- Conference Session
- Software Engineering Pedagogical Approaches
- Collection
- 2013 ASEE Annual Conference & Exposition
- Authors
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Joanna F. DeFranco, Pennsylvania State University; Colin J. Neill, Pennsylvania State University
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Software Engineering Constituent Committee
of social constructivist approachessuch as classroom discussion and experiential learning13,18. Through peer interaction andcollaboration students are able to synthesize and evaluate their ideas collectively10,16,19 and areforced to reflect upon and reason about their ideas at greater depth than when workingindividually17.In contrast, there are numerous studies that show the difficulty students experience working inteams. Student’s frequently cite that they have little influence over their team-mates; they believetheir grade will not reflect their contribution or competence; and the transaction cost ofscheduling meetings, and working collaboratively are not worth the rewards, of which they seefew9. These bad team experiences can have a
- Conference Session
- Software Engineering Pedagogical Approaches
- Collection
- 2013 ASEE Annual Conference & Exposition
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John C. Georgas, Northern Arizona University
- Tagged Divisions
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Software Engineering Constituent Committee
architectural styles is that they go beyond simple narratives of designexperiences, and capture design expertise that has been refined through careful reflection in aneffort to codify important lessons. By providing students with a solid foundation inunderstanding the applicability, key characteristics, advantages, and disadvantages ofarchitectural styles, educators can provide learners with valuable starting points for their owndesign activities as well as build expertise in identifying critical design trade-offs.The instruction of architectural styles, however, remains challenging, primarily due to afundamental disconnect between the dynamic nature of the software compositions thatarchitectural styles model and the static artifacts most commonly used
- Conference Session
- Software Engineering Pedagogical Approaches
- Collection
- 2013 ASEE Annual Conference & Exposition
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Feras A. Batarseh, University of Central Florida
- Tagged Divisions
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Software Engineering Constituent Committee
intelligent behavior through local communication between theobjects (i.e. ants/birds)2.Knowledge-based systems (expert systems): are intelligent systems that reflect theknowledge of a proficient person. Knowledge-based systems are a specific kind ofintelligent system that makes extensive use of knowledge. They use heuristic rather thanalgorithmic approaches for decision making7.Reinforcement learning: is part of machine learning, and how a machine ought to takedecisions and actions based on continuous feedback on its previous actions (inspired bypsychology)5.This paper aims to use AI for educational purposes (i.e. establish an educational processthat is inspired by human physiology) The rest of this paper is structured as follows, nextsection
- Conference Session
- Software Engineering Pedagogical Approaches
- Collection
- 2013 ASEE Annual Conference & Exposition
- Authors
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Jon A Preston, Southern Polytechnic State University; Sushil Acharya, Robert Morris University
- Tagged Divisions
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Software Engineering Constituent Committee
reflects that student learning in these areas was better.Table 4: Pre-test at RMU (in %) Table 5: Post-test at RMU (in %)Responsesè ResponsesèQuestions ê a b c d Questions ê a b c d Q1 25 25 50 0 Q1 13 38 50 0 Q2 100 0 0 0 Q2 100 0 0 0 Q3 50 50 0 - Q3 0 100 0 - Q4 88 13 0 - Q4 25 75 0 - Q5 63 38 - - Q5 100
- Conference Session
- Software Engineering Outreach: Industry, K-12
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- 2013 ASEE Annual Conference & Exposition
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W Eric Wong, University of Texas, Dallas
- Tagged Divisions
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Software Engineering Constituent Committee
used in industry.One of the challenges to teach a capstone project course is to provide students with sufficient motivationand get them invested in the outcome. To achieve this, Horgan, Smith and Thomas in their 2005 ACEpaper5 suggested a problem domain that accurately reflects the concerns and priorities of a real industryclient. They also proposed a Real World Software Process with four different phases: (1) Phase Zero –developing a project proposal which addresses the client‟s needs and clearly identifies goals and successcriteria, (2) Phase One – requirements gathering, release planning, and the initial development, (3) PhaseN – the generic, repeatable cycle in which the functionality of the system is incrementally extended andthe