scholarly journals Where Do IT Staff Position Themselves: A Case Study Exploring Common Ground

10.28945/2604 ◽  
2003 ◽  
Author(s):  
Kay Fielden

This paper describes a qualitative participatory research project conducted at the National Advisory Committee on Computing Qualifications Conference in New Zealand (NACCQ2002). Data was gathered at a dynamic poster session. Results obtained indicated that majority of computing academics in the polytechnic community in New Zealand regard themselves as teaching in the core overlapping areas of Software Engineering, Computer Science and Information Systems, regardless of their professional affiliation. Most participants taught subjects that lay within the Information Systems area; very few positioned themselves in the exclusively Computer Science or Software Engineering areas, or in the ove r-lap between Software Engineering and Computer. Results from this research are discussed in the paper.

Author(s):  
Salamah Salamah ◽  
Massood Towhidnejad ◽  
Thomas Hilburn

While many Software Engineering (SE) and Computer Science (CS) textbooks make use of case studies to introduce difference concepts and methods, the case studies introduced by these texts focus on a specific life-development phase or a particular topic within software engineering object-oriented design and implementation or requirements analysis and specification. Moreover, these case studies usually do not come with instructor guidelines on how to adopt the introduced material to the instructor’s teaching style or to the particular level of the class or students in the class. The DigitalHome Case Study aims at addressing these shortcomings by providing a comprehensive set of artifacts associated with the full software development life-cycle. The project provides an extensive set of case study modules with exercises for teaching different topics in software engineering and computer science, as well as guidance for instructors on how to use these case modules. In this chapter, the authors motivate the use of the case study approach in teaching SE and CS concepts. They provide a description of the DigitalHome case study and the associated artifacts and case modules. The authors also report on the use of the developed material.


Author(s):  
Salamah Salamah ◽  
Massood Towhidnejad ◽  
Thomas Hilburn

While many Software Engineering (SE) and Computer Science (CS) textbooks make use of case studies to introduce difference concepts and methods, the case studies introduced by these texts focus on a specific life-development phase or a particular topic within software engineering object-oriented design and implementation or requirements analysis and specification. Moreover, these case studies usually do not come with instructor guidelines on how to adopt the introduced material to the instructor's teaching style or to the particular level of the class or students in the class. The DigitalHome Case Study aims at addressing these shortcomings by providing a comprehensive set of artifacts associated with the full software development life-cycle. The project provides an extensive set of case study modules with exercises for teaching different topics in software engineering and computer science, as well as guidance for instructors on how to use these case modules. In this chapter, the authors motivate the use of the case study approach in teaching SE and CS concepts. They provide a description of the DigitalHome case study and the associated artifacts and case modules. The authors also report on the use of the developed material.


2009 ◽  
Vol 2009 ◽  
pp. 1-12 ◽  
Author(s):  
Alf Inge Wang ◽  
Bian Wu

This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU) where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.


2012 ◽  
Vol 41 (2) ◽  
pp. 146-155 ◽  
Author(s):  
Huia Tomlins Jahnke

This article describes an intervention strategy, initiated under the New Zealand Government's tribal partnership scheme, which promotes a culture-based/place-based approach to education in mainstream schools and early childhood centres in one tribal region. Through place-based education children are immersed in local heritage, including language and culture, landscapes, opportunities and experiences. The strategy is a tribal response to the overwhelming evidence of Māori underachievement in education in the tribal catchment. A case study is presented of a place-based/culture-based initiative called the Ngāti Kahungunu Cultural Standards Project (NKCSP). It is argued that the development of cultural standards offers an opportunity by which teachers and others within the education sector can develop and incorporate practice that reflects, promotes and values the student's culture. The core assumption underpinning the project is that cultural knowledge contributes to Māori student success in education.


Author(s):  
Yaroslava Samchynska ◽  
Michael Sherman ◽  
Mariya Sikelinda

The advisability of modifying the content of “Office Computer Technologies” discipline is reflected in this article by introducing “Development of chatbots with the help of free online development frameworks” topic implementation. The choice of this educational topic is due to the fact that a chatbot is one of the most promising information and communication tools to improve the efficiency of companies. The use of chatbots is one of the most relevant modern ways of communicating with users of mobile devices, which allows companies to reduce marketing costs and the cost of promoting their products and services. The implementation of chatbots can significantly speed up the process of interaction with customers; knowledge and skills in this technology are currently a popular competence for IT professionals in the business environment. The result of studying this topic while studying “Office Computer Technologies” discipline by students is the development of a bot-consultant to work in the Telegram platform, which provides brief information and answers to the company's activities. The implementation of “Development of chatbots with the help of free online development frameworks” topic to the content of “Office Computer Technologies” discipline corresponds to the main focus of educational programs of “Software Engineering”, “Computer Science” and “Information systems and technologies” of the first (bachelor) level of education. The experience of working with students of Kherson State University to study “Development of chatbots with free online resources” topic and the results of the pedagogical experiment showed that it can be successfully implemented into “Office Computer Technology” training course for bachelors - 121 “Software Engineering”, 122 “Computer Science”, 126 “Information Systems and Technologies”, as well as students of related specialties in order to motivate them to solve professional problems and to form research competences.


Author(s):  
Manoj Kumar

The intention of this chapter is to provide an overview on the subject of Human-Computer Interaction. The overview includes the basic definitions and terminology, a survey of existing technologies and recent advances in the field, common architectures used in the design of HCI systems which includes unimodal and multimodal configurations, and finally the applications of HCI. This chapter also offers a comprehensive number of references for each concept, method, and application in the HCI. Human–computer interaction is considered a core element of computer science. Yet it has not coalesced; many researchers who identify their focus as human–computer interaction reside in other fields. It examines the origins and evolution of three HCI research foci: computer operation, information systems management, and discretionary use. It describes efforts to find common ground and forces that have kept them apart.


2014 ◽  
Vol 926-930 ◽  
pp. 3782-3785
Author(s):  
Yan Liu

With more and more public attention and rapid development of computer and information technology, it is necessary for comprehensive games being equipped with information system. Venue Result System (VRS) is the core system in communication and information system of the Comprehensive games. In this paper, the existing problem and deficiencies in current information systems used in important games which are held in China or other countries are analyzed. According to the building and developing experience of information systems used in comprehensive games in many years into full consideration, the system is analyzed and designed by means of software engineering and then there are the overall technology framework of the system, different functional subsystems and the mechanism and flow of data interaction.


2021 ◽  
Author(s):  
◽  
Azim Ali

<p>The latest Gartner report states that in 2012, the figure for global Information Technology (IT) spending amounted to US $3.6 trillion and a predicted $3.8 trillion in 2013. Achieving an effective measure of IS success and impact of information systems has been a goal for information systems researchers for decades.  Numerous methods exist for measuring the quality, value and impact of information systems in organizations, including benchmarking, ISO standards, and user surveys. However, typically, often due to restricted access to data, researchers only use one type of measure.  This study uses a single-organization case study investigating measures of the quality, value and impact of the SAP system in the largest telecommunications organization in New Zealand, using and comparing a range of methods and perspectives. The researcher also evaluates the best possible measures for organizations to adopt by comparing multiple methods.</p>


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