This document summarizes a paper presented at the 4th International Conference on Computing and Informatics in 2013. The paper discusses how agile software development practices align with cognitive learning strategies to help software developers better understand and apply agile methods. Specifically, it analyzes how practices like planning games, pair programming, and refactoring incorporate cognitive strategies like elaboration, organization, and problem solving to enhance learning. The paper concludes that understanding the cognitive underpinnings of agile practices empowers developers and helps educators integrate agile methods more effectively in software engineering education.
Unifying an Introduction to Artificial Intelligence Course ...butest
This document describes a project that aims to enhance introductory artificial intelligence courses by incorporating machine learning as a unifying theme. The project involves developing hands-on lab projects centered around machine learning. Six initial lab projects are described that cover topics like web document classification, character recognition using neural networks, and applying machine learning techniques to games. The projects were tested in introductory AI courses at three universities. Preliminary results found that the projects helped enhance student learning and increased interest in AI topics by emphasizing connections to machine learning and software engineering.
This document discusses classifying user preferences of web learning systems using a neural network with genetic algorithm optimization. It begins with an abstract describing using cognitive attributes from user questionnaires to train classifiers to identify areas for improving a web learning system's layout. A multilayer perceptron neural network was proposed to classify user preferences, and genetic algorithm was used to optimize the neural network parameters to improve performance. 182 students were given questionnaires assessing their cognitive responses to known and unknown subjects on a learning website to collect training data for the proposed genetically optimized neural network classifier.
Assessing The Tangible And Intangible Impacts Of The Convergence Of E-Learnin...ijistjournal
This document discusses the convergence of e-learning and knowledge management. It outlines similarities and differences between the two, including that they both focus on learning and knowledge acquisition but e-learning is more static while knowledge management is dynamic. The document also discusses issues with converging the two, such as overcoming cultural barriers to knowledge sharing and difficulties measuring the value of knowledge assets. Overall, the convergence of e-learning and knowledge management aims to improve organizational learning and decision-making through more effective sharing of knowledge resources.
The document summarizes two papers that examined technology integration in schools. Both papers looked at factors that influence teachers' use of technology in the classroom, including the role of the technology coordinator. The studies found that while technology coordinators focused more on technical support, their role should be to lead technology integration training. However, teachers saw coordinators primarily as problem-solvers and lacked training themselves to integrate technology. Overall, the key factors found to influence technology use were attitudes, training, resources and perceptions of the coordinator's responsibilities.
Successful implementation of e-Learning Pedagogical considerations.Thavamalar...eraser Juan José Calderón
Successful implementation of e-Learning Pedagogical considerations.Thavamalar Govindasamy
Traxmedia Sdn Berhad, 17-1, Jalan Mewah 2/2B, Regalia Business Center, 47500 Subang Mewah,
Petaling Jaya, Selangor, Malaysia
Abstract
Many institutions of Higher Education and Corporate Training Institutes are resorting to e-Learning
as a means of solving authentic learning and performance problems, while other institutions are hopping
onto the bandwagon simply because they do not want to be left behind. Success is crucial because an
unsuccessful effort to implement e-Learning will be clearly reflected in terms of the return of investment.
One of the most crucial prerequisites for successful implementation of e-Learning is the need for careful
consideration of the underlying pedagogy, or how learning takes place online. In practice, however, this
is often the most neglected aspect in any effort to implement e-Learning. The purpose of this paper is to
identify the pedagogical principles underlying the teaching and learning activities that constitute
effective e-Learning. An analysis and synthesis of the principles and ideas by the practicing e-Learning
company employing the author will also be presented, in the perspective of deploying an effective
Learning Management Systems (LMS). D 2002 Published by Elsevier Science Inc.
Keywords: Pedagogy; Learning Management Systems; Learning Content Management System; Learning objects;
Quality of content; Formative assessment; Summative assessment; Instructional design model
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
This document describes a graduate-level software engineering course that incorporates competition-based learning. The course focuses on agile software development methodologies. Students work in teams on a semester-long project, implementing Scrum methodology. The project involves writing programs to find missing prime numbers within time limits. Competitions are held at the end of each sprint (iteration) to evaluate program performance. Competition grades are calculated based on performance rankings. Report grades evaluate how well teams applied Scrum. Competition increased student motivation and learning, with most teams performing well on both competition and report components.
TPACK integration in teacher education: A case study in educational institut...Vrije Universiteit Brussel
The aim of this study was to explore the ways in which teacher education institutions prepare pre-service teachers for integrating ICT in their classroom practice. Specifically, a multiplecase study was conducted to examine the ways in which the development of TechnologicalPedagogical Content Knowledge (TPACK) was promoted in the existing curriculum of threeteacher education institutions in Flanders. In the three cases, data were drawn from semi-structured interviews with the heads of the department and the ICT coordinators. Focus groupdiscussions collected the perspectives of pre-service teachers and teacher educators. Theresults indicate that 1) the three institutions are moving from ICT as a “stand-alone” coursetowards embedding ICT across the curriculum and 2) three approaches were adopted for developing pre-service teachers’ TPACK, each representing different ways of understandingthe place of ICT in the curriculum. The discussion will focus on the challenges andopportunities inherent in understanding how to develop pre-service teachers’ TPACK in thecurriculum of teacher education institutions.
Need analysis for the development of a microcontroller instructional module p...journalBEEI
In the era of the IR 4.0, the use of information technology among school students is widespread but students are not proficient in computer programming. To compete in the digital world, students need to be exposed to computer programming in order to produce computer programming experts. Integrating computer programming into the school curriculum can improve students literacy of computer programming but adequate computer programming skill among teachers are quite limited. Therefore, the development of microcontroller instructional teaching module which could address this problem is needed. This development aims to develop the module using design and developmental research (DDR) approach. Need Analysis phase in DDR is discussed in this article. The phase consists of identifying the level of knowledge, attitudes and practices of teachers about microcontroller and to obtain the views and opinions of the teachers on the developmental needs of microcontroller teaching modules. The type of microcontroller and the programming language to be used in the microcontroller module also identified.The results of this study are important to ensure that the design and development of an instructional module for microcontroller education are implemented and have a positive impact on increasing the programming literacy level among secondary school children
Unifying an Introduction to Artificial Intelligence Course ...butest
This document describes a project that aims to enhance introductory artificial intelligence courses by incorporating machine learning as a unifying theme. The project involves developing hands-on lab projects centered around machine learning. Six initial lab projects are described that cover topics like web document classification, character recognition using neural networks, and applying machine learning techniques to games. The projects were tested in introductory AI courses at three universities. Preliminary results found that the projects helped enhance student learning and increased interest in AI topics by emphasizing connections to machine learning and software engineering.
This document discusses classifying user preferences of web learning systems using a neural network with genetic algorithm optimization. It begins with an abstract describing using cognitive attributes from user questionnaires to train classifiers to identify areas for improving a web learning system's layout. A multilayer perceptron neural network was proposed to classify user preferences, and genetic algorithm was used to optimize the neural network parameters to improve performance. 182 students were given questionnaires assessing their cognitive responses to known and unknown subjects on a learning website to collect training data for the proposed genetically optimized neural network classifier.
Assessing The Tangible And Intangible Impacts Of The Convergence Of E-Learnin...ijistjournal
This document discusses the convergence of e-learning and knowledge management. It outlines similarities and differences between the two, including that they both focus on learning and knowledge acquisition but e-learning is more static while knowledge management is dynamic. The document also discusses issues with converging the two, such as overcoming cultural barriers to knowledge sharing and difficulties measuring the value of knowledge assets. Overall, the convergence of e-learning and knowledge management aims to improve organizational learning and decision-making through more effective sharing of knowledge resources.
The document summarizes two papers that examined technology integration in schools. Both papers looked at factors that influence teachers' use of technology in the classroom, including the role of the technology coordinator. The studies found that while technology coordinators focused more on technical support, their role should be to lead technology integration training. However, teachers saw coordinators primarily as problem-solvers and lacked training themselves to integrate technology. Overall, the key factors found to influence technology use were attitudes, training, resources and perceptions of the coordinator's responsibilities.
Successful implementation of e-Learning Pedagogical considerations.Thavamalar...eraser Juan José Calderón
Successful implementation of e-Learning Pedagogical considerations.Thavamalar Govindasamy
Traxmedia Sdn Berhad, 17-1, Jalan Mewah 2/2B, Regalia Business Center, 47500 Subang Mewah,
Petaling Jaya, Selangor, Malaysia
Abstract
Many institutions of Higher Education and Corporate Training Institutes are resorting to e-Learning
as a means of solving authentic learning and performance problems, while other institutions are hopping
onto the bandwagon simply because they do not want to be left behind. Success is crucial because an
unsuccessful effort to implement e-Learning will be clearly reflected in terms of the return of investment.
One of the most crucial prerequisites for successful implementation of e-Learning is the need for careful
consideration of the underlying pedagogy, or how learning takes place online. In practice, however, this
is often the most neglected aspect in any effort to implement e-Learning. The purpose of this paper is to
identify the pedagogical principles underlying the teaching and learning activities that constitute
effective e-Learning. An analysis and synthesis of the principles and ideas by the practicing e-Learning
company employing the author will also be presented, in the perspective of deploying an effective
Learning Management Systems (LMS). D 2002 Published by Elsevier Science Inc.
Keywords: Pedagogy; Learning Management Systems; Learning Content Management System; Learning objects;
Quality of content; Formative assessment; Summative assessment; Instructional design model
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
This document describes a graduate-level software engineering course that incorporates competition-based learning. The course focuses on agile software development methodologies. Students work in teams on a semester-long project, implementing Scrum methodology. The project involves writing programs to find missing prime numbers within time limits. Competitions are held at the end of each sprint (iteration) to evaluate program performance. Competition grades are calculated based on performance rankings. Report grades evaluate how well teams applied Scrum. Competition increased student motivation and learning, with most teams performing well on both competition and report components.
TPACK integration in teacher education: A case study in educational institut...Vrije Universiteit Brussel
The aim of this study was to explore the ways in which teacher education institutions prepare pre-service teachers for integrating ICT in their classroom practice. Specifically, a multiplecase study was conducted to examine the ways in which the development of TechnologicalPedagogical Content Knowledge (TPACK) was promoted in the existing curriculum of threeteacher education institutions in Flanders. In the three cases, data were drawn from semi-structured interviews with the heads of the department and the ICT coordinators. Focus groupdiscussions collected the perspectives of pre-service teachers and teacher educators. Theresults indicate that 1) the three institutions are moving from ICT as a “stand-alone” coursetowards embedding ICT across the curriculum and 2) three approaches were adopted for developing pre-service teachers’ TPACK, each representing different ways of understandingthe place of ICT in the curriculum. The discussion will focus on the challenges andopportunities inherent in understanding how to develop pre-service teachers’ TPACK in thecurriculum of teacher education institutions.
Need analysis for the development of a microcontroller instructional module p...journalBEEI
In the era of the IR 4.0, the use of information technology among school students is widespread but students are not proficient in computer programming. To compete in the digital world, students need to be exposed to computer programming in order to produce computer programming experts. Integrating computer programming into the school curriculum can improve students literacy of computer programming but adequate computer programming skill among teachers are quite limited. Therefore, the development of microcontroller instructional teaching module which could address this problem is needed. This development aims to develop the module using design and developmental research (DDR) approach. Need Analysis phase in DDR is discussed in this article. The phase consists of identifying the level of knowledge, attitudes and practices of teachers about microcontroller and to obtain the views and opinions of the teachers on the developmental needs of microcontroller teaching modules. The type of microcontroller and the programming language to be used in the microcontroller module also identified.The results of this study are important to ensure that the design and development of an instructional module for microcontroller education are implemented and have a positive impact on increasing the programming literacy level among secondary school children
HCI approaches can improve employee software training frameworks in the following ways:
1. E-training interfaces are well-suited for adopting HCI principles to create intuitive, usable training programs. However, e-training must meet usability guidelines to be effective.
2. Increasing trainee's computer self-efficacy prior to training through activities that improve confidence can boost skill acquisition and performance.
3. For training outcomes to be successful, companies must foster a culture where skill-sharing and life-long learning are encouraged, and employees are supported in continuing education.
The document discusses emerging trends in workplace learning and technology based on interviews with over 30 leading learning and development organizations. Key insights include:
1. Organizations are focusing more on improving performance and integrating learning into tasks to support just-in-time learning. There is increasing investment in learning on demand and performance support accessible from any device.
2. Learning and development departments are playing a key role in supporting informal learning through curating short, easily accessible resources on a variety of topics rather than formal courses.
3. While formal courses remain important, especially for compliance training, they are becoming more blended with greater use of e-learning, webinars, and classroom technology. Designing blended formal courses is still
The document discusses how IntelLEO uses the SECI model as a pedagogical framework to support organizational responsiveness through knowledge building across organizational boundaries. It proposes applying the SECI model (socialization, externalization, combination, internalization) to organize learning and knowledge building processes in extended organizations. The SECI model provides a framework for knowledge exchanges, collaboration, and learning within and between organizations. This is innovative compared to other approaches that focus only on single organizations or don't address all phases of the SECI model. The document also discusses how IntelLEO's implementation model integrates the SECI framework to continuously measure and improve organizational responsiveness through dynamic implementation cycles.
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWAREijcsit
For more than two decades children’s use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
This document discusses the effectiveness of digital modalities as training and learning environments. It begins by outlining the costs of traditional employee training and how digital simulations can reduce costs while increasing safety. It then examines the current landscape of digital learning, including inconsistent growth in different technology-based training methods. The rest of the document discusses factors that impact the effectiveness of digital learning environments, such as trainee digital literacy, characteristics of different digital environments, examples of current digital learning implementations, and areas for further research.
Mobile learning is a new educational technology and introduces both exciting capabilities and complexity into the learning design process, but with very few guidelines. ADL’s MoTIF project will explore new types of learning and design approaches that take advantage of the capabilities of the mobile platform. The MoTIF project will result in interventions such as strategies, materials, products, and guidelines as solutions to the problems, but will also advance our knowledge about the characteristics of these interventions and the processes involved in designing and developing them.This survey report is the first step in the design-based research approach and will drive the needs assessment for the project. The survey report will reveal the MoTIF project objectives as well as highlight other relevant findings from the data collected from the 831 survey respondents from around the world.
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
This document discusses the development of an educational technology for improving teachers' skills in using computer technologies and addressing issues in the IT industry. It proposes several approaches: 1) A systems and activity approach to model future specialists' activities and the activities required to work with applications. 2) A hermeneutic approach to establish a system of interpreting application interfaces based on users' comprehension levels. 3) An integrative approach to establish common semantics for IT-related disciplines to optimize learning within application software. The technology includes diagrams of computer activities, methods for developing conceptual frameworks for creating application algorithms, and minimizing user algorithms. The technology is intended to help IT teachers and business coaches train users.
Development of creative economy thinking with idea marathon system via cloud ...Panita Wannapiroon Kmutnb
Chalit Kangvaravoot and Panita Wannapiroon, " Development of Creative Economy Thinking with Idea Marathon System via Cloud Computing Technology," International Journal of e-Education, e-Business, e-Management and e-Learning vo. 3, no. 3, pp. 267-270, 2013.
Student perceptions and attitudes towards the software factory as a learning ...Muhammad Ahmad
Industry needs graduates from universities having knowledge and skills to tackle the practical issues of real life software development. To facilitate software engineering students and fulfill industry need, the Department of Information Processing Science, University of Oulu, Finland, built a Software Factory laboratory (SWF) in 2012 based on Lean concept. This study examines factors in the SWF learning environment that affect learning of a SWF course by the students. It employs amended Computer laboratory Environment Inventory (CLEI) and Attitude towards Computers and Computing Courses Questionnaire instrument (ACCC) with two additional constructs: 1) Kanban board 2) Collaborative learning. The general findings indicate that SWF learning environment, collaborative learning and Kanban board play important role in software engineering students learning, academic achievements and professional skills gaining. The findings are helpful to develop a better understanding about learning environments. The information gathered in this study can also be used to improve the software engineering learning environment.
The document discusses strategic thoughts around integrating elearning tools and technologies into teaching and learning practices. The goals are to seamlessly integrate technologies, enrich learning opportunities, and enhance learning. Key focus areas discussed include principles, leadership, sustainability, professional learning, audience and purpose, consultation, strategic planning, growing skills, and linking technologies to the curriculum.
This document provides information and resources for teachers to integrate technology into lessons based on the Iowa Core content areas. It discusses using activity types that pair specific concepts and skills from the Iowa Core with appropriate technologies. A five-step process is outlined for lesson planning that begins with selecting learning goals based on the Iowa Core, choosing learning activities, selecting digital tools, determining how well the tools fit the activities, and rating the level of technology integration. Resources are shared for finding the right digital tools, including lists of activity types supporting the Iowa Core and tools recommended for each type. Rubrics and matrices are also provided for assessing technology integration in lessons.
The Multiple Learning Experiences (M-LEx™) Model – A Holistic Approach to Edu...Tatainteractive1
http://www.tatainteractive.com/ : We should recognize the porous borders that compartmentalize different subjects. We should acknowledge the differences in aptitude and provide room for each child to build on his or her strengths. Visit http://www.tatainteractive.com/ for more.o the complexity and choices.
This document discusses a study analyzing student satisfaction with various instructional technology techniques. The study surveyed 215 students enrolled in 4 undergraduate business courses about their satisfaction with commonly used IT tools like presentation software, email/discussion lists, word processing, web search engines, online libraries, and web development applications. The study aimed to determine the relationship between different types and degrees of IT used and student satisfaction, as well as the impact of IT techniques on student perceptions of enhanced classroom behaviors like student-student and student-instructor interaction, increased information and quality of instruction, and improved course organization. The sample was predominantly male (68%), aged 19-26, and majoring in general business (75%).
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
The multimedia principle states that people learn better from words and images rather than just words alone. It works on the idea that combining text and graphics engages learners more in active learning by drawing connections between the two. Static images are easier to produce for e-learning but animations may better illustrate processes over time, though they risk overloading learners. While words alone can convey information, combining them with graphics activates deeper cognitive processing. There is evidence people learn more from multimedia instruction, though more research is still needed on its long term effects and benefits.
Review on gamification in children computer interaction (CCI) for persona mod...journalBEEI
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.
The document discusses using an ontology engineering approach to support computer-supported collaborative learning (CSCL). It describes organizing pedagogical knowledge from different sources into an ontology to formally represent meaningful information. An authoring tool called CHOCOLATO was developed to hide this ontology and allow users like teachers and students to design effective collaborative learning scenarios based on the ontology and learning theories without having to understand the ontology itself. The tool and ontology were then applied in real educational scenarios to propose group formations, design group activities, and analyze interactions and results.
This document discusses the TPACK framework, which analyzes the ideal combination of technological and pedagogical choices made by a teacher to effectively convey content. It can be visualized as a Venn diagram showing overlap between technological, pedagogical, and content knowledge. The goal is for teachers to develop equal interactions between these three domains over time. Examples are given of how the author used various technologies like Blendspace, SMART boards, and Edmodo to integrate technology and convey content knowledge in pedagogically sound ways in accordance with the TPACK model.
Applying User Experience and Usercentered Design Software Processes in Underg...IJCI JOURNAL
Agile methods in undergraduate courses have been explored by various authors looking to close the gap between industry and professional profiles. We have structured an Android application development course based on a tailored agile process for development of educational software tools. This process is based on both Scrum and Extreme Programming in combination with User Experience (UX) and User-Centered Design (UCD) approaches. The course is executed in two phases: the first half of the course’s semester presents theory on agile and mobile applications development, the latter half is managed as a workshop where students develop for an actual client. The introduction of UX and UCD exploiting the close relationship with stakeholders expected from an agile process can enhance Quality in Use features. Since 2019 two of the projects have been extended in agreement between the client and students. Students, clients and users have found value in the generated products.
Secured cloud support for global softwareijseajournal
This document summarizes a research paper that proposes a methodology called TSPS (Theory/SWEBOK/Project Security) to improve software engineering education. The methodology aims to collaborate between academic and industrial practices. It involves students working on projects with guidance from both mentors and industry practitioners. Data from literature reviews on software security engineering education is analyzed. A cloud-based system is developed to securely store project documents by encrypting and splitting files across multiple cloud nodes. The methodology and secure cloud storage approach are concluded to provide strategies to mitigate risks in software projects and benefit both education and industry.
In today's economy, enterprises require knowledge more than ever before. Employees are being classified through their skill set and experience, where the tacit knowledge of individuals is the key factor. The effect of knowledge hunger can be easily seen in agile software development teams. To sustain the quality permanence of software development, it is essential to transform individuals' tacit knowledge to core organizational knowledge. To achieve this goal, every software development process utilizes different knowledge sharing and creation approaches. In this paper, knowledge sharing issues are surveyed and categorized into: 1) sociological issues, 2) documentation issues, and 3) implementation issues with/without pair programming. Finally, a proposed technique, Knowledge Temple, is introduced as feasible improvement to well-known knowledge sharing problems for small agile software development teams.
HCI approaches can improve employee software training frameworks in the following ways:
1. E-training interfaces are well-suited for adopting HCI principles to create intuitive, usable training programs. However, e-training must meet usability guidelines to be effective.
2. Increasing trainee's computer self-efficacy prior to training through activities that improve confidence can boost skill acquisition and performance.
3. For training outcomes to be successful, companies must foster a culture where skill-sharing and life-long learning are encouraged, and employees are supported in continuing education.
The document discusses emerging trends in workplace learning and technology based on interviews with over 30 leading learning and development organizations. Key insights include:
1. Organizations are focusing more on improving performance and integrating learning into tasks to support just-in-time learning. There is increasing investment in learning on demand and performance support accessible from any device.
2. Learning and development departments are playing a key role in supporting informal learning through curating short, easily accessible resources on a variety of topics rather than formal courses.
3. While formal courses remain important, especially for compliance training, they are becoming more blended with greater use of e-learning, webinars, and classroom technology. Designing blended formal courses is still
The document discusses how IntelLEO uses the SECI model as a pedagogical framework to support organizational responsiveness through knowledge building across organizational boundaries. It proposes applying the SECI model (socialization, externalization, combination, internalization) to organize learning and knowledge building processes in extended organizations. The SECI model provides a framework for knowledge exchanges, collaboration, and learning within and between organizations. This is innovative compared to other approaches that focus only on single organizations or don't address all phases of the SECI model. The document also discusses how IntelLEO's implementation model integrates the SECI framework to continuously measure and improve organizational responsiveness through dynamic implementation cycles.
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWAREijcsit
For more than two decades children’s use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
This document discusses the effectiveness of digital modalities as training and learning environments. It begins by outlining the costs of traditional employee training and how digital simulations can reduce costs while increasing safety. It then examines the current landscape of digital learning, including inconsistent growth in different technology-based training methods. The rest of the document discusses factors that impact the effectiveness of digital learning environments, such as trainee digital literacy, characteristics of different digital environments, examples of current digital learning implementations, and areas for further research.
Mobile learning is a new educational technology and introduces both exciting capabilities and complexity into the learning design process, but with very few guidelines. ADL’s MoTIF project will explore new types of learning and design approaches that take advantage of the capabilities of the mobile platform. The MoTIF project will result in interventions such as strategies, materials, products, and guidelines as solutions to the problems, but will also advance our knowledge about the characteristics of these interventions and the processes involved in designing and developing them.This survey report is the first step in the design-based research approach and will drive the needs assessment for the project. The survey report will reveal the MoTIF project objectives as well as highlight other relevant findings from the data collected from the 831 survey respondents from around the world.
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
This document discusses the development of an educational technology for improving teachers' skills in using computer technologies and addressing issues in the IT industry. It proposes several approaches: 1) A systems and activity approach to model future specialists' activities and the activities required to work with applications. 2) A hermeneutic approach to establish a system of interpreting application interfaces based on users' comprehension levels. 3) An integrative approach to establish common semantics for IT-related disciplines to optimize learning within application software. The technology includes diagrams of computer activities, methods for developing conceptual frameworks for creating application algorithms, and minimizing user algorithms. The technology is intended to help IT teachers and business coaches train users.
Development of creative economy thinking with idea marathon system via cloud ...Panita Wannapiroon Kmutnb
Chalit Kangvaravoot and Panita Wannapiroon, " Development of Creative Economy Thinking with Idea Marathon System via Cloud Computing Technology," International Journal of e-Education, e-Business, e-Management and e-Learning vo. 3, no. 3, pp. 267-270, 2013.
Student perceptions and attitudes towards the software factory as a learning ...Muhammad Ahmad
Industry needs graduates from universities having knowledge and skills to tackle the practical issues of real life software development. To facilitate software engineering students and fulfill industry need, the Department of Information Processing Science, University of Oulu, Finland, built a Software Factory laboratory (SWF) in 2012 based on Lean concept. This study examines factors in the SWF learning environment that affect learning of a SWF course by the students. It employs amended Computer laboratory Environment Inventory (CLEI) and Attitude towards Computers and Computing Courses Questionnaire instrument (ACCC) with two additional constructs: 1) Kanban board 2) Collaborative learning. The general findings indicate that SWF learning environment, collaborative learning and Kanban board play important role in software engineering students learning, academic achievements and professional skills gaining. The findings are helpful to develop a better understanding about learning environments. The information gathered in this study can also be used to improve the software engineering learning environment.
The document discusses strategic thoughts around integrating elearning tools and technologies into teaching and learning practices. The goals are to seamlessly integrate technologies, enrich learning opportunities, and enhance learning. Key focus areas discussed include principles, leadership, sustainability, professional learning, audience and purpose, consultation, strategic planning, growing skills, and linking technologies to the curriculum.
This document provides information and resources for teachers to integrate technology into lessons based on the Iowa Core content areas. It discusses using activity types that pair specific concepts and skills from the Iowa Core with appropriate technologies. A five-step process is outlined for lesson planning that begins with selecting learning goals based on the Iowa Core, choosing learning activities, selecting digital tools, determining how well the tools fit the activities, and rating the level of technology integration. Resources are shared for finding the right digital tools, including lists of activity types supporting the Iowa Core and tools recommended for each type. Rubrics and matrices are also provided for assessing technology integration in lessons.
The Multiple Learning Experiences (M-LEx™) Model – A Holistic Approach to Edu...Tatainteractive1
http://www.tatainteractive.com/ : We should recognize the porous borders that compartmentalize different subjects. We should acknowledge the differences in aptitude and provide room for each child to build on his or her strengths. Visit http://www.tatainteractive.com/ for more.o the complexity and choices.
This document discusses a study analyzing student satisfaction with various instructional technology techniques. The study surveyed 215 students enrolled in 4 undergraduate business courses about their satisfaction with commonly used IT tools like presentation software, email/discussion lists, word processing, web search engines, online libraries, and web development applications. The study aimed to determine the relationship between different types and degrees of IT used and student satisfaction, as well as the impact of IT techniques on student perceptions of enhanced classroom behaviors like student-student and student-instructor interaction, increased information and quality of instruction, and improved course organization. The sample was predominantly male (68%), aged 19-26, and majoring in general business (75%).
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
The multimedia principle states that people learn better from words and images rather than just words alone. It works on the idea that combining text and graphics engages learners more in active learning by drawing connections between the two. Static images are easier to produce for e-learning but animations may better illustrate processes over time, though they risk overloading learners. While words alone can convey information, combining them with graphics activates deeper cognitive processing. There is evidence people learn more from multimedia instruction, though more research is still needed on its long term effects and benefits.
Review on gamification in children computer interaction (CCI) for persona mod...journalBEEI
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.
The document discusses using an ontology engineering approach to support computer-supported collaborative learning (CSCL). It describes organizing pedagogical knowledge from different sources into an ontology to formally represent meaningful information. An authoring tool called CHOCOLATO was developed to hide this ontology and allow users like teachers and students to design effective collaborative learning scenarios based on the ontology and learning theories without having to understand the ontology itself. The tool and ontology were then applied in real educational scenarios to propose group formations, design group activities, and analyze interactions and results.
This document discusses the TPACK framework, which analyzes the ideal combination of technological and pedagogical choices made by a teacher to effectively convey content. It can be visualized as a Venn diagram showing overlap between technological, pedagogical, and content knowledge. The goal is for teachers to develop equal interactions between these three domains over time. Examples are given of how the author used various technologies like Blendspace, SMART boards, and Edmodo to integrate technology and convey content knowledge in pedagogically sound ways in accordance with the TPACK model.
Applying User Experience and Usercentered Design Software Processes in Underg...IJCI JOURNAL
Agile methods in undergraduate courses have been explored by various authors looking to close the gap between industry and professional profiles. We have structured an Android application development course based on a tailored agile process for development of educational software tools. This process is based on both Scrum and Extreme Programming in combination with User Experience (UX) and User-Centered Design (UCD) approaches. The course is executed in two phases: the first half of the course’s semester presents theory on agile and mobile applications development, the latter half is managed as a workshop where students develop for an actual client. The introduction of UX and UCD exploiting the close relationship with stakeholders expected from an agile process can enhance Quality in Use features. Since 2019 two of the projects have been extended in agreement between the client and students. Students, clients and users have found value in the generated products.
Secured cloud support for global softwareijseajournal
This document summarizes a research paper that proposes a methodology called TSPS (Theory/SWEBOK/Project Security) to improve software engineering education. The methodology aims to collaborate between academic and industrial practices. It involves students working on projects with guidance from both mentors and industry practitioners. Data from literature reviews on software security engineering education is analyzed. A cloud-based system is developed to securely store project documents by encrypting and splitting files across multiple cloud nodes. The methodology and secure cloud storage approach are concluded to provide strategies to mitigate risks in software projects and benefit both education and industry.
In today's economy, enterprises require knowledge more than ever before. Employees are being classified through their skill set and experience, where the tacit knowledge of individuals is the key factor. The effect of knowledge hunger can be easily seen in agile software development teams. To sustain the quality permanence of software development, it is essential to transform individuals' tacit knowledge to core organizational knowledge. To achieve this goal, every software development process utilizes different knowledge sharing and creation approaches. In this paper, knowledge sharing issues are surveyed and categorized into: 1) sociological issues, 2) documentation issues, and 3) implementation issues with/without pair programming. Finally, a proposed technique, Knowledge Temple, is introduced as feasible improvement to well-known knowledge sharing problems for small agile software development teams.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry
and professional profiles. We have structured an Android application development course based on a
tailored user-centered Agile process for development of educational digital tools. This process is based on
Scrum and Extreme Programming in combination with User Experience (UX) approaches. The course is
executed in two phases: the first half of the semester presents theory on Agile and mobile applications
development, the latter half is managed as a workshop where students develop for an actual client. The
introduction of UX and user-centered design exploiting the close relationship with stakeholders expected
from Agile processes allows for different quality features development. Since 2019 two of the projects have
been extended and one project has been developed with the described process and course alumni. Students
and stakeholders have found value in the generated products and process.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry
and professional profiles. We have structured an Android application development course based on a
tailored user-centered Agile process for development of educational digital tools. This process is based on
Scrum and Extreme Programming in combination with User Experience (UX) approaches. The course is
executed in two phases: the first half of the semester presents theory on Agile and mobile applications
development, the latter half is managed as a workshop where students develop for an actual client. The
introduction of UX and user-centered design exploiting the close relationship with stakeholders expected
from Agile processes allows for different quality features development. Since 2019 two of the projects have
been extended and one project has been developed with the described process and course alumni. Students
and stakeholders have found value in the generated products and process.
Microlearning involves delivering short pieces of content that focus on one to two learning objectives and last 7-15 minutes. It provides a new teaching paradigm that divides knowledge into small, easily comprehended chunks. Microlearning can be accessed on-demand and requires little effort. It improves knowledge retention as learners apply skills before losing attention. Technology plays a vital role in delivering microlearning through social media, videos, and other visual formats. Examples of successful microlearning programs include Google and Cisco.
Case Study Based Software Engineering Project Development: State of ArtDr Sukhpal Singh Gill
Publised in International Journal of Scientific Research in Computer Science Applications and Management Studies (IJSRCSAMS), Volume 2, Issue 3 (May 2013).
Step by Step Development of Software Project
An approach to learn Software Project Management Practically.
SDLC phases of Software Engineering
Project Completed at Thapar University, Patiala, Punjab, India.
Download Link:
http://arxiv.org/ftp/arxiv/papers/1306/1306.2502.pdf
http://www.ijsrcsams.com/images/stories/Past_Issue_Docs/ijsrcsamsv2i3p31.pdf
SRS of this Project can be downloaded from :
http://www.slideshare.net/sukhpalsinghgill/software-requirements-specification-srs-for-online-tower-plotting-system-otps
Assessing The Tangible And Intangible Impacts Of The Convergence Of E-Learnin...ijistjournal
Learning comes through creating and applying knowledge, whilst learning increases an individual's and organization's knowledge asset. Both e-learning and knowledge management feed off the same root: learning, improved capacity to perform work tasks, ability to make effective decisions, and positively impact the world around us. The difference between KM and e-learning is a function of time; knowledge management is dynamic, e-learning is static. As a medium, e-learning allows for the sharing of knowledge that has been tested, researched and organized. Knowledge management is much livelier. Conversations and sharing understanding happens in real time. Through KM, tacit understanding can be communicated, problems can be jointly solved, and serendipitous connections are formed. KM is chaotic, current. KM is ecology; e-learning is the architecture. E-learning courses become outdated, while KM environments are continually fresh and reflective of current activity in a field. Anyway, the strengths of the two fields need to be brought together. KM should feed into e-learning in order for the content of the "course" to remain fresh and to tap learners into a sustained knowledge environment after the course is done and e-learning should feed into the KM environment to provide easy mechanisms for organizing information in the manner that most of the people function. There‟s no doubt that converging this two technology creates bigger impact in the learning process, but our discussion is focused to justify whether the convergence creates better value or not. In the light of the discussion, the conceptual link between these two key technologies has been drawn and several related issues are discussed.
It is impossible to separate the human factors from software engineering expertise during
software development, because software is developed by people and for people. The intangible
nature of software has made it a difficult product to successfully create, and an examination of
the many reasons for major software system failures show that the reasons for failures
eventually come down to human issues. Software developers, immersed as they are in the
technological aspect of the product, can quickly learn lessons from technological failures and
readily come up with solutions to avoid them in the future, yet they do not learn lessons from
human aspects in software engineering. Dealing with human errors is much more difficult for
developers and often this aspect is overlooked in the evaluation process as developers move on
to issues that they are more comfortable solving. A major reason for this oversight is that
software psychology (the softer side) has not developed as extensively
Adopting DevOps practices: an enhanced unified theory of acceptance and use o...IJECEIAES
DevOps software development approach is widely used in the software engineering discipline. DevOps eliminates the development and operations department barriers. The paper aims to develop a conceptual model for adopting DevOps practices in software development organizations by extending the unified theory of acceptance and use of technology (UTAUT). The research also aims to determine the influencing factors of DevOps practices’ acceptance and adoption in software organizations, determine gaps in the software development literature, and introduce a clear picture of current technology acceptance and adoption research in the software industry. A comprehensive literature review clarifies how users accept and adopt new technologies and what leads to adopting DevOps practices in the software industry as the starting point for developing a conceptual framework for adopting DevOps in software organizations. The literature results have formulated the conceptual framework for adopting DevOps practices. The resulting model is expected to improve understanding of software organizations’ acceptance and adoption of DevOps practices. The research hypotheses must be tested to validate the model. Future work will include surveys and expert interviews for model enhancement and validation. This research fulfills the necessity to study how software organizations accept and adopt DevOps practices by enhancing UTAUT.
Knowledge Temple: A Collaborative Knowledge Sharing Technique for Agile Softw...CSCJournals
In today's economy, enterprises require knowledge more than ever before. Employees are being classified based on their skill set and experience, where the tacit knowledge of individuals is a key factor. The effect of knowledge hunger can be easily seen in agile software development teams. To sustain the quality permanence of software development, it is essential to transform individuals' tacit knowledge to core organizational knowledge. To achieve this goal, every software development process utilizes different knowledge sharing and creation approaches. In this paper, a proposed technique, Knowledge Temple, is introduced as a feasible improvement to well-known knowledge sharing challenges for small agile software development teams. It is a hybrid technique, incorporating knowledge sharing and building models, such as cognitive apprenticeship, on-the-job-training, solo programming, pair programming, parallel peer programming, pair rotation, and knowledge repository creation. The proposed technique has been evaluated in the Innovation in Computing Research (iCORE) at Texas A&M University-Corpus Christi. Experimental results show that this hierarchical approach provides an iterative and incremental solution to sharing and creating knowledge in a collaborative and cooperative fashion.
An Exploratory Study on the Practices of Knowledge Management in Software Dev...ijcnes
This study explores the current trends of knowledge management system and its practices in software development organizations. This Paper identifies the approaches towards KM for knowledge acquisition, representation and sharing. Application of KM practices in the software development work are stated and analyzed. These Case studies shows current KM practices and KM implementations that are followed in software development organizations. And also specifies the KT activities involved in Knowledge sharing. Organizations follow either codification or personalization [1] strategy. Most of the Organizations mix and match the KT techniques from the KM strategies and follow their own strategy according to their convenience. Here, to implement KM strategies, how KM portals and KM systems are utilized for shortening the skill gaps among employees is also mentioned. These findings identified that organizations understand the need of knowledge sharing but knowledge acquisition, representation and sharing is not organized clearly. Few organizations are successful in knowledge management implementation.
This document provides an overview of instructional systems design (ISD) and its evolution from an artistic approach to a more systematic and research-based approach. It discusses how ISD follows a rigorous process involving analysis, design, development, implementation and evaluation. Key aspects of the ISD process include separating instructional content from strategy, using a team-based approach with specialized roles, and continually improving the process based on evaluation results.
E Learning and Learning Management Systems Advantages, Disadvantages and Sugg...ijtsrd
With the developing technology, different e learning concept has entered our lives. This new education model, which is very different from traditional education administration, has been adopted by the education community and learners. Thanks to this model that provides internet based training, it is possible to receive or give training without the concept of time and space. However, when the issue is a critical area such as education, this new method needs to be discussed and analyzed. First, the concept of e learning and learning management systems in the infrastructure of this new education model should be understood in detail. Determining the software modules that LMSs consisting of internet based software is a guide in this study. In addition, the advantages and disadvantages of this new education model were evaluated and presented item by item. At the end of the study, suggestions were given to the individuals or institutions who were educated with e learning model or developed LMS software. Gülleman Erdal | Erdal Erdal "E-Learning and Learning Management Systems: Advantages, Disadvantages and Suggestions" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-1 , December 2020, URL: https://www.ijtsrd.com/papers/ijtsrd36911.pdf Paper URL : https://www.ijtsrd.com/computer-science/other/36911/elearning-and-learning-management-systems-advantages-disadvantages-and-suggestions/gülleman-erdal
Agile approach which is required in applicationgigap29589
What do you love about your job?
I aim to champion individuality in portraits. I found this is the most precious thing in photography. You’re beautiful just as you are.
What types of shoots have you done and how did you make them special?
I have worked with families for the past 5 years. First started with maternity session, and then the baby arrived, which I am able to work with the same family yearly. I think this is the most special things for both of us. I can witness every important moment through their family history.
Awards, honors, and recognitions received
Portrait work has been archived in Vogue IT.
A fun fact about this photographer
Like almost all of you, I never getting eased in front of the camera. I remember I cried every time when my mom took m
Learner Ontological Model for Intelligent Virtual Collaborative Learning Envi...ijceronline
An enacting approach to intelligent virtual collaborative learning model is explored through the lens of critical ontology. This ontological model enables to reuse of the domain knowledge and to make the knowledge explicitly available to the agent working as an Expert System, which uses the operational knowledge in collaborative learning environment. This ontological model used by the agent to identify the preliminary competency level of the user. This environment offers personalized education to each learner in accordance with his/her learning preferences, and learning capabilities. Here the factors considered to identify the learning capability taken are demographic profile, age, family profile, basic educational qualification and basic competency scale. The conception of heuristics is then used by the agent to determine the effectiveness of the learner by referring the different parameters of the learner available in the ontological model.To help getting over this, the paper describes the experience on using an ontological model for collaborative learning to relate and integrate the history of the learner by maintaining the history of learner in collaborative learning environment that will be used by the Multi-Objective Grey Situation Decision Making Theory to infer the understanding level of user and produces the conditional content to the user
Iterative research and development of teacher training in learning design Yishay Mor
The METIS project aims to provide educators with an Integrated Learning Design Environment (ILDE) and workshops to train them in using the ILDE to support effective learning design. Research was conducted to identify the requirements of different contexts and user groups for the workshops. Examples of similar workshops were also evaluated to inform the design. An initial version of the METIS workshop structure was developed, which provides a "meta-design" that can be customized for different user groups. The structure will be used to develop and evaluate workshop packages for three user groups to test and improve the design.
Bridging the ‘missing middle’: a design based approach to scalingdebbieholley1
Holley, D., Peffer, G. Santos, P., and Cook, J. (2014). Bridging the ‘missing middle’: a design based approach to scaling. Presented to the ALT-Conference, September 2014
A paper contributing to EU learning layers project,:Scaling up Technologies for Informal Learning in SME Clusters
A 9.9 million EU Framework Project (2012-2016)
Abstract
Taking innovation from concept through to scalable delivery is complex, contested and an under-theorised process. In this paper we outline approaches to scaling that have influenced in our work in the EU Learning Layers Integrating Project, a consortium consisting of 17 institutions from 7 different countries. The two industries identified for the initial work are the Health sector in the UK, and the Construction sector in Germany. The focus of the EU project is scaling informal learning in the workplace through the use of technologies; the focus of our paper, the ‘Help Seeking’ tool, an online tool developed by co-design with GP Practice staff in the North of England. Drawing upon three Scaling taxonomies to underpin our work, we map the complex and interrelated strands influencing scaling of the ‘Help-Seeking’ tool, and go on to suggest that the typical measure of scaling success ‘by number’ needs a more nuanced analysis. Furthermore, we will propose that the emerging framework enables the orchestration of team discourse about theory, the production of artefacts as tools for design discourse, the identification of scalable systemic pain points, and is thus throwing light on the ‘missing middle’ (where key scaling factors reside between top down strategy and bottom up initiatives).
DISCOVERING PERSONALITY TYPES AND DIVERSITY BASED ON SOFTWARE TEAM ROLESSyamsul Bahrin Zaibon
The document summarizes a study that used a rule-based approach to analyze personality types, diversity, and roles on software engineering teams. The study analyzed existing data on software team members' Myers-Briggs Type Indicator (MBTI) personality types, diversity of types in teams, and roles (team leader or programmer). Rules were generated using a rough set technique tool. For team leaders, the rules indicated extroversion and intuition were more common personality types among effective leaders, appearing more frequently in the rules. The study aims to help understand effective team composition and member selection.
The document discusses cyber security challenges for smart communities. It notes that cyber threats are becoming more sophisticated and pose risks to critical infrastructure. Establishing effective cooperation between public and private sectors is important for developing strategies to address cyber challenges in smart communities. As communities become more connected through information and communication technologies, demand for robust cyber security will continue to grow.
ICOCI2013 Non Personal Interpretive Media at Cultural Heritage SitesSyamsul Bahrin Zaibon
This document summarizes a study on the use of non-personal digital interpretive media at cultural heritage sites in Central and East Java, Indonesia. The study examined 50 cultural heritage sites and found that only 8% provided digital interpretive media like audio and video. Non-personal interpretive media commonly used includes signs, displays, brochures and maps but digital options are underutilized. The document suggests that electronic non-personal media should be more widely adopted at cultural heritage sites to better inform and educate visitors given its effectiveness compared to traditional media.
The document discusses multimedia databases and their development. It covers key topics like data modeling issues for different media types, content-based indexing and browsing. The main challenges with multimedia data are size, time, and complex semantics. A generic architecture for multimedia database management systems is presented involving features extraction, indexing, search engine and feedback. Major steps in developing such systems are also outlined.
1) The document introduces multimedia databases and their importance. It discusses how advances in technology enabled rich multimedia data types and the need for databases to manage these complex data types.
2) Traditional relational databases are no longer suitable for multimedia data. Multimedia databases allow users to search, manipulate and retrieve various media types like images, video and audio as easily as text.
3) The document covers basic database concepts like data, hardware, software, users and the chronology of databases from files to real world information. It also discusses data modeling and designing multimedia databases.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
CAKE: Sharing Slices of Confidential Data on BlockchainClaudio Di Ciccio
Presented at the CAiSE 2024 Forum, Intelligent Information Systems, June 6th, Limassol, Cyprus.
Synopsis: Cooperative information systems typically involve various entities in a collaborative process within a distributed environment. Blockchain technology offers a mechanism for automating such processes, even when only partial trust exists among participants. The data stored on the blockchain is replicated across all nodes in the network, ensuring accessibility to all participants. While this aspect facilitates traceability, integrity, and persistence, it poses challenges for adopting public blockchains in enterprise settings due to confidentiality issues. In this paper, we present a software tool named Control Access via Key Encryption (CAKE), designed to ensure data confidentiality in scenarios involving public blockchains. After outlining its core components and functionalities, we showcase the application of CAKE in the context of a real-world cyber-security project within the logistics domain.
Paper: https://doi.org/10.1007/978-3-031-61000-4_16
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Things to Consider When Choosing a Website Developer for your Website | FODUUFODUU
Choosing the right website developer is crucial for your business. This article covers essential factors to consider, including experience, portfolio, technical skills, communication, pricing, reputation & reviews, cost and budget considerations and post-launch support. Make an informed decision to ensure your website meets your business goals.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
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1. Proceedings of the 4th
International Conference on Computing and Informatics, ICOCI 2013
28-30 August, 2013 Sarawak, Malaysia. Universiti Utara Malaysia (http://www.uum.edu.my )
Paper No.
095
253
AGILE PRACTICES: A COGNITIVE LEARNING PERSPECTIVE
Mazni Omar1
and Sharifah Lailee Syed Abdullah2
1
Universiti Utara Malaysia, Malaysia, mazni@uum.edu.my
2
Universiti Teknologi MARA, shlailee@perlis.uitm.edu.my
ABSTRACT. This paper highlights the theoretical aspect of agile practices
from the cognitive learning perspective. Three cognitive strategies –
elaboration, organization, and problem solving – underpin key strategies in
agile practices to promote better understanding in learning software
development activities. Agile practices such as planning games, pair
programming, refactoring, coding standard and simple design, acts as a
positive inducer to human brain for software developers to accept and
develop software easily. By understanding theoretical aspects hinders in
agile practices, educators are able to determine alternative approach to suit
into internal potentials among students, and thus be able to develop high
quality software.
Keywords: software engineering (SE), agile practices, extreme
programming, cognitive learning, quality software
INTRODUCTION
Due to rapid demand of technological changes, agile methodologies have emerged to
alleviate the uncertainty of business requirements. The need to deliver quality software in a
timely manner and at economical cost is the main issue in software industry. Therefore, the
Agile Alliance (2001) has expressed the values in Agile Manifesto as:
Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan
The major agile methodologies currently in use consist of Scrum, Dynamic Systems
Development Method (DSDM), Crystal Methods, Feature Driven Development (FDD), Lean
Development, and Extreme Programming (XP). According to the agile manifesto, people and
communication are the key ingredients required for producing quality software. Agile
employs a lightweight process, whereby communication plays an important role and takes
precedence over comprehensive documentation. This method focuses more on people-
oriented approach, which relies on tacit or interpersonal knowledge whilst developing
software. The creators of Agile Alliance agreed that detailed project strategies should be
continuously innovated in order to discover a larger set of agile software practices (Cockburn,
2007). Therefore, it is not surprising to find different set of practices that are similar and
complementary to each other.
Beck (2000) introduced XP as a solution to the problems encountered when the formal
methods are adopted in software development projects. In particular, the XP methodology
was created to address requirement changes and project risk. XP is governed by four values—
2. Proceedings of the 4th
International Conference on Computing and Informatics, ICOCI 2013
28-30 August, 2013 Sarawak, Malaysia. Universiti Utara Malaysia (http://www.uum.edu.my )
Paper No.
095
254
Communication, Simplicity, Feedback, and Courage—that lead to definition of practices that
XP projects should follow. XP has gained a great attention and is currently the most widely
used methodology in SE industry. It was first developed and implemented in 1996, by Kent
Beck at Chrysle Corporation. There were originally twelve major practices in XP; the
planning game, pair programming, refactoring, simple design, continuous integration, test-
first programming, collective ownership, coding standards, frequent releases, metaphor,
sustainable pace and an on-site client (Beck, 2000). These practices were based on four XP
values, which are communication, simplicity, feedback, and courage.
Integrating agile practices in SE education and application this methodology can stimulate
human minds, thus helping the students in acquiring necessary knowledge and skills while
attending SE courses. Furthermore, as agile methodology originated from industry, including
this method into the academic curriculum would decrease the gap between educational and
industrial requirements, thus preparing the students for the workplace by arming them with
the knowledge of the latest developments in software engineering process environment.
However, despite its benefits, the use of agile methodology in software engineering education
is a relatively new phenomenon (Mahnic, 2012; Melnik & Maurer, 2003; Paasivaara et al.,
2013; Rico & Sayani, 2009; Sharifah-Lailee, Mazni, Mohd Nasir, Che Latifah, &
Kamaruzaman, 2009).
Although there is consensus that integrating agile methodology in education is beneficial
and relevant, educators need to ensure that their students are fully trained in its application in
order to maximize benefits of using agile methodology in learning process. Therefore,
educators need to understand underlying theories that hinders benefits of agile practices.
COGNITIVE LEARNING IN AGILE PRACTICES
Agile practices underline the need for understanding and applying the principles of
cognitive learning theory in order for software developers to apply the practices effectively.
By gaining insight into the theoretical aspects of agile practices, developers can appreciate
adhering to the practices and thus become self-affirming. Theory allows developers to
manipulate and improve the practices in a reflective process. Therefore, when problems arise,
understanding these theoretical strategies offers developers a platform for recognizing,
analysing, and dealing with issues in an effective manner. Moreover, cognitive theory enables
practitioners to share knowledge and best practices can be demonstrated. Lastly, given the
widely accepted view that knowledge is power, understanding the theory underpinning each
of these practices will empower practitioners to explain, justify, and promote the agile
practices (Carlile & Jordan, 2005; Dingsøyr, Nerur, Balijepally, & Moe, 2012; Wang, Ali,
Ramos, & Vidgen, 2013).
In general, the term ‗cognitive‘ refers to development of intellectual abilities and skills
(Borich, 2004). This includes the mechanism by which mental or brain processes information
is received, stored, and retrieved. Similarly, cognitive learning is defined as the acquisition of
knowledge and skill by mental or cognitive processes and the procedures for manipulating the
information. Key theorists in cognitivism are Jean Piaget and Lev Vygotsky. The cognitivism
of Piaget (Piaget, Brown, & Thampy, 1985) suggests that learners‘ cognitive development is
continuous process, based on the key concept of assimilation and accommodation.
Assimilation is a process of responding to the environment in accordance to existing learners‘
knowledge, whereas accommodation implies modifying the learners‘ knowledge based on
new information. Therefore, knowledge occurs when there is the interaction between the
individual and the environment. Learning in agile practices demands developers to actively
engage in software development activities. During these activities, developers require
acquiring new knowledge and incorporated with developers‘ current knowledge to develop
3. Proceedings of the 4th
International Conference on Computing and Informatics, ICOCI 2013
28-30 August, 2013 Sarawak, Malaysia. Universiti Utara Malaysia (http://www.uum.edu.my )
Paper No.
095
255
software that meet clients‘ requirements. Therefore, the process of knowledge is assimilated
and accommodated through applying agile practices.
Vygotsky (1978) introduced the concept of the Zone of Proximal Development (ZPD),
that is, the gap between what learners could accomplish alone and what could be achieved in
cooperation with those more skilled or experienced. Thus, Vygotsky stressed the importance
of collaborative learning. In agile practices, collaborative learning is incorporated through the
need for the client and team members to actively participate in software development
activities. Frequent feedback from the client as well as development team members in pair
programming and continuous integration activities allow developers to learn, interact, and
share knowledge to enhance learning process.
Learning requires humans to use their brains to think and solve problems. However,
human brains have a limited memory capacity. Therefore, to help improve cognitive learning
as a mental strategy, researchers, such as Arends (2008) and Borich (2004), proposed several
cognitive learning strategies. The cognitive learning strategies that underpin the agile
practices are:
Elaboration Strategy
This strategy allows developers to learn how to build internal connections between new
information and existing knowledge by emphasizing systematic organization of knowledge.
Elaboration is a process of adding details, so that new requirements from clients become more
meaningful, and thus easier to understand and memorize. This, in turn, facilitates
development of high quality software. There are several techniques that are based on
elaboration strategy, which include note taking and analogies technique.
Note taking is similar to writing user stories during a planning game practice. During the
planning game, developers write user stories (see Figure 1) that define client requirements.
This strategy enhances learning by compactly accumulating the stories for later review and
discussion between members and client. In addition, developers also incorporate coding
standard practice with note taking technique by adding comments to their code. By applying
this coding standard, the code written by different team members is easier to understand and
helps software reuse in the future projects.
Figure 1. Example of Story Cards
The metaphor in agile practices uses analogies to allow comparison of features. During
development activity, developers use metaphors, such as a comparison of registering for a
course with add and drop features. The metaphor practice will increase understanding
between developers by linking the ideas of a system with common or familiar features. The
concept of metaphor also allows developers to understand details of the system architecture.
4. Proceedings of the 4th
International Conference on Computing and Informatics, ICOCI 2013
28-30 August, 2013 Sarawak, Malaysia. Universiti Utara Malaysia (http://www.uum.edu.my )
Paper No.
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Organization Strategy
This strategy assists learning through reorganizing new knowledge by creating patterns
and links in a large array of information, which will ensure that developers can remember and
use the new knowledge efficiently (Arends, 2008; Borich, 2004). There are several techniques
based on organization strategy, which include outlining, chunking, mnemonic, and mapping.
Outlining technique is implemented in agile practices through planning game practice.
When defining stories in a planning game, developers outline ideas according to functions
that represent client requirements. Therefore, the act of outlining user stories assists
developers in relating a variety of functions according to client needs, helping them
understand the requirements.
Chunking is a second technique in which the information is divided into smaller and
meaningful collections of knowledge, which is also incorporated into the planning game.
Through the use of story cards, it is easier for developers to group different stories according
to specific functions. Chunking assists developers because humans have limited memory
capacity, making it difficult to memorize a large amount of information. The process of
chunking is also facilitated by identifying smaller functions to be developed and by
continuously integrating, testing, and reviewing the completed work into a cohesive unit.
These activities can help developers to incrementally develop quality software.
The third technique that helps organizing information is mnemonics, which consists of
refactoring. Mnemonics is a technique that assists memory by helping developers to organize
information according to a familiar pattern so that it can easily fit the schema pattern in the
long term memory (Arends, 2008). Refactoring works in the same way as the mnemonic, i.e.
through the reuse of the same program codes, albeit in a different functions. Therefore,
complex codes can be understood amongst developers.
The fourth organization strategy is mapping technique as it allows complex client
requirements to be transformed into simple design practice (see Figure 2).
Figure 2. Simple Design Practice
In simple design, developers map system main functions using Unified Modelling
Language (UML) use case diagram, which is subsequently associated to its interface design.
Next, the interfaces are linked to object source codes. These activities facilitate developers in
understanding the flow of system, making it easier to update for future reference.
5. Proceedings of the 4th
International Conference on Computing and Informatics, ICOCI 2013
28-30 August, 2013 Sarawak, Malaysia. Universiti Utara Malaysia (http://www.uum.edu.my )
Paper No.
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Problem Solving Strategy
Problem solving strategy is one of the cognitive strategies that assist learners in solving ill-
structured problems by relying on their knowledge sourced from several disciplines (Borich,
2004). Through pair programming activities (see Figure 3), agile practices enhance
developers‘ ability to solve programming problems. In pair programming, developers are
actively involved in discussing, listening, and observing. This practice is designed so that two
developers are required to work side by side, which facilitates communication, exchanging,
and sharing ideas, leading to faster code production. When two developers interact, rigorous
discussion occurs, and thus learning process is enhanced and intrinsic motivation is sustained
throughout the pair programming process.
Figure 3. Pair Programming Practice
In addition, agile practices emphasize the importance of frequent feedback from clients
and participation of all developer in this interaction. Social nature of feedback encourages
learning process by active interaction amongst developers and clients, governed by the need
to understand the system. Thus, this process aids the developers in using their past
experiences and integrated it with their new knowledge, based on information obtained from
clients to solve programming problems. Therefore, this learning process develops problem-
solving skills that are essential for producing quality software.
CONCLUSION AND RECOMMENDATIONS
The theoretical aspects hinder in agile practices specifically on extreme programming
(XP) demonstrate its ability to stimulate human minds to accept and develop software easily.
With this in mind, software developers are able to develop high quality software regardless
the complexity of the software project. The cognitive learning strategies encapsulated in agile
practices are the necessity for fostering dynamic smart software community that provides
opportunities to enhance their skills and capability.
Educators need to take challenge to bring out human potentials among students by
training and educating them to apply agile practices in their software projects. This alternative
approach enables students to improve their learning process toward achieving high quality
software. This, in turn, allows software industry to have world class ICT professionals.
ACKNOWLEDGMENTS
The authors wish to thank the Ministry of Education Malaysia for funding this study under
Fundamental Research Grant Scheme (FRGS), S/O project: ―12818‖ and Dana
Kecemerlangan UiTM, code project: ―600-RMI/ST/DANA 5/3/Dst (102/2009)‖.
6. Proceedings of the 4th
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28-30 August, 2013 Sarawak, Malaysia. Universiti Utara Malaysia (http://www.uum.edu.my )
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