This document summarizes a senior capstone project to create mobile applications for chapters of an electrical engineering probability course. A team of three students each created an app for one chapter, with sections on theory, problems, and simulations. While most sections were completed, the simulation for chapter 3 was not finished due to difficulties with the required programming language. The apps were tested by previous students and received positive feedback. The project helped students learn mobile app development and provided a new way for probability concepts to be taught, with the aim of improving student performance and retention in the course.
EXPLORATION ON TRAINING PRACTICE ABILITY IN DIGITAL LOGIC EXPERIMENTIJITE
Â
The hardware related courses in computer major require a lot of practise on experiment to fully
understand the theoretical knowledge for the students. Especially for the first-year or second-year
undergraduate students, how to cultivate students' practical ability effectively is the subject of Computer
Science in Colleges and Universities. This paper introduces the experimental teaching reform trial of the
Digital Logic Circuit courses, and sums up the experience of how to stimulate students' awareness of
innovation in the hardware experiment teaching and how to improve the students' practical ability. This
paper proposes that we should start the student independent innovation experiment as soon as possible at
the university stage. We design the independent innovation experiment in Digital Logic Circuit of the
hardware experiment, that experiment is an open-minded experiment. After years of experiments carried
out, the students deepened understanding of the knowledge of theory course, improve the interest in the
design of hardware, understand the basic processes of the design of electronic products, improve the
ability of practical, and establish the consciousness of innovation and practice. Our trial has proved that it
is very meaningful and feasible to enhance the ability of innovation practice in the low grade students of
computer major.
Embedded System Practicum Module for Increase Student Comprehension of Microc...TELKOMNIKA JOURNAL
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The result of applying the embedded system in education for students is successfully applied in
university. On the other side, many people in Indonesia use smart equipmentâs (Hand phone, Remote), but
none of those equipments are used in education. University as the source of knowledge should overcome
the problem by encouraging the students to use a technology with learning about it first. Embedded
System Practicum Module Design needs a prototype method so that the practicum module that is desired
can be made. This method is often used in real life. A prototype considered of a part of a product that
expresses logic and physical of external interface that is being displayed and this method will fully depend
on user contentment. Embedded System Practicum Module Design is made to increase student
comprehension of embedded system course and to encourage students to innovate, so that many
technologies will be developed and also to help lecturers deliver course subjects. With this practicum it is
hoped that the student comprehension will increase significantly. The result of this research is a decent
practicum module, hardware or software that can help students to know better about technology and the
course subjects so that it will encourage the students to create an embedded system technology. The
result of the test has been done; there is an increase of learning value obtained by 7.8%.
E-Learning Student Assistance Model for the First Computer Programming CourseIJITE
Â
E-Learning applied to computer programming course design is a promising area of research. The student
having clear understanding of the programming constructs can apply it to solve various problems. Because
of limited time and availability, the instructor can go back to some extent to cover the weaknesses of their
students that hinder the understanding of the problems. As more lessons are covered, the weak students
become weaker in programming. To cope up with these problems an e-learning system is devised which the
student can use anywhere and at any time as a web application. It comprises of both tutoring and
assessment and also provides guiding the students to error correction using back-tracking technique to
refine the concepts and reattempt the programming problem.
EXPLORATION ON TRAINING PRACTICE ABILITY IN DIGITAL LOGIC EXPERIMENTIJITE
Â
The hardware related courses in computer major require a lot of practise on experiment to fully
understand the theoretical knowledge for the students. Especially for the first-year or second-year
undergraduate students, how to cultivate students' practical ability effectively is the subject of Computer
Science in Colleges and Universities. This paper introduces the experimental teaching reform trial of the
Digital Logic Circuit courses, and sums up the experience of how to stimulate students' awareness of
innovation in the hardware experiment teaching and how to improve the students' practical ability. This
paper proposes that we should start the student independent innovation experiment as soon as possible at
the university stage. We design the independent innovation experiment in Digital Logic Circuit of the
hardware experiment, that experiment is an open-minded experiment. After years of experiments carried
out, the students deepened understanding of the knowledge of theory course, improve the interest in the
design of hardware, understand the basic processes of the design of electronic products, improve the
ability of practical, and establish the consciousness of innovation and practice. Our trial has proved that it
is very meaningful and feasible to enhance the ability of innovation practice in the low grade students of
computer major.
Embedded System Practicum Module for Increase Student Comprehension of Microc...TELKOMNIKA JOURNAL
Â
The result of applying the embedded system in education for students is successfully applied in
university. On the other side, many people in Indonesia use smart equipmentâs (Hand phone, Remote), but
none of those equipments are used in education. University as the source of knowledge should overcome
the problem by encouraging the students to use a technology with learning about it first. Embedded
System Practicum Module Design needs a prototype method so that the practicum module that is desired
can be made. This method is often used in real life. A prototype considered of a part of a product that
expresses logic and physical of external interface that is being displayed and this method will fully depend
on user contentment. Embedded System Practicum Module Design is made to increase student
comprehension of embedded system course and to encourage students to innovate, so that many
technologies will be developed and also to help lecturers deliver course subjects. With this practicum it is
hoped that the student comprehension will increase significantly. The result of this research is a decent
practicum module, hardware or software that can help students to know better about technology and the
course subjects so that it will encourage the students to create an embedded system technology. The
result of the test has been done; there is an increase of learning value obtained by 7.8%.
E-Learning Student Assistance Model for the First Computer Programming CourseIJITE
Â
E-Learning applied to computer programming course design is a promising area of research. The student
having clear understanding of the programming constructs can apply it to solve various problems. Because
of limited time and availability, the instructor can go back to some extent to cover the weaknesses of their
students that hinder the understanding of the problems. As more lessons are covered, the weak students
become weaker in programming. To cope up with these problems an e-learning system is devised which the
student can use anywhere and at any time as a web application. It comprises of both tutoring and
assessment and also provides guiding the students to error correction using back-tracking technique to
refine the concepts and reattempt the programming problem.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Â
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
Â
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.
Applying User Experience and Usercentered Design Software Processes in Underg...IJCI JOURNAL
Â
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 courseâs 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.
Improving Effort Estimation in Agile Software Development ProjectsGedi Siuskus
Â
A key principle in agile software development is to manage changing user needs at different phases of the software project development cycle. It splits the development into smaller iterations (sprints) to keep both developers and customers focused on one of them at the time. By planning and working on small consecutive iterations agile teams reduce uncertainty of changing user needs. However this approach has its drawbacks too. It becomes hard for agile team to plan and estimate the whole project in advance accurately as not much information is available. Therefore agile project planning turns into guesstimation of the effort required. It is based on available information about the system requirements and resources available. This paper proposes a method to improve the agile effort guesstimation by applying functional analysis to size user stories. A number of user stories from a media company are obtained to conduct the case study. The COSMIC method is used to size the user stories in functional points. Next those measurements are later applied to calculate the final project effort. The case study concludes that COSMIC user requirements sizing method can improve effort estimation and benefit agile teams in planning projects.
Keywords: agile, effort estimation, user story, function points, COSMIC.
Seminar and Project Manager and Resourceful Trainer(SMART)IOSR Journals
Â
Abstract: This paper presents an approach to eradicate all of the confusion which surrounds anyone while
preparing for the project and seminar. Also it aims in helping the institution to manage the previous batchâs
seminars and project. Seminar and project activity mainly deals with effective data searching and keeping pace
with emerging technologies. This paper focuses the concepts like keeping data at one place, providing guidance
related to Projects and seminars. This paper can represent an application that can be used by anyone for
solving queries related to project and seminar.
Hi! Take a look at this article with the best capstone project final report sample. For more visit site https://www.capstoneproject.net/capstone-project-final-report/
Development of Computer Aided Learning Software for Use in Electric Circuit A...drboon
Â
Presently, instructors are required to teach more students with the same resources, thereby reducing the amount of time instructors have with their students. Because of this, examples may be omitted to be able to make it through all of the required material. This can be problematic with electric circuit analysis courses and other courses used as prerequisites. A lack of understanding in these classes will likely continue in future classes. While software is often used in these classes, often it is analysis software not meant to teach concepts. Teaching software does exist, but may have only a preset number of problems or only provide the solution. Others provide a âlimitlessâ number of problems by changing component values, but each ends up being the same basic problem. This paper introduces new learning software that addresses these shortcomings. The software provides a practically limitless number of problems by varying component values and circuit structure. Moreover, it provides both an answer and an explanation. Finally, it is designed so that students who need more help can get it, while those who do not can move on.
CS0: A Project Based, Active Learning Coursedrboon
Â
The recruitment and retention of students in early computer programming classes has been the focus of many Computer Science and Informatics programs. This paper describes an initiative underway at Indiana University South Bend to improve the retention rate in computer science and informatics. The approach described in this work is inspired by the SCALE-UP project, and describes the design and implementation of an instructor-guided, active learning environment which allows students to gradually acquire the necessary critical thinking, problem solving, and programming skills required for success in computer science and informatics.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Â
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
Â
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.
Applying User Experience and Usercentered Design Software Processes in Underg...IJCI JOURNAL
Â
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 courseâs 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.
Improving Effort Estimation in Agile Software Development ProjectsGedi Siuskus
Â
A key principle in agile software development is to manage changing user needs at different phases of the software project development cycle. It splits the development into smaller iterations (sprints) to keep both developers and customers focused on one of them at the time. By planning and working on small consecutive iterations agile teams reduce uncertainty of changing user needs. However this approach has its drawbacks too. It becomes hard for agile team to plan and estimate the whole project in advance accurately as not much information is available. Therefore agile project planning turns into guesstimation of the effort required. It is based on available information about the system requirements and resources available. This paper proposes a method to improve the agile effort guesstimation by applying functional analysis to size user stories. A number of user stories from a media company are obtained to conduct the case study. The COSMIC method is used to size the user stories in functional points. Next those measurements are later applied to calculate the final project effort. The case study concludes that COSMIC user requirements sizing method can improve effort estimation and benefit agile teams in planning projects.
Keywords: agile, effort estimation, user story, function points, COSMIC.
Seminar and Project Manager and Resourceful Trainer(SMART)IOSR Journals
Â
Abstract: This paper presents an approach to eradicate all of the confusion which surrounds anyone while
preparing for the project and seminar. Also it aims in helping the institution to manage the previous batchâs
seminars and project. Seminar and project activity mainly deals with effective data searching and keeping pace
with emerging technologies. This paper focuses the concepts like keeping data at one place, providing guidance
related to Projects and seminars. This paper can represent an application that can be used by anyone for
solving queries related to project and seminar.
Hi! Take a look at this article with the best capstone project final report sample. For more visit site https://www.capstoneproject.net/capstone-project-final-report/
Development of Computer Aided Learning Software for Use in Electric Circuit A...drboon
Â
Presently, instructors are required to teach more students with the same resources, thereby reducing the amount of time instructors have with their students. Because of this, examples may be omitted to be able to make it through all of the required material. This can be problematic with electric circuit analysis courses and other courses used as prerequisites. A lack of understanding in these classes will likely continue in future classes. While software is often used in these classes, often it is analysis software not meant to teach concepts. Teaching software does exist, but may have only a preset number of problems or only provide the solution. Others provide a âlimitlessâ number of problems by changing component values, but each ends up being the same basic problem. This paper introduces new learning software that addresses these shortcomings. The software provides a practically limitless number of problems by varying component values and circuit structure. Moreover, it provides both an answer and an explanation. Finally, it is designed so that students who need more help can get it, while those who do not can move on.
CS0: A Project Based, Active Learning Coursedrboon
Â
The recruitment and retention of students in early computer programming classes has been the focus of many Computer Science and Informatics programs. This paper describes an initiative underway at Indiana University South Bend to improve the retention rate in computer science and informatics. The approach described in this work is inspired by the SCALE-UP project, and describes the design and implementation of an instructor-guided, active learning environment which allows students to gradually acquire the necessary critical thinking, problem solving, and programming skills required for success in computer science and informatics.
E-Learning Student Assistance Model for the First Computer Programming CourseIJITE
Â
E-Learning applied to computer programming course design is a promising area of research. The student having clear understanding of the programming constructs can apply it to solve various problems. Because of limited time and availability, the instructor can go back to some extent to cover the weaknesses of their students that hinder the understanding of the problems. As more lessons are covered, the weak students become weaker in programming. To cope up with these problems an e-learning system is devised which the student can use anywhere and at any time as a web application. It comprises of both tutoring and assessment and also provides guiding the students to error correction using back-tracking technique to refine the concepts and reattempt the programming problem.
E-LEARNING STUDENT ASSISTANCE MODEL FOR THE FIRST COMPUTER PROGRAMMING COURSE IJITE
Â
E-Learning applied to computer programming course design is a promising area of research. The student
having clear understanding of the programming constructs can apply it to solve various problems. Because
of limited time and availability, the instructor can go back to some extent to cover the weaknesses of their
students that hinder the understanding of the problems. As more lessons are covered, the weak students
become weaker in programming. To cope up with these problems an e-learning system is devised which the
student can use anywhere and at any time as a web application. It comprises of both tutoring and
assessment and also provides guiding the students to error correction using back-tracking technique to
refine the concepts and reattempt the programming problem
Metis project deliverable D3.2: Draft of pilot workshopYishay Mor
Â
This deliverable represents the analysis of best practices and workshop design from the first cycle of the METIS project methodology. Alongside this report a prototype is provided to allow access to the package of resources representing a workshop structure developed from the preliminary analysis of best practices in teacher training reported in Deliverable D3.1. Section â2 provides an account of the review of best practices, the process, current status and outcomes, and plans for the future. It also lists risks and challenges and implications to and from WP 2 and 4.
Case Study 9.2 â Drug Testing Question (500 words minimum) Wh.docxketurahhazelhurst
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Case Study 9.2 â Drug Testing
Question: (500 words minimum):
âWhat argument would you use, for or against a decision by the employer in this case to insist on expanding the drug program to include prohibition of the sale, possession, or use of illegal substances on the employeeâs own time? Support your answer.
Case Study 10.2 Unfair Labor Practice By a Union
Question: (500 words minimum):
âHow could the union have stopped individuals from the intimidating actions that allegedly went on in this case? Support your answer.â
Grading Criteria
Grading Criteria: 500 Word Min.
Your response to the discussion question(s) must be tied back to the chapter material (Case Study) and outside research is expected. When I ask you to support your answer, you are expected to combine opinion with, minimum 2, citations (Always cite your sources utilizing APA 6th Edition format), insight from your experiences, observations of others experiences, analysis of the facts/information and a conclusion. PLEASE do not limit your citations to just the book! Find other supporting material outside of the class structure
Case Study 9
.2
â
Drug
Testing
Question: (
500 words minimum
)
:
â
What argument would you use, for or against a decision by the employer in this case to insist on expanding the
drug program to
include prohibition of the sale, possession, or use of illegal substances on the employeeâs own
time? Support your answer.
Case Study 9.2 â Drug Testing
Question: (500 words minimum):
â What argument would you use, for or against a decision by the employer in this case to insist on expanding the
drug program to include prohibition of the sale, possession, or use of illegal substances on the employeeâs own
time? Support your answer.
IT 328 Milestone Two Guidelines and Rubric
Your Role and the Triple Constraint
Overview: In Milestone One, you began your progress toward successful completion of your final project, the risk analysis and mitigation memo. You will now
continue this preparatory work in Milestone Two by focusing on a technical role. You will consider how the tasks assigned to the role fit into an integrated
schedule found in a Gantt chart. You will then work with the triple constraint, showing how changes to it may impact the project, while proposing a new project
element that will enhance user experience with the student degree progress tool. It is important to note that this milestone addresses Section I, Parts C and D of
your final project. For purposes of this activity, these items have been further broken down than they are in the final version of your project; this will help guide
you through all the aspects of this point in your learning experience.
As you are beginning to see, working within project budgets and staying on schedule typically requires a team effort, as work tasks must be completed efficiently
and often in the correct order for the project to stay on track. Additions to the p ...
Case Study Based Software Engineering Project Development: State of ArtDr Sukhpal Singh Gill
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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
Case Study Based Software Engineering Project Development: State of Art
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Senior Design Final Report
1. 1
FINAL REPORT
ECE SENIOR CAPSTONE DESIGN
GABRIEL RODRIGUEZ
EDUARDO BENITEZ-JONES, MATTHEW NGUYEN
UNIVERSITY OF NEW MEXICO
SCHOOL OF ENGINEERING
UNM
2301 CENTRAL NE
ALBUQUERQUE, NM 87131
05/11/2015
3. 3
1 OVERVIEW
1.1 Executive Summary
This project was sponsored by Quanser and Manel Ramon-Martinez. The team consisted
of two EE majors and one CompE. Gabriel and Eduardo were the former and Matthew the
latter. The project was intended to help UNM students better understand the probabilistic
methods course (ECE 340) content. The project was to create an application using
Quanserâs Qdex play app. The app would cover 3 chapters and consist of three sections for
each chapter. These three sections included theory, problems and simulations.
Each member created an app for one chapter. Eduardo created chapter 1, Gabriel chapter 2,
and Matthew chapter 3. Although each member did have to create the three sections listed
above, the apps themselves between the three chapters can be completely different. This
was done to create multiple flavors of what could be achieved from the Qdexplay app and
the different styles each member thought would be the best.
Although each member did successfully create an app, not all sections where created for
each chapter. The simulation for chapter 3 was left out of the apps for those chapters. This
was the only goal not achieved by the team. Unfortunately, creating simulations in the
language required for the Qdexplay app was difficult. Issues arose when high level math
equations were needed and not found in the library of the language. This is partially the
reason for simulation sections missing from 1 of the 3 apps. Each chapterâs theory section,
and problems section where completed. Even though the layout and style of the sections
maybe different, all delivered the required material for the specific chapter. Each app was
tested and delivered great results. The testers used where present and previous students of
the course and each gave feedback on the apps. From the testers results we not only
achieved inserting required material into the app, but also making its layout easy to read
and use.
This project is very important for many reasons. The educational benefits from the use of
apps outside and inside classrooms are unknown at UNM. This would be a completely new
style of teaching. Not knowing how this style would impact grades, we now have a tool
that can be used to see the real impact. Another important aspect of this project is using the
new Qdexplay app. This app developing tool from Quanser is still new and hasnât been
used by the public. While we created apps and tested the apps we were also testing the
Qdexplay app. By testing the app we gave further insight into how the app works with
people outside of Quanser. This allows Quanser to see how there app developing tool
works and problems that may occur when others use it. The project showed that people
with little to no experience in app developing can create a working, and beneficial app for
4. 4
their own purpose. This now shows that students, and professors can use the app
developing tool to create apps that could better aid students in courses.
1.2 Abstract
The ECE Capstone project for UNM involved 3 members. Each member was to create an
app for a chapter consisting of the three sections theory, problems, and simulations. The app
was created for the ECE340 probabilistic methods course. Each member delivered a
working app for their specific chapter. Some issuers arose for the simulations for chapter 3.
Because of this they were not included in the apps for those chapters. Students enrolled or
previously enrolled in the course provided feedback and suggestions. The apps where very
well received and easy to use.
2 LIST OF FIGURES
Figure 1. Apps in Library
8. 8
3 LIST OF TABLES
Table 1: Tasks and Completion Status.......................................................................................... 10
4 PROBLEM DESCRIPTION
Students at the University of New Mexico have had issues with the course ECE 340-
âIntroduction to probabilistic methodsâ. The number of students leaving the ECE program
or grading low in the course has been a response to the difficulty of the subject matter and
perhaps the form itâs presented. The purpose of this project is to create a mobile application
as a more effective form of delivering course material. The application will deliver such
material in a hands-on and more enjoyable form. The goals and needs are to reduce the
amount of students grading low and leaving the department. For this reason, UNM has
agreed to partner with Quanser, a world leader in experiments and courseware for
engineering education and research in control systems which is intended to help the student
get an in depth understanding of the course material, along with the crucial fundamental
concepts. The features included within the project are as following:
ďˇ A set of static slides with the entire class materials.
ďˇ An embedded set of experimental examples related to probability, statistics and
statistical signal processing which are specific to the material within the chapter.
ďˇ A major modification that includes layered levels of abstraction for concepts, proofs and
academic examples.
A summary of the first three chapters from âIntroduction to Probability Second Editionâ by
Dimitri P. Bersekas and John N. Tsitsiklis is included within the application. These chapters
will be layered, and have three separate subsections. The first will deliver the information
needed to solve the example. The second section provides examples which the student can
quickly skim or solve by using the information they learned in the first section. The third
section provides an interactive simulation which the students can use to visualize the
information from the first section. This application is meant to aid the students, specifically
in areas which may be difficult to understand, by allowing the student to spend more time
and access the concepts in an interactive way.
5 PROGRESS TOWARD A SOLUTION
Over the length of the course, project objectives were changed to accommodate for
unforeseen problems inside the application. The system overall is capable of providing all
sections requested by the sponsor. Currently, the system is only deficient of one chapter
which has yet to include information for the three sections. The system adequately satisfies
over 75% of the overall requirements. Project objectives which had to be encountered
included a separation of chapters, revision for application constraints which were placed by
9. 9
Quanser, and changes in section content to include information in a format most preferable
by the user.
The design decision to include a variety of work from a separation of chapters came about as
an idea from the project sponsors. This idea was organized by dividing up the three chapters
into the three people within the project. By dividing up this information, the users and
faculty could visualize many different flavors of putting together the application, since the
three chapters were created by different people with separate ideas of what a learning
application would be to most benefit the user experience. This option also made it possible
for the project to be split up, so that each student could program without having to meet in a
group, making it easier to find more time to program the chapter.
The revision of application constraints rose from the fact that Quanser had created a specific
template for any application published from their company. This meant that we had to
review some power points with information on constrains, and modify our design to meet
the constraints.
Lastly, the chapters were tested by some students. The feedback gained from these testers
was put into place to improve the user experience.
Unfortunately, the revision of constraints continued to change with continuous design
requirements required by Quanser. This made it difficult to keep up with the changes the
company was making, since every change in format was a major change in the existing
application.
6 CONSTRAINTS
Some constraints limited the project greater than others. Budgetary, manufacturability,
environmental, and health and safety concerns were not very problematic. This is due to
the fact that the hardware portion of the project consisted of a userâs personal phone.
Therefore, those constraints were limited depending on the phone the user has. However,
maintainability of the software was enhanced by making sure the code was well
commented so that the faculty which take over this project will be able to make any
modifications by easily finding the spot, & understanding what the code there is doing. We
have also created a dummy account which the developers and faculty can use to make
changes within the application. The resources and code for this dummy account is
available on the Qdex repository website.
7 BUDGETS
N/A
10. 10
8 WORK SCHEDULE
Task Team Member
Responsible
Completed
(Yes/No/In Progress
(IP)/Complete but Broken
(CB))
Requirement Document All Yes
Build Prototype Eduardo Benitez-Jones Yes
Statement of Work All Yes
Program Chapter 1 Theory Eduardo Benitez-Jones Yes
Program Chapter 1
Problems
Eduardo Benitez-Jones Yes
Program Chapter 1
Simulation
Eduardo Benitez Jones Yes
Program Chapter 2 Theory Gabriel Rodriguez Yes
Program Chapter 2
Problems
Gabriel Rodriguez Yes
Program Chapter 2
Simulation
Gabriel Rodriguez Yes
Program Chapter 3 Theory Matthew Nguyen Yes
Program Chapter 3
Problems
Matthew Nguyen Yes
Program Chapter 3
Simulation
Matthew Nguyen CB
Test All Chapter All Yes
Faculty Presentation All Yes
Poster All Yes
Poster Presentation All IP
Table 1: Tasks and Completion Status
11. 11
9 PERSONNEL INTERACTIONS
9.1 Teamwork
Each member was responsible for one chapter out of the three chosen from the book given
by the sponsor. Each members app could be different form the other members. Meaning,
that the design was left to that specific member. Although, the design did not have any
constraints, the content however did. Each app was meant to consist of three sections,
theory, problems and simulations. Each member was meant to create all three sections in
their app. Two members did have trouble creating the simulations section for their chapter.
This led to a blank simulation section in chapters 1 and 3. The project managers was meant
to do the three sections as well as set up meetings and send information to the sponsor.
Also, to check the schedule and keep track of all deliverables for the course or the sponsor.
Aside from the issue with the simulations, all members put in an equal amount of work and
effort.
9.2 Mentorship
The Technical Mentor played a crucial role in the development of the project. First, the
resources provided by the Mentor were very helpful in both the planning stages of the
app and the final project. The resource consisted of lecture slides, books, solved
problems, and simulations. Time spent and frequency of meetings with the mentor where
low. Although we only met a handful of times, each meeting was necessary and helpful.
This brings the second role of the mentor which is input. The Mentor provided much
needed and appreciated input of the app. This ranged from display, content, and overall
feel of the application.
10 SUMMARY & CONCLUSIONS
The ECE 340 app is capable of providing a high level understanding of theoretical
concepts from three sections of the current text book. It delivers course material in a
modular layout providing students with the theory to solve problems, a problem section to
test their learning, and a simulation to give a visual representation of what has been
delivered. It is also capable of being highly adaptable to the userâs needs. The code can be
easily manipulated to change or add data. The app is also capable of operating on mobile
devices for both Android and IOS; however, it is not supported on non-mobile devices.
The app is also deficient in its ease of adding or modifying simulations. The coding
language needed for such simulations is difficult to learn and adapt to the situation. This
caused a deficiency with the chapter 3 simulation not being produced.
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Based on testing, everything performs well and provides the necessary information to meet
the requirements. There are a few spots in the each app that could use some touch ups,
however, this doesnât impede the functionality of the app itself. Each app has all the
required sections requested by the sponsor except in the chapter 3 app the simulation will
not function. Besides this one feature from one section of the app, we have reached 95% of
what we set out to accomplish.
11 DISCUSSION
Our previous courses were very useful in preparation for our project because it provided us
with the idea of what to use as content of our app. ECE 340 was an especially useful course
to have taken since this project was to design an app for that class. However, being provided
the current course slides and text books also helped us provide content for the app. Also,
previous courses in programing in any language was helpful because they provided us with
the knowledge of how to debug code; this was useful when programming our app in xml.
We definitely developed excellent teamwork and management skills throughout the course
of this project. Being grouped together for an entire year allowed us to learn each otherâs
strengths and weaknesses and how to employ each otherâs skills to successfully complete
our project. Meeting deadlines and completing milestones was majorly responsible for our
management skills improvement; managing time, resources, and work effort were the
greatest contributors. As for the engineering process, we believe that previous courses had
prepared us well; this course just reinforced what we had learned by being able to go
through the process for our project.
Our project did not have any deviations from our timeline. We accomplished this by
properly managing out time and resources to get each job done well and on time. This goes
without saying that we were definitely properly staffed. The only hiccup toward the
beginning of the project was that our project was CompE based and the majority of our
group was EE based; this did not cause any prolonged problems after the PM delegated the
tasks to be completed effectively to the members that could do that job best.
If we had to do this project over again I think we would outsource more support from
Quanser to get better and more efficient simulations, since these were by far the hardest part
of the app.
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12 ACKNOWLEDGMENTS
The following individuals provided their support in helping us develop our app:
ďˇ Manel Ramon-Martinez
ďˇ Ramiro Jordan
ďˇ Eric Ehrhardt Hamke
ďˇ Matthew James Greci
ďˇ Craig Robertson
ďˇ Quanser Inc.
13 REFERENCES
[1] Quanser Inc., "Qdex by Quanser," [Online]. Available: qdexapps.com.
[2] D. P. B. a. J. N. Tsitsiklis, Introduction to Probability, Belmont: Athena Scientific, 2002,
2008.
[3] M. Ramon-Martinez, UNM ECE 340 PowerPoint.