Considerations in beginning a program for computer based educational software development (abstract only)

Author(s):  
Lynn Begley
Author(s):  
Thatiane de Oliveira Rosa ◽  
Alfredo Goldman

Abstract In this document, we describe the experience of teaching Agile Methods for developing projects related to the Linux Kernel, during the XP Lab course. In 2018, the first project related to this context emerged. This project had the objective of making adjustments to the driver for Linux IIO subsystem. The second project was developed in 2019 and aimed to refactor the Ethernet driver used in the kernel of a Brazilian Single Board Computer. Based on 19 years of experience offering the XP Lab course, we consider the development of these projects to be a challenging teaching activity, which deserves to be presented and discussed with students, educators, and professionals. Our aim is to show that it is possible to adapt Agile Values to different software development settings.


Author(s):  
Mark Notess

Contextual Design is a methodology for developing information systems from a rich understanding of customer work practice. This chapter considers how Contextual Design can be applied to educational software development and how Contextual Design might interact with Instructional Systems Design (ISD). Following a brief overview of ISD, I describe Contextual Design and provide a detailed case study of its application to educational software development — to the design of an online tool for music listening and analysis in undergraduate and graduate music education. I conclude with some reflections on the relevance of Contextual Design to instructional designers.


Author(s):  
Mariela Tovar ◽  
Nicholas Barker

Educational evaluators in general have traditionally recognized the need to incorporate data from potential users in designing evaluation studies. In the field of courseware evaluation, however, there has been a great deal of emphasis placed on expert judgment as a source of data for evaluating computer-based educational materials. Although courseware reviews are extremely useful, they are not substitutes for field tests;each provides a different type of information that evaluators may use in order to determine the quality of an instructional product.This paper reports on the evaluation of a courseware designed to assist the writing of the lower-case alphabet. The main objective of the article is to demonstrate an evaluation design which provided adequate answers to our evaluation questions, allowed us to perform multiple comparisons to support our conclusions, and was also practical enough to be used in a normal classroom situation without disturbing everyday activities. Three criteria for selecting a design are presented followed by a description of the courseware evaluation.


Author(s):  
Su-Ting Yong ◽  
Yun-Huoy Choo

The use of computer animation in educational software like a computer-based learning (CBL) program is becoming a common practice. Animation is used in a few industries throughout its long history. Animations are used in CBL programs for the following purposes: to present a concept; to create an interactive user interface; for simulations; for virtual learning environments, and for interactive avatars, humanoids, and agents. Despite these graphical attractions, the usage of animation in CBL programs also has some limitations. Few types of software can be used to create computer animations, and some of the design principles have to be taken into account to create an effective use of animation in a CBL program. Nevertheless, computer animation has great potential in developing CBL programs in the future.


Author(s):  
W. DAVID HURLEY

A long-term goal for software engineers is integrating the separate processes of user interface development and modern software development. With emergent CASE technology, software engineers can begin to explore ways to achieve this integration. Exploration involves investigating candidate methodologies that let developers apply different development strategies to different parts of an interactive system. Disciplined long-term investigation requires that the fundamental principles governing each process be fixed and that evolving development methods comprising each process be accommodated. This paper proposes a computer-based process model that fixes the principles and accommodates evolving methods. Model features include a collection of software engineering and knowledge engineering techniques that supports a development organization of human and computer-based agents, a coordination activity that supports opportunistic behavior of developers, a unifying representation that leads to mutually consistent results from developers, and an extendable topology that enhances collaboration among developers while reducing their communications burden.


2011 ◽  
pp. 3315-3327
Author(s):  
Andy Williamson ◽  
David M. Kennedy ◽  
Ruth DeSouza ◽  
Carmel McNaught

In this article, we will develop a framework for educational software development teams that recognizes the conflicts and tensions that exist between the different professional groups and will assist software teams to recognize the intellectual capital created by individuals and teams. We will do so by recognizing the inherent relationship between the tangible elements of intellectual property and the intangible organizational assets that form the basis of intellectual capital and by discussing how knowledge generated by a project team can become an explicit asset.


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