Related papers: A First Implementation of a Design Thinking Worksh…
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry and professional profiles. We have structured an Android application development course based on a tailored user-centered Agile process…
Mobile learning (M-learning) is receiving more attention as a method of delivering to learners study materials anytime and anywhere. It is a necessity for educators to come up with a layout for learning that can be accessed through mobile…
Population aging and the ubiquity of technology in everyday life have made designing solutions for older adults a necessity. User-centered and participatory design approaches include elderly users in the software development process to some…
Design skills are increasingly recognized as a core competency for software professionals. Unfortunately, these skills are difficult to teach because design requires freedom and open-ended thinking, but new designers require a structured…
Machine learning has seen a vast increase of interest in recent years, along with an abundance of learning resources. While conventional lectures provide students with important information and knowledge, we also believe that additional…
This paper presents the course design titled "Learning Management" of which the goal is to "learn collaborative learning" for a first-year undergraduate student. The objective of the class design is to help transform the student's belief of…
Agile methods in undergraduate courses have been explored by various authors looking to close the gap between industry and professional profiles. We have structured an Android application development course based on a tailored agile process…
Hackathons are time-bounded collaborative events of intense teamwork to build prototypes usually in the form of software, aiming to specific challenges proposed by the organizers. These events became a widespread practice in the IT…
This paper presents an overview of mobile application projects conducted at the RMIT University as a part of the Learning and Teaching activities within Bachelor and Master programs, in collaboration with industrial partners. We discuss the…
Surveys in mobile learning developed so far have analysed in a global way the effects on the usage of mobile devices by means of general apps or apps already developed. However, more and more teachers are developing their own apps to…
Background: Software modelling is a creative yet challenging task. Modellers often find themselves lost in the process, from understanding the modelling problem to solving it with proper modelling strategies and modelling tools. Students…
Participatory design in digital civics aims to foster mutual learning and co-creation between public services and citizens. However, rarely do we collectively explore the challenges and failures we experience within PD and digital civics,…
A hybrid teaching approach that relied on combining Project Based Learning with Team Based Learning was trialled in an engineering module during the past five years. Our motivation was to expose students to real-world authentic engineering…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
Mobile devices such as smartphones and tablets have become ubiquitous in today's modern computing landscape. The applications that run on these mobile devices (often referred to as "apps") have become a primary means of computing for…
What if we take a broader view of what it means to run an education experiment? In this paper, we explore opportunities that arise when we think beyond the commonly-held notion that the purpose of an experiment is to either accept or reject…
We present how to integrate Design Sprints and project-based learning into introductory visualization courses. A design sprint is a unique process based on rapid prototyping and user testing to define goals and validate ideas before…
Mobile apps used by children often make use of harmful techniques, such as data tracking and targeted advertising. Previous research has suggested that developers face several systemic challenges in designing apps that prioritise children's…
App Planner is an interactive support tool for K-12 students, designed to assist in creating mobile applications. By utilizing generative AI, App Planner helps students articulate the problem and solution through guided conversations via a…
Creative approaches to attract students to software engineering at an early age are emerging, yet their differential impact on gender remains unclear. This study investigates whether design thinking's empathy-driven approach addresses the…