The Development of Educational Replicas of Software Application Systems

1992 ◽  
Vol 21 (1) ◽  
pp. 71-78 ◽  
Author(s):  
William Leigh ◽  
Noemi Paz

This article presents techniques for developing simplified, functional versions of software applications for training purposes. Representatives of this type of educational software are explained, the design rationale and process are reviewed, and implementation methods are outlined. Three short case studies, exemplifying three categories of this replica software, are included.

2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Jose Maria Garcia-Garcia ◽  
Víctor M. R. Penichet ◽  
María Dolores Lozano ◽  
Juan Enrique Garrido ◽  
Effie Lai-Chong Law

Affective computing is becoming more and more important as it enables to extend the possibilities of computing technologies by incorporating emotions. In fact, the detection of users’ emotions has become one of the most important aspects regarding Affective Computing. In this paper, we present an educational software application that incorporates affective computing by detecting the users’ emotional states to adapt its behaviour to the emotions sensed. This way, we aim at increasing users’ engagement to keep them motivated for longer periods of time, thus improving their learning progress. To prove this, the application has been assessed with real users. The performance of a set of users using the proposed system has been compared with a control group that used the same system without implementing emotion detection. The outcomes of this evaluation have shown that our proposed system, incorporating affective computing, produced better results than the one used by the control group.


Author(s):  
FENIOSKY PEÑA-MORA ◽  
SANJEEV VADHAVKAR ◽  
SIVA KUMAR DIRISALA

This paper presents a framework and a prototype for designing Integrated Construction Management (ICM) software applications using reusable components. The framework supports the collaborative development of ICM software applications by a group of ICM application developers from a library of software components. The framework focuses on the use of an explicit software development process to capture and disseminate specialized knowledge that augments the description of the ICM software application components in a library. The importance of preserving and using this knowledge has become apparent with the recent trend of combining the software development process with the software application code. There are three main components in the framework: design patterns, design rationale model, and intelligent search algorithms. Design patterns have been chosen to represent, record, and reuse the recurring design structures and associated design experience in object-oriented software development. The Design Recommendation and Intent Model (DRIM) was extended in the current research effort to capture the specific implementation of reusable software components. DRIM provides a method by which design rationale from multiple ICM application designers can be partially generated, stored, and later retrieved by a computer system. To address the issues of retrieval, the paper presents a unique representation of a software component, and a search mechanism based on Reggia's setcover algorithm to retrieve a set of components that can be combined to get the required functionality is presented. This paper also details an initial, proof-of-concept prototype based on the framework. By supporting nonobtrusive capture as well as effective access of vital design rationale information regarding the ICM application development process, the framework described in this paper is expected to provide a strong information base for designing ICM software.


Author(s):  
B Chimbo ◽  
J H Gelderblom ◽  
M R De Villiers

The learnability principle relates to improving the usability of software, as well as users’ performance and productivity. A gap has been identified as the current definition of the principle does not distinguish between users of different ages. To determine the extent of the gap, this article compares the ways in which two user groups, adults and children, learn how to use an unfamiliar software application. In doing this, we bring together the research areas of human-computer interaction (HCI), adult and child learning, learning theories and strategies, usability evaluation and interaction design. A literature survey conducted on learnability and learning processes considered the meaning of learnability of software applications across generations. In an empirical investigation, users aged from 9 to 12 and from 35 to 50 were observed in a usability laboratory while learning to use educational software applications. Insights that emerged from data analysis showed different tactics and approaches that children and adults use when learning unfamiliar software. Eye tracking data was also recorded. Findings indicated that subtle re- interpretation of the learnability principle and its associated sub-principles was required. An additional sub-principle, namely engageability was proposed to incorporate aspects of learnability that are not covered by the existing sub-principles. Our re-interpretation of the learnability principle and the resulting design recommendations should help designers to fulfill the varying needs of different-aged users, and improve the learnability of their designs.Keywords: Child computer interaction, Design principles, Eye tracking, Generational differences, human-computer interaction, Learning theories, Learnability, Engageability, Software applications, UasabilityDisciplines: Human-Computer Interaction (HCI) Studies, Computer science, Observational Studies


2012 ◽  
Vol 13 (2) ◽  
pp. 457-476
Author(s):  
Shadrack Katuu

The management of digital records has been a subject of numerous scholarly discussions for several years. Discussions on the application systems used to manage these records and other digital content have often used diff erent terminology, frequently interchangeably, with little regard to nuanced diff erences. In addition, a number of standards and best practice guidelines have been developed in diff erent countries to address the challenges of assessing and implementing these applications. While it may look like a lot of resources are available to records professionals as they tackle the challenges of implementing software applications, there is need to clarify terminology and identify implementation phases, as well, as the appropriate standards and best practice guidelines. This article, using primarily a review of literature, suggests definitional clarity and connectedness of diff erent terms used for Enterprise Content Management (ECM) applications. It identifies the various phases of implementation of ECM applications and off ers an overview of standards and best practice guidelines. Lastly it provides an assessment of the connection between phases of implementation in relation to standards and best practice guidelines, providing a gap analysis while also suggesting ways of addressing the variance.


2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Abdullatif Musa ◽  
Ramadan Arfa ◽  
Adel Agina

The solid oxide fuel cell (SOFC) is considered extremely suitable for electrical power plant application. Both high temperature (HT) and intermediate temperature (IT) SOFC performances are investigated using models which are built in Aspen customer modeller. Moreover, this paper introduces a new simulation software, called Al-Nour V.1.0-2012 software application. The interface of Al-Nour V.1.0-2012 software was mainly implemented based on the educational theory of User’s Split Attention, that is; the entire software works with only one screen for all operations without any scrolling (user-friendly interface). This application reflects the fact that Al-Nour software does not require the user to have any previous training. The performance of HT-SOFC and IT-SOFC models is evaluated and compared using both software applications . The simulation results show that, the cell voltage value increases by raising the operating pressure, operating temperature, and hydrogen partial pressure. The electrical power output value from the SOFC is increased simultaneously by increasing the current density . Furthermore, the IT-SOFC has a higher cell voltage than the HT-SOFC.


Author(s):  
Virginia E. Garland

Wireless technologies have transformed learning, teaching, and leading in K-12 schools. Because of their speed and portability, laptops, planners, personal digital assistants (PDAs), and cellular telephones are major components of digital literacy. In this chapter, current international trends in the educational uses of portable technologies will be discussed. The implications of newer hardware specifications and educational software applications for laptop computers will be analyzed, including inequities in student access to the handhelds. Next, the role of planners and PDAs as more recent instructional and managerial tools will be evaluated. This study also includes a review of the current debate over whether or not cell phones, especially those with photographic capabilities, should be allowed to be used by students in schools. Finally, potential uses of wireless technologies for interactive learning and collaborative leadership on a global basis will be investigated.


Author(s):  
Gunnar Stevens ◽  
Volkmar Pipek ◽  
Volker Wulf

End User Development offers technological flexibility to encourage the appropriation of software applications within specific contexts of use. Appropriation needs to be understood as a phenomenon of many collaborative and creative activities. To support appropriation, we propose integrating communication infrastructure into software application that follows an“easy-to-collaborate”-principle. Such an appropriation infrastructure stimulates the experience sharing among a heterogeneous product community and supports the situated development of usages. Taking the case of the BSCWeasel groupware, we demonstrate how an appropriation infrastructure can be realized. Empirical results from the BSCWeasel project demonstrate the impact of such an infrastructure on the appropriation and design process. Based on these results, we argue that the social construction of IT artifacts should be tightly integrated in the material construction of IT artifacts in bridging design and use discourses.


2011 ◽  
pp. 1624-1636
Author(s):  
Virginia E. Garland

Wireless technologies have transformed learning, teaching, and leading in K-12 schools. Because of their speed and portability, laptops, planners, personal digital assistants (PDAs), and cellular telephones are major components of digital literacy. In this chapter, current international trends in the educational uses of portable technologies will be discussed. The implications of newer hardware specifications and educational software applications for laptop computers will be analyzed, including inequities in student access to the handhelds. Next, the role of planners and PDAs as more recent instructional and managerial tools will be evaluated. This study also includes a review of the current debate over whether or not cell phones, especially those with photographic capabilities, should be allowed to be used by students in schools. Finally, potential uses of wireless technologies for interactive learning and collaborative leadership on a global basis will be investigated.


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