69 resultados para software


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Social software has been used to support problem-based learning activities in a wholly online information technology (IT) professional practice course at Deakin University since 2006. When the course was first delivered, the authentic learning environment was a website, with an intranet and team forums created in Drupal, the open source content management system (CMS). Although this environment was suitable, feedback from students and teaching staff highlighted areas where improvements could be made. In the second year of the course, Joomla!, the open source CMS, in combination with Simple Machines Forum (SMF), the open source online discussion community software, was used to provide the website, as well as the intranet and team forums respectively. Feedback in 2007 was more positive, suggesting that the Joomla!-SMF social software combination and the features implemented, improved the learning and teaching experience in comparison to the 2006 version of the course.

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The introduction of a social software blog space called “The Trading Room” in an undergraduate Finance unit for an assessment task generated a great deal of activity to support student learning. A subsequent evaluation of this pilot demonstrated that students perceived high value in the opportunity it provided for them to reaffirm theories, obtain individualized feedback and benchmark their work against others. Whilst assessment is generally seen as both the carrot and the stick of learning, and certification; students in the study reported that they would still participate in reading and posting to the “Trading Room” blog even if there was no assessment requirement! Additionally they did not see any value in the environment as a purely social space, reporting that they saw it primarily as a professional educational community. It would appear that just as there are different communities in the real world social space, there are also different types of communities in the online space. Context, structure and activity design, perhaps are the most important facets of online interaction for learning.

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Conventional methods of qualitative data analysis require transcription of audio-recorded data prior to conduct of the coding and analysis process. In this paper Alison Hutchinson describes and illustrates an innovative method of data analysis that comprises the use of audio-editing software to save selected audio bytes from digital audio recordings of meetings. The use of a database to code and manage the linked audio files and generate detailed and summary reports, including reporting of code frequencies according to participant code and/or meeting, is also highlighted. The advantage of using this approach in the analysis of audio-recorded data is that the process may be undertaken in the medium in which the data were collected. Though time-consuming, this process negates the need for expensive and time intensive transcription of recorded data.

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Through an interpretive study of global virtual teams, this research has explored the influences on the requirements engineering processes during global software development. Complex layers of explicit and implicit elements in the project environment, including systems methodology, project steering, management commitment and cultural differences, were found to influence these processes.

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Global software development teams expressed dissatisfaction with their structures. Job satisfaction was reduced by the inefficiencies of communication technologies and from the functional structures imposed by the management. This led to a reduced contextual understanding of projects which could be improved if employees were to participate in the work designs.

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Proposes a design method for the development of software in Visual BASIC whose programming environment is multi-paradigm. Extensions to structure charts and pseudocode to incorporate the three paradigms have been developed based on the premise that procedural models, event-driven forms and objects are mutually exclusive in operation.

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Plagiarism is of grave concern for academic institutions in the twenty-first
century. Institutions utilise plagiarism policies, honour codes and regulations to ensure students develop a sense of educational integrity. Technology has recently afforded new methods for staff to detect plagiarism – through antiplagiarism software. This paper explores perspectives of seven teachers across five faculties to Turnitin.com (an anti-plagiarism software package) at a large Australian university. The findings indicate that software such as Turnitin.com may assist in the quest to detect text-matching, and perhaps reduce plagiarism. It should not, however, be considered the panacea for plagiarism. Plagiarism policies should also reflect cognisance of the existence of a 'plagiarism continuum' (Sutherland-Smith, 2003) through the use of technology. This research highlights the broader need for institutions to reformulate plagiarism policies in light of cross-cultural perspectives of authorship and attribution of text.

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Purpose – The purpose of this paper is to summarize the scope, methodology and main findings of a doctoral thesis about the implementation of enterprise resource planning (ERP) software in a major construction contracting organization in Hong Kong. This research is taken from a leadership and power and project management (PM) perspective.

Design/methodology/approach – The project adopted a case study approach in which the candidate was an employee/observer, who was embedded as a member of the business transformation team taking an action learning approach to study the ERP adoption. The research used the soft system methodology to identify gaps in the observed maturity level which exists in the organization. Data was gathered using public and private documentation, semi-structured interviews, observation and was validated through review of evidence with participants.

Findings – The results identified the importance of leadership and cultural issues in implementation of the business strategy. This research includes a contribution in two spheres: PM and construction procurement. The first implication for PM theory was to illustrate how knowledge has been efficiently managed within a construction organization by using information communication technology (ICT). It can be represented by the ladder of ICT>ERP>KM>PM. The second implication was to pave the way for the use of partnering strategies in PM practice. It can be represented by the ladder of National Culture>Organizational Culture>Leadership>Partnering Strategy>PM.

Practical implications – This model could be adapted to other large and complex organisational contexts. The research project also has implications as opening up a PM perspective on business transformation.

Originality/value – The contribution of this research is proving the success of adopting KM in a construction company by using an ERP system. The importance of culture in the traditionally collectivistic construction industry, and the issues senior management should take into account when formulating business strategies.

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 Virtual property theft is a serious problem that exists in virtual worlds. Legitimate users of these worlds invest considerable amounts of time, effort and real-world money into obtaining virtual property, but unfortunately, are becoming victims of theft in high numbers. It is reported that there are over 1 billion registered users of virtual worlds containing virtual property items worth an estimated US$50 billion dollars. The problem of virtual property theft is complex, involving many legal, social and technological issues. The software used to access virtual worlds is of great importance as they form the primary interface to these worlds and as such the primary interface to conduct virtual property theft. The security vulnerabilities of virtual world applications have not, to date, been examined. This study aims to use the process of software inspection to discover security vulnerabilities that may exist within virtual world software – vulnerabilities that enable virtual property theft to occur. Analyzing three well know virtual world applications World of Warcraft, Guild Wars and Entropia Universe, this research utilized security analysis tools and scenario testing with focus on authentication, trading, intruder detection and virtual property recovery. It was discovered that all three examples were susceptible to keylogging, mail and direct trade methods were the most likely method for transferring stolen items, intrusion detection is of critical concern to all VWEs tested, stolen items were unable to be recovered in all cases and lastly occurrences of theft were undetectable in all cases. The results gained in this study present the key problem areas which need to be addressed to improve security and reduce the occurrence of virtual property theft.