Dissertations / Theses on the topic 'Software engineering education'
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Bull, Christopher Neil. "Studios in software engineering education." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/79064/.
Full textBondesson, Tobias. "Software Engineering Education Improvement : An Assessment of a Software Engineering Programme." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5891.
Full textThis is the final revision of the thesis. Author may be contacted on +464458038. See also paper at the 18th Conference on Software Engineering Education and Training (CSEE&T), Ottawa, Canada.
Patterson, Andrew Joseph 1974. "Tool support for introductory software engineering education." Monash University, School of Computer Science and Software Engineering, 2002. http://arrow.monash.edu.au/hdl/1959.1/7738.
Full textHerold, Michael J. "Teaching Software Engineering for the Modern Enterprise." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1374192225.
Full textBok, Michael J. "Addressing the United States Navy need for software engineering education." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1999. http://handle.dtic.mil/100.2/ADA374507.
Full textRöder, Holger. "Software engineering education at university level in India and Germany." [S.l. : s.n.], 2006. http://nbn-resolving.de/urn:nbn:de:bsz:93-opus-26201.
Full textWang, Shuo Yilmaz Levent. "Exploring the integration of model-based formal methods into software design education." Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Fall/Thesis/WANG_SHUO_14.pdf.
Full textVũ, John Huân. "Software Internationalization: A Framework Validated Against Industry Requirements for Computer Science and Software Engineering Programs." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/248.
Full textMazen, Nadeem Abdelmagid. "High usability software for outpatient data-collection and health education." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36726.
Full textIncludes bibliographical references.
TechThesys is a web-deployable data-collection application intended for outpatient clinics. It was programmed in Flash and integrates visual crispness, video, voice-prompts, and clear user-flow towards high-usability across all user levels of computer-savvy. Informal usability feedback shows that the first version of TechThesys is a success among users new to computer technology and that the application is at least acceptable to more versed computer users. Some glitches and design flaws exist to be corrected in the next version of TechThesys. Users at all experience levels found themselves contributing personal information with TechThesys, motivated by the strong sense of security that it instilled.
by Nadeem Abdelmagid Mazen.
S.B.
Pollard, Janelle. "A software engineering approach to the integration of computer technology into mathematics education /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18424.pdf.
Full textChang, Angela N. (Angela Ni-Hwey). "A mobile instructor interface for collaborative software development education." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76910.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 77-78).
Students are often asked to write code during lab sessions in software engineering courses. However, the overall progress and level of understanding of lecture material during the course of a single lab session is difficult for instructors to gauge, because they are limited in the amount of direct interaction they can have with students. We have built CollabodeTA, a web application optimized for Apple's iPad on top of the Collabode real-time collaborative web IDE. CollabodeTA is a tool that takes advantage of keystroke-by-keystroke and action-by- action data intercepted through Collabode to aid software lab instructors in determining student progress and understanding on in-class coding assignments. User studies using TAs from MIT's 6.005 Elements of Software Construction course and data recorded from a semester of 6.005 recitations with in-class coding assignments indicate that the mobile instructor interface shows potential as a useful tool for guiding the pace and content of such recitations based on demonstrated student understanding. Furthermore, the CollabodeTA mobile instructor interface illustrates a new use case for the Collabode real-time collaborative web IDE.
by Angela N. Chang.
M.Eng.
Mwangi, Timothy M. "Software tools for elementary math education : animated mathematical proofs." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85451.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 47).
The National Council of Teachers of Mathematics [6] has identified the learning of proofs as a critical goal for students from pre-kindergarten through grade 12 (p. 56). A proof for elementary students is not the highly structured mathematical argument seen in high school algebra classes. It is, however, a rational mathematical argument created by students using the appropriate vocabulary for their level of understanding. To aid students in learning to create mathematical proofs software that enables them to create simple animations is invaluable. This thesis looks at the characteristics, design, testing and evaluation of such software. An initial design is presented and the feedback gained from testing its implementation in a class setting is discussed along with the changes that were required to improve the software in light of the feedback. A comparison is then made between the final implementation of the software and other similar programs. The results indicate that the software enables students to create, share and discuss mathematical proofs in the form of simple animations.
by Timothy M. Mwangi.
M. Eng.
Reed, James R. "Cotextual Android Education." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/441.
Full textTodd, Anita M. "Measuring the Effect of an Online Learning Community on Engineering Cooperative Education Students' Perceived and Measured Learning." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1377866613.
Full textCigeroglu, Huseyin. "Development Of A Tool For Web Based Control Engineering Education." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12605466/index.pdf.
Full texts requests. Instructors will design the system and define the borders to help students to learn rapidly the subject of the lesson. They will decide on the functions and which variables can be played with and present them to the students. This work will help the students that take the basic courses of control engineering. Students will interactively experiment with the system. They will see the effect by changing the variables via sliders of certain functions (e.g. step, bode, root locus...). The system is developed with the programming language JAVA to run over the internet and to be platform independent.
He, Xingxi. "Haptics augmented undergraduate engineering education implementation and evaluation /." Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1175092399.
Full textRoininen, E. (Elina). "Identifying the cultural challenges of Finnish and Chinese collaboration in university education of software engineering." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201903071287.
Full textOriogun, Peter Kehinde. "Towards understanding and improving the process of small group collaborative learning in software engineering education." Thesis, London Metropolitan University, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529790.
Full textNimmakayala, Akhilesh, and Venkata Sai Anurudh Gudivada. "The significance of Software Engineering Management in Software projects : A study on Project Management success factors, an ideal Project Manager and the current state of Project Management Education." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17247.
Full textSingley, Bradford G. "Computer-Based Instruction for Engineering Education in the Developing World." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd2090.pdf.
Full textKans, Mirka, and Ia Williamsson. "“Must have that Business Intelligence…!” How to illustrate complex processes by interactive exercises and role playing." Linnéuniversitetet, Institutionen för teknik, TEK, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27095.
Full textLuke, Joseph Abraham. "Continuously Collecting Software Development Event Data As Students Program." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/52976.
Full textMaster of Science
Karlson, Max, and Fredrik Olsson. "Investigating the Newly Graduated StudentsExperience after University." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18133.
Full textNag, Sreeja. "Collaborative competition for crowdsourcing spaceflight software and STEM education using SPHERES Zero Robotics." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/78499.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 231-236).
Crowdsourcing is being researched as a technique to develop small-scale spaceflight software by issuing open calls for solutions to large crowds of people with the incentive of prizes. There is widespread investment of resources in the fields of Science, Technology, Engineering, Mathematics (STEM) education to improve STEM interests and skills. This thesis tackles the dual objectives of building crowdsourcing cluster flight software and educating students using collaborative gaming and competition, both in virtual simulation environments and on real hardware in space. The concept is demonstrated using the SPHERES Zero Robotics Program which is a robotics programming competition. The robots are nanosatellites called SPHERES - an experimental testbed to test navigation, formation flight and control algorithms - onboard the International Space Station (ISS). Zero Robotics allows students to access SPHERES through a web-based interface and the robust programs run on the hardware in microgravity, supervised by astronauts. The apparatus to investigate the influence of collaboration was developed by (1) building new web infrastructure and an Integrated Development Environment where intensive interparticipant collaboration is possible, (2) designing and programming a game to solve a relevant formation flight problem, collaborative in nature - and (3) structuring a tournament such that inter-team collaboration is mandated. The web infrastructure was built using crowdsourcing competitions too, to demonstrate feasibility of building software end-to-end through crowdsourcing. The multi-objective design of experiments had three types of collaborations as variables - within matches (to achieve game objectives), inter-team alliances and unstructured communication on online forums. The data used to evaluate objective achievement were simulation competition scores, website usage statistics, post-competition surveys and satellite telemetry from ISS hardware demonstrations. All types of collaboration showed positive influence on the quality of solutions achieved. Educationally, they showed mixed results and lessons on improving their process of implementation for more impact have been documented. Overall, this thesis ratifies the applicability of the developed framework for crowdsourcing spaceflight software and educating students and maps the utility of collaboration in this framework. A systems dynamics model for generalizing the framework into other programs for simultaneous crowdsourcing and education outreach has been proposed and management policy concerns highlighted.
by Sreeja Nag.
S.M.
S.M.in Technology and Policy
Layne, Sylvia M. "Business Process Re-engineering (BPR) of the Navy's Information Professional (IP) Community's Continuing Education Unit (CEU) tracking process." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Mar%5FLayne.pdf.
Full textThesis Advisor(s): Dan Boger, Reese Zomar. "March 2006." Includes bibliographical references (p.255-257). Also available online.
Kazerouni, Ayaan Mehdi. "Measuring the Software Development Process to Enable Formative Feedback." Diss., Virginia Tech, 2020. http://hdl.handle.net/10919/97723.
Full textDoctor of Philosophy
Graduating CS students face well-documented difficulties upon entering the workforce, with reports of a gap between what they learn and what is expected of them as professional soft-ware developers. Project management, software testing, and debugging have been repeatedly listed as common "knowledge deficiencies" among newly hired CS graduates. Similar difficulties manifest themselves on a smaller scale in upper-level CS courses, like the DataStructures and Algorithms course at Virginia Tech: students are required to develop large and complex software projects over a three to four week lifecycle, and it is common to see close to a quarter of the students drop or fail the course, largely due to the difficult and time-consuming nature of the projects. The development of these projects necessitates adherence to disciplined software process, i.e., incremental development, testing, and debugging of small pieces of functionality. My research is driven by the hypothesis that regular feedback about the software development process, delivered during development, will help ameliorate these difficulties. However, in educational contexts, assessment of software currently tends to focus on properties of the final product like correctness, quality of automated software tests, and adherence to code style requirements. Little attention or tooling has been developed for the assessment of the software development process. In this dissertation, I quantitatively characterise students' software development habits, using data from numerous sources: us-age logs from students' software development environments, detailed sequences of snapshots showing the project's evolution over time, and interviews with the students themselves. I analyse the relationships between students' development behaviours and their project out-comes, and use the results of these analyses to determine the effectiveness or ineffectiveness of students' software development processes. I have worked on assessing students' development in terms of time management, test writing, test quality, and other "self-checking"behaviours like running their programs locally or submitting them to an online system that uses instructor-written tests to generate a correctness score. The goal is to use this information to assess the quality of one's software development process in a way that is formative instead of summative, i.e., it can be done while students work toward project completion as opposed to after they are finished. For example, if we can identify procrastinating students early in the project timeline, we could intervene as needed and possibly help them to avoid the consequences of bad project management (e.g., unfinished or late project submissions).In addition to educators, this research is relevant to software engineering researchers and practitioners, since the results from these experiments are based on the work of upper-level students who grapple with issues of design and work-flow that are not far removed from those faced by professionals in industry.
Moyer, Adam C. "Systems Engineering Approach to Improving Online Grading." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1337954885.
Full textBrown, Tamaike Mariane. "Developing and Validating Active Learning Engagement Strategies to Improve Students? Understanding of Programming and Software Engineering Concepts." Diss., North Dakota State University, 2020. https://hdl.handle.net/10365/31781.
Full textNapper, Vicki S. "The Job Task Model as a Means for Understanding Computer Usage in the Work Place." DigitalCommons@USU, 1997. https://digitalcommons.usu.edu/etd/4672.
Full textKesavan, Nair Meena Suneetha Nair. "Rhythms of Interaction in Global Software Development Teams." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30476/.
Full textPaditz, Ludwig. "Using ClassPad-technology in the education of students of electrical engineering (Fourier- and Laplace-Transformation)." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-80814.
Full textKhan, Muzafar, and Aleem Ahmad. "Usability Evaluation of a Hypermedia System in Higher Education." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4768.
Full text0046739717017
Nakiboglu, Gunes. "Development Of An Educational Cfd Software For Two Dimensional Incompressible Flows." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12608562/index.pdf.
Full textFrampton, Keith MacKenzie, and keith_frampton@bigpond com. "Information Technology Architect Capabilities: Which are important and can they be improved?" RMIT University. Computer Science and Information Technology, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080821.161427.
Full textYing, Tiancheng. "CandyFactory: Cloud-Based Educational Game for Teaching Fractions." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90218.
Full textMaster of Science
Providing services on the cloud has become universal. The term “Cloud-Based” indicates that the software application runs on a server computer and users access the application by using a web browser anywhere and anytime. This thesis presents a cloud-based educational game called CandyFactory to teach fractions. The users can use CandyFactory under a web browser on an Internet-connected tablet, laptop, or desktop computer with minimum 1024x768 screen resolution. User’s game performance data is recorded on the server computer regardless of which tablet, laptop, or desktop computer the user uses to play the game. Cloud-based CandyFactory has four kinds of users: Individual, Teacher, Student, Administrator. Individual users can play the game to learn fractions as well as generate performance reports. Teachers can create a course, automatically generate student accounts under a course, and generate performance reports for individual students or for the whole class. Students can play the game under the account provided by the teacher and view their performance reports. Administrator is a built-in account user for maintaining the cloud-based software application. By developing the cloud-based CandyFactory educational game, we provide the users a crossplatform and cross-computers solution which helps the teachers and students learn fractions more efficiently and effectively.
Lapke, Michael. "Applying E-commerce Techniques to Public School Software." UNF Digital Commons, 2001. http://digitalcommons.unf.edu/etd/237.
Full textChiang, Yen-Hsi. "Advising module: Graduate application system for the Computer Science Graduate Program." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2725.
Full textNagaonkar, Yajuvendra. "FPGA-based Experiment Platform for Hardware-Software Codesign and Hardware Emulation." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1294.pdf.
Full textLai, Kam Wing. "Information technology in education computer-based training courseware design & development." Thesis, University of Macau, 1999. http://umaclib3.umac.mo/record=b1447771.
Full textShah, Anuj Ramesh. "Web-CAT: A Web-based Center for Automated Testing." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33109.
Full textMaster of Science
Springston, Mark R. "Teamwork Exercises and Technological Problem Solving with First-Year Engineering Students: An Experimental Study." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/28767.
Full textPh. D.
Franz, Douglas M. "Simulation and Software Development to Understand Interactions of Guest Molecules inPorous Materials." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7788.
Full textJoshi, Swaroop Ravindra. "CONSIDER: A Novel, Online Approach to Conflict-Driven Collaborative-Learning." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1500511662959839.
Full textCournoyer, Richard John. "The Application of Parametric Software into the Undergraduate Computer-Aided Manufacturing Environment." Digital WPI, 1999. https://digitalcommons.wpi.edu/etd-theses/1078.
Full textBarros, Diomara Martins Reigato. "A utilização de histórias em quadrinhos na especificação de requisitos de software." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/3224.
Full textSome of the greatest challenges for Software requirements elicitation are related with the identification of what is needed to be developed and with the understanding of the organization business rules. Within this context, this work aims to propose the use of comics in the methodology of requirements specification. A method of scenario simulation has been proposed through the use of comics, in which a language needs to be defined for requirements specification and, in the sequence, it is possible to document requirements using the defined language. Two pilot experiments were applied to Systems Analysts, Requirements Engineers and Developers of two companies, with the purpose of making them to develop a comic book to map a business process within their work environment. These professionals answered a questionnaire, analyzing the developed comics. After analyzing these two experiments, it was decided to establish a Guide for Comics to help people create stories. In a third experiment the author specified requirements of some software through a HQ. The HQ was created according to the guideline for creation of HQs and based on the Grammar established for the language of the HQs. This experiment was applied to 77 participants, in order to verify the understanding of a HQ. A final experiment was applied with senior students of the Computer Science course, in order to get them to create a comic book by specifying software requirements, this HQ should be created based on the Grammar for Comics and according to the Guide. The results of all these experiments were evaluated in a positive way, proving that the use of comics facilitates the identification of details in the processes of specification of requirements.
Verigan, Adam. "Improving Pediatric Cardiology Consultation Methods by Introducing Digital Interactive 3-D Heart Models: A Proof of Concept Study." Scholar Commons, 2007. http://scholarcommons.usf.edu/etd/3847.
Full textSedgwick, Brandon M. "Automated Source Code Structure Feedback Using srcML and RelaxNG." University of Akron / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=akron1376558188.
Full textHilton, Michael. "Improving WebIDE through Delightful Design and Gamification." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/931.
Full textWyatt, Timothy Robert. "Development and evaluation of an educational software tool for geotechnical engineering." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/20225.
Full textPaditz, Ludwig. "Using ClassPad-technology in the education of students of electricalengineering (Fourier- and Laplace-Transformation)." Proceedings of the tenth International Conference Models in Developing Mathematics Education. - Dresden : Hochschule für Technik und Wirtschaft, 2009. - S. 469 - 474, 2012. https://slub.qucosa.de/id/qucosa%3A1799.
Full text