scholarly journals Are we teaching UML according to what IT companies need? A survey on the São Carlos-SP region

Author(s):  
João Choma Neto ◽  
Luiz Henrique Ten Caten Bento ◽  
Edson OliveiraJr ◽  
Simone Do Rocio Senger Souza

The Unified Modeling Language (UML) arisen intending to unify the many modeling languages and become the universal language for software modeling. Since its creation, more than 25 years have passed. With the growing success of agile methodologies for software development, supported by less modeling and documentation manifest, the use of UML-driven software processes has decreased, thus a specific subset of diagrams has been adopted, such as use case, class, and sequence. On the other hand, in academia, UML is still being taught in Computing courses, most of the time without knowing whether what is taught is what the industry needs for practical use. This paper presents an overview of the UML adoption in IT companies of the region. We analyzed quantitative and qualitative data to support academia at focusing on the most used UML diagrams by practitioners. We constructed a survey composed of 21 questions, distributed to 10 region companies, and we received 24 answers. The results of our study show high usage of UML, including companies adopting agile methods. Certain diagrams are more intensively used, for instance, use case diagrams. The results provide directions to improve UML teaching, focusing on diagrams that best adhere to the development processes employed, in particular, agile processes.

Author(s):  
Liliana Favre ◽  
Liliana Martinez ◽  
Claudia Pereira

The Unified Modeling Language (UML) has emerged as a modeling language for specifying, visualizing, constructing, and documenting software-intensive systems. It unifies proven software modeling languages that incorporate the object-oriented community’s consensus on core modeling concepts. It also includes additional expressiveness to handle problems that previous visual languages did not fully address (Rumbaugh, Jacobson & Booch, 1999).


Author(s):  
Liranti Rahmelina ◽  
Legiman Slamet ◽  
Yasdinul Huda

The background of this research background by the development of smartphones and mobile technology or operating system on smartphones, such as Android. This research aims to produce a system design for mobile learning Biology class X, Th Semester. 2013/2014 teachings in SMA N 10 Padang, preferably in the learning process in biology, the nature of the book memorization. Besides, the lack of media used can sometimes make children often get bored in studying biology. This study was designed with the software modeling language with object-oriented programming method that uses modeling languages ​​Unified Modeling Language (UML). The programming language used is Java, using the Eclipse IDE. Trials will be conducted on the 2.2 emulator. while the implementation is done at the Samsung Galai Young with Android 4.0.1. In general, the results are displayed on the emulator and Galai Young is not much different, it's just Android with a higher version has faster access speed. Keywords        : Mobile Learning, Biological Sciences High School Class X, Android Application.


2021 ◽  
Vol 26 (2) ◽  
pp. 139-153
Author(s):  
Sri Setyorini ◽  
Edi Pranoto

Fakta bahwa minat baca masyarakat Indonesia masuk ke dalam kategori rendah sungguh memprihatinkan. Ada banyak kendala yang salah satunya adalah faktor akses di mana jumlah perpustakaan sekolah ternyata masih kurang, bahkan jumlahnya tidak lebih dari 80%. Penelitian ini bertujuan untuk menganalisis dan mengembangkan sistem penjualan dan sewa buku digital (ebook) dalam rangka memfasilitasi tempat membaca di era digital seperti sekarang. Metode yang digunakan dalam penelitian ini adalah metode konvensional dengan bantuan Unified Modeling Language (UML). Diagram yang digunakan antara lain diagram cara penggunaan (use case), diagram aktivitas, dan diagram kelas. Pada penelitian ini, data yang dijadikan sumber untuk menganalisis kebutuhan berasal dari hasil kuisioner para pengguna platform sejenis. Hasil penelitian ini berupa rancangan sistem penjualan dan sewa buku digital (ebook) yang diharapkan dapat memberi ruang yang nyaman kepada pembaca dan meningkatkan minat baca masyarakat.


2021 ◽  
Vol 3 (1) ◽  
pp. 121-134
Author(s):  
Jody Barata Dwi Pradipta ◽  
Augie David Manuputty

CV Ribka Furniture merupakan salah satu perusahaan yang bergerak di bidang perdagangan dan pembuatan furniture. Dalam kegiatan operasional gudang merupakan bagian yang penting. Namun proses data transaksi masih dilakukan secara manual. Sehingga beberapa kendala masih dialami, seperti kesalahan penginputan saat transaksi pada alat / bahan, yang mengakibatkan perbedaan dalam penginputan data. Penelitian ini dilakukan untuk membuat sistem informasi persediaan yaitu pengumpulan data alat dan transaksi material yang akan keluar masuk. Sistem informasi ini dibuat dengan menggunakan diagram UML (Unified Modeling Language) yaitu: use case diagram dan class diagram. Kemudian membuat desain antarmuka untuk proses implementasi dan pengujian sistem. Dengan pembuatan sistem informasi inventaris,  


Author(s):  
Haider Boudjemline ◽  
Mohamed Touahria ◽  
Abdelhak Boubetra ◽  
Hamza Kaabeche

Purpose The development of context-aware applications in ubiquitous environments depends not only on the user interactions but also on several context parameters. The handling of these parameters is a fundamental problem in these systems. The key purpose of this work is to enrich the unified modeling language (UML) class diagram with new constructs to provide a universal model capable of coping with the context-awareness concerns. Design/methodology/approach The authors provide a review of existing context handling approaches. Afterward, they relied on the UML extensibility mechanisms to propose a heavyweight extension for the UML class diagram. This generic approach allows describing the different context parameters since the modeling phase. Findings Existing solutions for context handling apply the contextual constraints on finished applications or tend to be dependent on a specific development process. This paper presents a solution based on UML, which allows dealing with context since the modeling phase, and independently of development processes. This proposal is implemented as an eclipse editor and illustrated through a case study in the healthcare field. Originality/value This paper addresses the problem of context handling, and it presents a review of the foremost existing solutions. The paper also presents a heavyweight extension for the UML class diagram, which consists in enriching it with additional constructs, capable of monitoring how applications are linked to context parameters and how the values of these parameters may affect the application behavior.


Author(s):  
Mohammad Subekti ◽  
Lukman Lukman ◽  
Donny Indrawan ◽  
Ganesh Putra

This study is intended to generate an application tools (CASE tools) that allows a software developer to create a modeling system design using Unified Modeling Language (UML), especially in making use case, activity or class diagrams more quickly and easily. The tools developed will also facilitate developers in doing UML modeling by accessing the network through a web-based internet application. With the web-based applications, the users require only a browser and an internet connection to use this application. This application also helps developers to understand of how to make UML diagrams correctly and good. In this research traditional methods Scrum model is used. Scrum method is Agile methods that is a process to cultivate software easily and can be developed in accordance with the development of information technology. Scrum is using empirical methods or in other words every stage in it involves inspection and adaptation.


Author(s):  
I Made Oka Susila . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Bahasa Jepang merupakan salah satu bahasa yang banyak digemari dan dipelajari. Meskipun sangat digemari, banyak orang yang tetap merasa kesulitan mempelajari bahasa Jepang karena bentuk tulisannya yang rumit dan tata bahasanya sangat jauh berbeda dengan bahasa Indonesia. Salah satu pengembangan media pembelajaran yang dapat membantu pemula dalam belajar bahasa Jepang adalah game edukasi. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Edukasi Nihongo Benkyou Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Edukasi Nihongo Benkyou Berbasis Android. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation and Evaluations ). Perancangan aplikasi Game Edukasi Nihongo Benkyou Berbasis Android telah berhasil dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Languange), yaitu dengan menggunakan use case diagram dan activity diagram. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Fitur yang terdapat pada Game Edukasi Nihongo Benkyou meliputi fitur belajar dan bermain. Dalam fitur belajar terdapat materi pengenalan huruf, kosakata, serta pola percakapan sedangkan pada fitur bermain, materi yang dipelajari diujikan dalam mode permainan. Seluruh fitur yang terdapat pada Game Edukasi Nihongo Benkyou ini sudah berjalan dengan baik. Respon pengguna terhadap Game Edukasi Nihongo Benkyou masuk dalam rentangan sangat baik.Kata Kunci : Bahasa Jepang, Game Edukasi, Nihongo Benkyou, ADDIE, Android Japanese is one of the most favorite and popular language learned by many people in the world. Even though it is popular, many people feel that it is difficult to learn Japanese because of its complicated written text and grammar which are too much different from Indonesian. One of the educational media that can be developed to help the beginners learning Japanese is an Educational Game. This research was aimed: (1) to design and implement Nihongo Benkyou Educational Game based on Android (2) to find out the user’s respond to Nihongo Benkyou Educational Game based on Android. The method used in this study was research and development. Nihongo Benkyou Educational Game based on Android was developed by using ADDIE (Analysis, Design, Development, Implementation and Evaluations ) model. The design of this Nihongo Benkyou Educational Game has been successfully created by using functional model named UML (Unified Modeling Language), which is by using use case and activity diagram. Meanwhile, there were two features in this Nihongo Benkyou Educational Game, they were learning and playing features. In the learning features, there were knowledge about Japanese characters introduction, as well as vocabulary and grammar. Then in playing feature, the knowledge were tested in form of game mode. The result of this study was an application which is implemented by using C# programming language with Unity editor. All the fitures contained in Nihongo Benkyou Educational Game were running well. Nihongo Benkyou Educational Game went in a very good range. keyword : Japanese, Educational Game, Nihongo Benkyou, ADDIE, Android


2021 ◽  
Vol 9 (2) ◽  
pp. 144-153
Author(s):  
Sidik Rahmatullah ◽  
Rima Mawarni

Pusat Kesehatan Masyarakat (Puskesmas) merupakan kesatuan organisasi fungsional yang menyelenggarakan upaya kesehatan yang bersifat menyeluruh, terpadu, merata dapat diterima dan terjangkau oleh masyarakat. Tujuan penelitian ini adalah membuat Aplikasi Sistem Pakar untuk mendeteksi penyakit kulit pada balita sesuai dengan data-data yang ada pada Puskesmas. Metode pengembangan sistem yang digunakan yaitu metode Extreme Programing (XP) dengan tahapan pengerjaan meliputi planning, design, coding dan testing. Sistem dirancang dengan menggunakan Unified Modeling Language (UML) yang meliputi use case, activity diagram, dan class diagram, perangkat lunak yang digunakan adalah PHP (Hypertext Preprocessor) dengan database MySQL dan menggunakan metode Naïve Bayes dan Forward Chaining. Hasil akhir dari pembuatan Aplikasi ini adalah memudahkan pasien, dokter dan bidan mendeteksi penyakit kulit pada balita di Puskesmas


Author(s):  
Terry Halpin

When using natural language, people typically refer to individual things by using proper names or definite descriptions. Data modeling languages differ considerably in their support for such linguistic reference schemes. Understanding these differences is important for modeling reference schemes within such languages and for transforming models from one language to another. This article provides a comparative review of reference scheme modeling within the Unified Modeling Language (version 2.5), the Barker dialect of Entity Relationship modeling, Object-Role Modeling (version 2), relational database modeling, and the Web Ontology Language (version 2.0). The author identifies which kinds of reference schemes can be captured within these languages as well as those reference schemes that cannot be. The author's analysis covers simple reference schemes, compound reference schemes, disjunctive reference and context-dependent reference schemes.


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