The Use of HCI Approaches into Distributed CSCL Activities Applied to Software Engineering Courses

2013 ◽  
pp. 209-226 ◽  
Author(s):  
Fáber D. Giraldo ◽  
María Lilí Villegas ◽  
César A. Collazos

This chapter is written as one method to supply the necessary support systems for educational and training design. As such, the authors propose their global development software (GDS) methodology emerges as a revolutionary discipline. It is based on the externalization of software development between geographically distant places in order to reduce development costs. Traditional educational and training process in software engineering must be advocated to consider (or enhance) this new trend, with its respective challenges and necessary skills (multicultural interaction, effective communication, distributed software project management), into curriculums. GDS therefore demands the presence of supporting systems to provide permanent user interaction and enhanced communication tasks. The presence of such interactions is a key aspect to promote the performance and knowledge acquisition processes among globally distributed software development teams. The main goal of such interactions into platforms that support distributed contexts is to reduce the impact generated by the tyranny of distance. This work exposes some human-computer interaction (HCI) principles applied by the authors’ research team in order to structure a supporting user interface environment that reflects the distributed computer supported collaborative learning (CSCL) practice in software engineering. The chapter describes several services that are provided for managing the interaction between participants, such as synchronous interactions through Microsoft © LiveMeeting and Adobe © Connect, and asynchronous interactions such as Moodle forums. In this way, the authors implement effective HCI into educational professional practice scenarios for a distributed CSCL within the specialized domain of software engineering.

2014 ◽  
pp. 2033-2050
Author(s):  
Fáber D. Giraldo ◽  
María Lilí Villegas ◽  
César A. Collazos

This chapter is written as one method to supply the necessary support systems for educational and training design. As such, the authors propose their global development software (GDS) methodology emerges as a revolutionary discipline. It is based on the externalization of software development between geographically distant places in order to reduce development costs. Traditional educational and training process in software engineering must be advocated to consider (or enhance) this new trend, with its respective challenges and necessary skills (multicultural interaction, effective communication, distributed software project management), into curriculums. GDS therefore demands the presence of supporting systems to provide permanent user interaction and enhanced communication tasks. The presence of such interactions is a key aspect to promote the performance and knowledge acquisition processes among globally distributed software development teams. The main goal of such interactions into platforms that support distributed contexts is to reduce the impact generated by the tyranny of distance. This work exposes some human-computer interaction (HCI) principles applied by the authors’ research team in order to structure a supporting user interface environment that reflects the distributed computer supported collaborative learning (CSCL) practice in software engineering. The chapter describes several services that are provided for managing the interaction between participants, such as synchronous interactions through Microsoft © LiveMeeting and Adobe © Connect, and asynchronous interactions such as Moodle forums. In this way, the authors implement effective HCI into educational professional practice scenarios for a distributed CSCL within the specialized domain of software engineering.


2013 ◽  
Vol 442 ◽  
pp. 515-519
Author(s):  
Zhen Huan Zhou

A lot of image registration algorithms are proposed in recent year, among these algorithms, which one is better or faster than the other can be only validated by experiments. In this paper, ITK (Insight Segmentation and Registration Toolkit) is used for verifying different algorithms as a framework. ITK framework requires the following components: a fixed image, a moving image, a transform, a metric, an interpolator and an optimizer. Dozens of classical algorithms are tested under the same conditions and their experimental results are demonstrated with different metrics, interpolators or optimizers. By comparison of registration time and accuracy, those practical and useful algorithms are selected for developing software in image analysis. These kinds of experiments are very valuable for software engineering, they can shorten the cycle of software development and greatly reduce the development costs.


This research paper aims an analytical study on the software development organization insight into trending automation technologies and their implementation Software Engineering Management (SEM) processes. Software Project Management (SPM) is a scientific art for planning, controlling execution and monitoring. SPM approaches are more focusing towards the essential requirement for the success of software project development. It has been very challenging to manage software development using existing project management procedures driven by software development organizations and this is one of the areas of problem statement for this research. This paper discusses an analytical study for the requirements and consideration of BPR in SPM, explores to spot and emphasizes the important success factors for the execution of a BPR using benefits of Artificial Intelligence (AI) in software development organization. BPR is organizational mechanism that improves ability to respond to challenges of qualitative result by change and improvement in software engineering processes, productivity, product quality and competitive advantages. AI will be the best approach and scope of automation SEM processes for software development organizations. This paper also represents a conceptual view of software engineering model shift for improvements in capability of project managers to handle agile thinking and problem solving for betterment of SPM using Artificial Intelligence.


2017 ◽  
Vol 3 ◽  
pp. e131 ◽  
Author(s):  
Fabian Fagerholm ◽  
Marco Kuhrmann ◽  
Jürgen Münch

Software engineering education is under constant pressure to provide students with industry-relevant knowledge and skills. Educators must address issues beyond exercises and theories that can be directly rehearsed in small settings. Industry training has similar requirements of relevance as companies seek to keep their workforce up to date with technological advances. Real-life software development often deals with large, software-intensive systems and is influenced by the complex effects of teamwork and distributed software development, which are hard to demonstrate in an educational environment. A way to experience such effects and to increase the relevance of software engineering education is to apply empirical studies in teaching. In this paper, we show how different types of empirical studies can be used for educational purposes in software engineering. We give examples illustrating how to utilize empirical studies, discuss challenges, and derive an initial guideline that supports teachers to include empirical studies in software engineering courses. Furthermore, we give examples that show how empirical studies contribute to high-quality learning outcomes, to student motivation, and to the awareness of the advantages of applying software engineering principles. Having awareness, experience, and understanding of the actions required, students are more likely to apply such principles under real-life constraints in their working life.


2020 ◽  
Vol 6 (3) ◽  
pp. 27-34
Author(s):  
E.J. Robles Gómez ◽  
J.A. Flores Lara ◽  
J.C. Ontiveros Neri

El juego getKanban es una herramienta para enseñar la metodología Kanban y SCRUM de una manera divertida. Facilita la enseñanza de la gestión de proyectos de software a través de un juego de mesa, donde los jugadores aprenden a formular estrategias de gestión de proyectos y las implementan para elaborar proyectos de calidad en tiempo y forma. El presente artículo muestra los resultados de la implementación del juego en una institución educativa de nivel superior, con alumnos de Ingeniería en Sistemas Computacionales de octavo semestre. Se puede apreciar que al utilizar este juego ayuda de manera efectiva a la enseñanza de Kanban y SCRUM, para la gestión de proyectos de software. Por lo cual se recomienda poder implementar este tipo de juegos como estrategia didáctica para la enseñanza/aprendizaje de Ingeniería de Software aplicada a la Gestión de Proyectos de Desarrollo de Software. The game Kanban is a tool to teach the methodology in a fun way. It facilitates the teaching of software project management through where players learn to formulate strategies and implement them to develop quality projects on time Delivery. This article shows the results of the implementation of the game in an educational institution of higher level, with students of Computer Systems Engineering eighth semester. It can be seen that by using this game it helps in an effective way to teach Kanban for the management of software projects. Therefore, it is recommended to be able to implement this type of games as a didactic strategy for the teaching / learning of Software Engineering applied to the Management of Software Development Projects


2017 ◽  
Vol 21 (1) ◽  
pp. 71-79
Author(s):  
Jai Vigneshwar Alavandhar ◽  
Oksana Ņikiforova

Abstract In order to develop and deliver a software project successfully, any software development organisation has to follow a well-known and recognised software engineering process for successful delivery and maintenance of the software. However, when the organisation is willing to follow a new software development process, the success rate of adopting a new software engineering process is a question mark. In the paper, we aim at studying and comparing two software engineering processes, which are based on different paradigms or models, and proposing a hybrid methodology, which integrates advantages of both compared methods. They are Microsoft Solutions Framework as a representative for an iterative methodology and SCRUM for agile software development. The comparative analysis will help a software development company to make the transition easier from Microsoft Solutions Framework to SCRUM or vice versa.


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