1,720,990 research outputs found
Learning Research Methods and Processes via Sharing Experience in a BLOG
The goal is to increase knowledge about different research methods that have been employed in the information technology field by supporting the information exchange, collaboration, and cooperation between researchers. Well-designed, well-told stories can help others learn from past situations to respond more effectively in future situation. A blog is presented where PhD students and researchers are invited to collaborate by providing their stories, reading and commenting existing stories. This infrastructure allows researchers and PhD students to write the contents posing questions and finding answers on the relationship between research process and research results
Blogging as a research and educational tool: a three years experience
Blogging can be also used to share knowledge in research and education. We have
been using many blogs with the following purposes. One goal has been to raise awareness
about research methods in the information technology _eld by supporting information exchange,
collaboration, and cooperation between researchers. We have been using a common blog for 3
years to share inter- and intra disciplinary knowledge among us. We have also collected stories
and interviewed colleagues and friends. An other goal is the use of blogs during our teaching
experience as an instrument to support the exchange of knowledge with students. A comparison
of the use of blogging is presented with positive and negative aspects that have been experienced
Toward Inclusion of Children as Software Engineering Stakeholders
Background: A growing amount of software is available to children today. Children use both software that has been explicitly developed for them and software for general users. While they obtain clear benefits from software, such as access to creativity tools and learning resources, children are also exposed to several risks and disadvantages, such as privacy violation, inactivity, or safety risks that can even lead to death. The research and development community is addressing and investigating positive and negative impacts of software for children one by one, but no comprehensive model exists that relates software engineering and children as stakeholders in their own right. Aims: The final objective of this line of research is to propose effective ways in which children can be involved in Software Engineering activities as stakeholders. Specifically, in this paper, we investigate the quality aspects that are of interest for children, as quality is a crucial aspect in the development of any kind of software, especially for stakeholders like children. Method: Our contribution is based mainly on an analysis of studies at the intersection between Software Engineering (especially software quality) and Child Computer Interaction. Results: We identify a set of qualities and a preliminary set of guidelines that can be used by researchers and practitioners in understanding the complex interrelations between Software Engineering and children. Based on the qualities and the guidelines, researchers can design empirical investigations to obtain deeper insights into the phenomenon and propose new Software Engineering knowledge specific for this type of stakeholders. Conclusions: This conceptualization is a first step towards a framework to support children as stakeholders in software engineering
Systematizing the Meta-Analytical Process in Software Engineering
The generalization of knowledge is a necessary part of every scientific field. Meta-analysis is already advocated as a tool for generalization in different areas such as medicine, psychology, business, and this process is already standardized for them. Software engineering started using meta-analysis as a tool for aggregating results from families of experiments, but not so long for generalization of results coming from different studies, and for this purpose, the meta-analytical approach is not yet clarified. In this paper, we attempt to systematize the application of meta-analysis as a secondary study to the software engineering field suggesting our preliminary protocol. To see the reliability of the proposed protocol we conducted several studies using it. Following even uniform protocol with these studies, we identified the issues preventing the wide usage of meta-analysis in software engineering and proposed our solutions for them
Bridging Values: The Inclusion of Young Generations in Computing
There is a constantly growing need for skilled professionals in the computing field, which poses challenges for finding the right people for the job. According to the 2022 Digital Economy and Society Index, 55% of companies have problems filling their tech positions. At the same time, the computing sector is going through a diversity crisis, as the majority of its players are Global Northern, heterosexual, white, able-bodied men. Technology permeates our lives, so a lack of diversity in the tech industry, especially when designing software, can lead to bias and exclusionary user experiences. As a consequence, we need to attract young people - for instance, Generation Z (GenZ), born between themid-1990s and the 2010s - to computing majors. Moreover, there is a need for actions with a retention plan and a strategy to guide a more diverse group toward leadership roles both in academia and industry. Even though the awareness about Diversity, Equity, and Inclusion (DEI) is continually being raised, interventions that focus on inclusiveness are still necessary. With the present paper, we aim to contribute to a better alignment of how to design interventions for including younger people in computing. According to research, GenZ cares about social values and a meaningful contribution to society, that is, DEI, as part of their work. In this paper we are presenting an intervention project, designed to increase DEI in computing, as part of which we collected testimonials by stakeholders working in computing. As a quality check, we performed content analysis after the completion of the project, to investigate to what extent the experiences listed by CS professionals and the interests of GenZ align with one another. Applying multiple methods of cross-checking, we confirmed the presence of social aspects in the lived experiences of CS professionals. Findings show that professionals in the field recognize computing's social embeddedness, which aligns with younger students' values and expectations and confirms that computing is a valid choice to achieve their goals of making a positive change in society. This study is part of a larger effort proposed and realized by EUGAIN, a Horizon Europe-sponsored COST Action, whose purpose is to create a European network that enhances gender balance and diversity in the field of computing
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities
People with intellectual disabilities often have a sedentary lifestyle that can lead to long-term issues like cardiovascular diseases, diabetes, obesity and depression. Although literature shows that the main reason for this is the lack of motivation to do physical activity, scarce research has been done in accessible apps to track and foster physical activities that address motivation. This paper presents HikePal, a game-inspired app to motivate individuals with intellectual disabilities to do physical activity outdoors. We have followed a design and creation research strategy using 1) semi-structured interviews with five experts (health care workers, special education experts and software engineers); 2) a focus group with an occupational therapist, a physical therapist and four software engineers; 3) a pilot user test with three individuals with intellectual disabilities and their caregivers. Having social interaction during the physical activity turned out to be a major motivational aspect of the system, whereas reward systems did not attract much of the users' attention. Regarding the adapted navigational assistance, we found out that easy-to-read text, visual communication and street-level pictures were the key features to achieve successful and understandable guidance outdoors for people with intellectual disabilities. It proved useful to perform a test on the field and to refine the design guidelines in view of a forthcoming largescale experimental test involving a larger number of persons with intellectual, sensory and motor disabilities
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