Wedlake

The art of creating software has changed dramatically over the last twenty years, particularly as organizations move from a Waterfall to an Agile development methodology. This study explores the benefits to customers of moving away from traditional Waterfall usability approaches to an integrated development model incorporating elements of Agile, user-centered development, and extended stakeholder feedback from customer councils. Thirty-four customers, seven business partners, and four internal customers participated in a multi-year project where participants were given the option to share product requirements during the early phases of the project, actively engage in monthly project design feedback sessions, or both. Results show that active participation by the customer yields more of their requirements into the final project, especially the high priority requirements. The results suggest that an iterative approach, that is both self-directing and self-correcting, can help teams develop products that are beneficial for both the product and customer.


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