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1.
Teaching software engineering (SE) is a difficult but critical task, whether students are undergraduates, graduates, or professionals. Most designs of undergraduate courses are based on a large project. During this project, students apply methods that have been introduced during lectures. Project schedules usually follow life cycles corresponding to the steps that lead to the creation of new pieces of software. My intention is to analyze the difficulties that occur in SE undergraduate courses and to propose a method to improve course quality and to meet with industrial needs that are more reusability‐ and maintenance‐oriented.

This article outlines a typical course and some of its weaknesses. Then, it proposes changes and discusses a different way of teaching SE based on the following ideas:

  • Apply a reverse engineering life cycle that starts by making students deal with code, and, step by step, parts of design, specification, and requirement documents. This phase aims to motivate students, to make them critical of existing software, and to teach them norms, methods, and standards.

  • Make students follow the usual feedback‐directed life cycle to complete the software they have analyzed during the first phase.

This article presents an evaluation of the method based on my application of this approach in an introductory course of SE at the University of Massachusetts at Amherst. Also proposed are some partial methods based on reverse engineering considerations. Partial methods will allow an instructor, who would like to run a project based on the reverse engineering life cycle, to introduce reverse engineering concepts progressively within a SE course.  相似文献   

2.
《学校用计算机》2013,30(3-4):109-118
Summary

While a constructivist approach to the integration of technology in the science curriculum can enable teachers to educate students on the cyclical nature of the research process and interrelate various scientific concepts, there are several considerations for educators must take to assure that it is done effectively. The authors provide a review of a project that was designed and implemented for high school science students that integrated the use of technology in a constructivist environment. This review summarizes the strengths and limitations of the project and provides educators with further considerations when implementing such a project. As educators become more familiar with what is required to successfully integrate technology in a constructivist environment, the limitations and obstacles that may be encountered can be limited. More research devoted to the use of computer technology to teach science process skills will bring teachers and students closer to harnessing the potential powers of both project-based learning strategies and the computer environment.  相似文献   

3.
This study focuses on the development of prospective computer engineers' knowledge of educational software design through their involvement in a constructivist learning environment emphasizing project based learning. Within this environment prospective computer engineers (PCE) adopted a variety of roles namely: learners, teachers, users, designers, implementers and evaluators of educational software dealing with concepts of computer science while also taking into account theoretical educational considerations regarding constructivism and social views of knowledge construction. The analysis of the data shows that PCE frequently start by considering traditional behavioristic views regarding teaching and learning as well as regarding the design of educational software. The PCE progressed to accept more constructivist views regarding teaching and learning as well as to designing educational software by communicating their knowledge with their colleagues and the teacher in the project based context. PCE also progressed through the evaluation of the educational software using real classrooms. By exploiting the given feedback, PCE improved the quality of software specifications.  相似文献   

4.
ABSTRACT

Engineering education has traditionally focused on the development of technical skills and knowledge. Nowadays, the need for educating engineers in non-technical skills, such as reflective thinking, is being recognised internationally. This paper proposes that socio-cultural impacts of technology be studied together with the technology itself through the integration of social awareness modules into advanced technical courses, providing a venue for students to exercise their reflective thinking skills in the context of technologies that are of interest to them. The paper presents an exploratory study of the essays of senior year engineering students on the socio-cultural impacts of computer vision technologies. It provides insights on the themes that are of interest to the students and on the students’ strengths and weaknesses relating to their reflective thinking abilities. Similar modules would apply well to other advanced courses in the engineering curriculum, to help contextualise technology and enhance the reflective abilities of engineering graduates.  相似文献   

5.
Our catchy title is intended to be controversial, provoking thought upon the impact (or lack of any) that a programming language has on the curriculum for a software engineering course. Our view on the subject is from both directions, as indicated by the title. As educators, we argue that the language issues are secondary to the fundamental concern of understanding software engineering concepts, specifically object‐oriented concepts. However, we appreciate that expertise in a widely accepted object‐oriented language may be essential towards the more practical aspect of building a critical mass of software engineers versed in object‐oriented techniques. This reflects upon the maturing nature of computer science and engineering as a science, which is evolving its fundamental principles, while at the same time recognizing its impact as an engineering discipline sensitive to practical applications. The evolution of our primary software engineering course, CS250 Introduction to Software Engineering, has been influenced by our own reflections on the state of software engineering in the 1990s, industrial requirements for expertise by our graduates, and the needs of accreditation. We present the internal and external factors that have guided our course design. This process reflects our own experiences in academia and industry. We present this process as a representative model of a sound approach, but make no claims that it is the optimal approach.  相似文献   

6.
7.
采用嵌入式STM32微处理器研制数控机床车间现场监测仪,实时采集数控机床的运行参数和工艺参数,通过Zigbee无线网络通信将监测数据上传至车间级管理甲台。基于图形化编程软件LabVIEW开发相应的用户管理系统,可对采集数据进行处理,结果可供管理者实时查询,从而实现制造车间数控机床运行状况和实际综合能效的可视化远程监测、统计分析和综合管理。学生科技创新团队以该项目作为载体,实施了能力进阶型系列化探究式项目教学实践,学生工程能力得到了很好的锻炼。  相似文献   

8.
Abstract

SPIL is a project of three institutes for higher education in the Netherlands. The aim of the project was to explore the potentiality of educational software for teaching food and bioprocess engineering. The Research and Development approach was followed. Knowledge has been gained by means of specifying, developing and testing educational software. An adequate method for constructing and field testing the software was obtained by integrating knowledge of several domains (information technology, educational science, food and bioprocess technology). Six educational simulations have been field tested. During the last phase of the project the programs were implemented in the curricula of the institutes that took part in the project.  相似文献   

9.
10.

The two‐quarter Senior Design Project course given in the Computer Science and Engineering Department of Auburn University gives undergraduate students a significant computer system development experience by working on a project from proposal to prototype. Heavy emphasis is placed on team‐ and project‐management principles, team presentations, the application of standard structured development methodologies, and the generation of formal deliverables after each project phase. Project ideas are canvassed from faculty, graduate students, local industry and community, and from the students themselves. We believe that the knowledge and experience acquired by students from working in a team on a substantial project gives them an insight and perspective that is unattainable through the standard lecture paradigm. The course has received enthusiastic endorsement from industry, accrediting boards, and participating students (albeit at the end of the course!).  相似文献   

11.
Abstract

The Green Ninja Film Academy (GENIE) is an interdisciplinary curriculum development project that examines the efficacy of combining climate science concepts and practices with digital storytelling for middle school youth. We present findings from iterative enactments of this design-based research project in 2017 (N?=?296) and 2018 (N?=?539). On average, youth increased scores on assessments of science content and practices while demonstrating competencies in filmmaking and science explanations. Further, an inverse correlation was seen between initial identification with the environment and change in environmental identification throughout the unit. Results suggest that integration of creative filmmaking into a climate science curriculum aligned to the Next Generation Science Standards can increase engagement and science proficiency particularly for youth who initially show less engagement in environmental science.  相似文献   

12.
Research has revealed a significant gap between the thinking patterns and software design habits of students or recent computer science university graduates and those of expert software developers.There may be several causes for this gap, one of which is undoubtedly the fact that throughout their studies students are mostly asked to write software programs of relatively lim-ited scope, and are not usually required to work as part of a team constructing a complex program.In the present paper we will describe a study unit intended to be taught as part of a high school computer science curriculum, which emphasizes the software system aspects. In a study that accompanied the development and actual teaching of the unit, we checked, among other things, whether the students acquired skills for developing a complex software system.  相似文献   

13.
房地产专业是一门实践性很强的应用型学科,房地产类毕业生就业有5个方向:工程技术方向,设计、规划及预算方向,质量监督及工程监理方向,国家公务员、大中专教学及科研方向和房地产一线单位方向.为了适应当前就业形势下对该专业学生实际操作能力的要求,通过教学改革,加强学生的实践和应用能力的培养:深刻认识实习的重要性,优化房地产专业课程设计,加强房地产生产实习,重视毕业设计,培养较高适应能力和创新精神的复合型高素质房地产专业应用型人才.  相似文献   

14.
Industry often complains that current academic curricula fail to address the practical issues of real software development. This paper outlines a proposal for an innovative core curriculum for a Bachelor of Science in Computer Science. The proposed core curriculum contains elements of traditional computer science programs combined with software engineering via a team-oriented, hands-on approach to large-scale software development. In addition to traditional lecture/ project/exam courses, students are required to take an eight-semester sequence of ‘Software Factory’ courses. Software Factory courses put the students' newly acquired skills to work in a real software organization staffed and managed by all students in the program. Students from all courses in the Software Factory sequence meet simultaneously to fulfill their roles in the software organization. We expect that the students will be better prepared software engineering practitioners after completing a curriculum that combines traditional courses with practical Software Factory experience.  相似文献   

15.
Abstract

The development of websites was traditionally an occupation for those that possessed an in-depth knowledge of computer systems and programming languages. The advent of ‘user-friendly’ web development software in recent years has made this process less select. The Environmental Challenges in Farm Management project is an educational website developed by a team of non-web specialists both for third-level education and the agricultural community. This paper outlines the design, development and use of the site, and makes recommendations to those new to the task of putting web-based learning on-line, based on the experience gained during the project.  相似文献   

16.
Philosophy of technology/philosophy of science has recently become part of the curriculum of engineering degree programmes in Denmark. However, to what extent do teachers of engineering see it as meaningful for students to work with relatively abstract philosophical concepts such as epistemology, ontology and ethics as part of engineering degree programmes? And what, if any, are the complexities and difficulties in implementing philosophical questioning into engineering curricula? Do teachers tend to see philosophy of science as a kind of ‘Trojan horse’ – an unwelcome idea that will defocus engineering degree courses and steal time from more important subjects? Or do they see it as a necessary and welcome addition to engineering curricula that will result in more qualified and free-thinking engineering graduates? Subsequently these issues are discussed in the light of findings in an empirical case study carried out by the authors at their Institute.  相似文献   

17.
The final report of the Joint Task Force on Computing Curricula (CC2001) suggests that an updated computer science curricula must reflect the broadening nature of our discipline. Two areas that are included in the CC2001 are software engineering (SE) and human-computer interaction (HCI). While the first inclination might be to incorporate HCI concepts into a traditional SE course, we propose a different approach. This paper outlines a project-oriented HCI course in which we are able to emphasize some SE notions in the context of HCI concepts. Our course is also a maturation class for our students because they are exposed to a number of non-programming computer science activities, including project specification, software and interface design, user testing, prototyping and use of guidelines. We include an overview of course content that illustrates our approach. We also describe our coverage of specific CC2001 knowledge units and provide some feedback data for our course.  相似文献   

18.
Current policy efforts that seek to improve learning in science, technology, engineering, and mathematics (STEM) emphasize the importance of helping all students acquire concepts and tools from computer science that help them analyze and develop solutions to everyday problems. These goals have been generally described in the literature under the term computational thinking. In this article, we report on the design, implementation, and outcomes of an after-school program on computational thinking. The program was founded through a partnership between university faculty, undergraduates, teachers, and students. Specifically, we examine how equitable pedagogical practices can be applied in the design of computing programs and the ways in which participation in such programs influence middle school students' learning of computer science concepts, computational practices, and attitudes toward computing. Participants included 52 middle school students who voluntarily attended the 9-week after-school program, as well as four undergraduates and one teacher who designed and implemented the program. Data were collected from after-school program observations, undergraduate reflections, computer science content assessments, programming products, and attitude surveys. The results indicate that the program positively influenced student learning of computer science concepts and attitudes toward computing. Findings have implications for the design of effective learning experiences that broaden participation in computing. (Keywords: computational thinking, programming, middle school, mixed methods)  相似文献   

19.
Abstract

This study aimed to evaluate the impact of the “I Found a Solution” computer‐assisted social skills intervention program on students with mild mental retardation. Teachers randomly divided students from two Israeli special schools (58 males, 29 females; aged 10.6 to 17.11 years) into an experimental and a control group. Teachers trained the experimental group using a social skills package including computerized social conflict scenarios and adventure games, group discussions, and homework tasks. Within the same time frame, teachers trained the control group to use various academic computer software programs. Following the intervention process, the research team collected information on students' self‐reported social skills and teachers' ratings of the students' adaptive classroom behavior. The experimental group performed significantly better than controls on posttest criteria. Teachers rated trained students as demonstrating better task orientation and less aggression and behavior difficulties. On subjective self‐reports, trained students reported more cooperation and assertion than the control group, but self‐control and empathy measures did not differentiate between groups. The use of a naturalistic mini‐environment for experimenting and rehearsing effective social strategies appears promising but requires further exploration.  相似文献   

20.

The paper describes the organization and technical details of an undergraduate project that culminated at the IJCAI robot competition in August 1995. As part of the project, a team of five undergraduate students designed and built an autonomous minirobot that was able to detect cups and cans, pick them up, and bring them to the appropriate trash or recycling bin. The robot was named Walleye, the state fish of Minnesota that is known for its voracious appetite.

The limited size of the memory and the limited speed of the microcontroller have dictated most of the design choices. Walleye was, by far, the cheapest of all the entries in the competition, and performed well obtaining the third place. More important, working on the project has been a tremendous educational experience for the students in the team.

This project is part of a larger effort aimed at exposing undergraduate students to a variety of projects in robotics, computer vision, and 3D modeling. We have chosen these topics as the sources of projects because of their interdisciplinary nature and because they provide a wide variety of problems where system integration, communication, and cooperation are important, and where the “fun” of building and programming a robot is a highly motivating force for the learning process.  相似文献   

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