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EXAMINING BEST PRACTICES IN CURRICULUM DESIGN : INSIGHTS FOR ENGINEERING EDUCATION
(European Society for Engineering Education (SEFI), 2024) Matthiasdottir, A.; Audunson, H.; Dagienė, V.; Rouvrais, S.; Barus, A.; Gerwel, C.; Zufferey, Jessica Dehler; Langie, Greet; Tormey, Roland; Nagy, Balazs Vince; Department of Sport Science
Higher education must be prepared for the ever-changing needs of the world to ensure that future engineers receive extensive training and are equipped to provide significant contributions to both the workforce and society. It is important for higher education leaders to be aware of the need for regularly reviewing curriculum and take part in development to ensure quality improvement. Engineering education needs to be up to date and driven by the need to prepare graduates for the challenges posed by rapidly changing technology, industry, and society. This paper specifically aims to identify best practices for curriculum design in engineering education. Data was collected through the exchange of engineering and business curricula among members participating in the DECART project (DECART 2022). The shared curricula underwent critical examination based on key features related to curriculum components. The analysis included reflection and feedback from project partners. The findings hold significance for engineering educators in various contexts, offering insights into curriculum transformation, agility, and resilience amidst increasingly Volatile, Uncertain, Complex, and Ambiguous (VUCA) environments, which continue to influence engineering education and higher education.
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Evaluating Software Modelling Recommendations : Towards Systematic Guidelines for Modelling
(IEEE Computer Society, 2024-10-24) Chakraborty, Shalini; Liebel, Grischa; Department of Computer Science
Background: Despite having several advantages, software modelling remains unpopular for developers. Similarly, university students do not see the benefits of software modelling in the university curriculum. Prior research show the lack of guidance for students to do so. Aims: We aim to evaluate the effectiveness of four modelling recommendations made in related work to improve student modelling knowledge. Additionally, we aim to discover students' perceptions of software modelling after taking a course with the recommendations included. Method: We conducted a mixed method study, including interviews with teaching assistants, student surveys, and a focus group study involving students, teaching assistants, and experts from both modelling and education. Results: We find that the four recommendations overall have a positive impact as they help students better understand the modelling knowledge from the course. Students express that specific recommendations help them grasp the concept of software modelling well. We also extend the recommendations by adding more details specific to software modelling and solidifying the recommendations into systematic guidelines. Conclusions: The guidelines can potentially enhance education and training in software modelling, catering to both academic settings and industrial environments. Additionally, the guidelines contribute to improved communication between students and the course itself by outlining what students can expect from modelling assignments and the value inherent in each of these assignments.
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CoVoL : A Cooperative Vocabulary Learning Game for Children with Autism
(Association for Computing Machinery, Inc, 2025-06-23) Chodkiewicz, Pawel; Verma, Pragya; Liebel, Grischa; Department of Computer Science
Children with Autism commonly face difficulties in vocabulary acquisition, which can have an impact on their social communication. Using digital tools for vocabulary learning can prove beneficial for these children, as they can provide a predictable environment and effective individualized feedback. While existing work has explored the use of technology-assisted vocabulary learning for children with Autism, no study has incorporated turn-taking to facilitate learning and use of vocabulary similar to that used in real-world social contexts. To address this gap, we propose the design of a cooperative two-player vocabulary learning game, CoVoL. CoVoL allows children to engage in game-based vocabulary learning useful for real-world social communication scenarios. We discuss our first prototype and its evaluation. Additionally, we present planned features which are based on feedback obtained through ten interviews with researchers and therapists, as well as an evaluation plan for the final release of CoVoL.
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Challenges, Strengths, and Strategies of Software Engineers with ADHD : A Case Study
(IEEE Computer Society, 2024-06-06) Liebel, Grischa; Langlois, Noah; Gama, Kiev; Department of Computer Science
Neurodiversity describes brain function variation in individuals, including Attention deficit hyperactivity disorder (ADHD) and Autism spectrum disorder. Neurodivergent individuals both experience challenges and exhibit strengths in the workplace. As an important disorder included under the neurodiversity term, an estimated 5.0% to 7.1% of the world population have ADHD. However, existing studies involving ADHD in the workplace are of general nature and do not focus on software engineering (SE) activities. To address this gap, we performed an exploratory qualitative case study on the experiences of people with ADHD working in SE. We find that people with ADHD struggle with several important SErelated activities, e.g., task organisation and estimation, attention to work, relation to others. Furthermore, they experience issues with physical and mental health. In terms of strengths, they exhibit, e.g., increased creative skills, perform well when solving puzzles, and have the capability to think ahead. Our findings align with clinical ADHD research, having important implications to SE practice. Lay Abstract - Neurodiversity describes brain function variation in individuals, such as Attention deficit hyperactivity disorder (ADHD) and Autism spectrum disorder. People included under this term often experience problems in their work, e.g., due to differences in communication or behaviour, but also exhibit strengths compared to people without these disorders. To better include them, it is essential that we understand how these challenges and strengths manifest in different professions. There is limited research on how neurodiversity affects professionals in software engineering (SE), an environment characterised by a rapid pace, frequent change, and intense collaborative work. Therefore, we studied the strengths, challenges, and strategies of SE professionals withADHD, a disorder affecting approximately 5.0% to 7.1% of the world population. We find that these professionals perceive many common SE activities as challenging, e.g., estimating how long tasks take, or maintaining focus. Interestingly, they also exhibit highly relevant strengths to the SE industry, such as increased creativity and systems thinking. Based on our findings, we provide several recommendations on how SE companies can better support employees with ADHD.
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Brief announcement : Leader election in SINR model with arbitrary power control
(Association for Computing Machinery, 2017-07-26) Halldórsson, Magnús M.; Holzer, Stephan; Markatou, Evangelia Anna; Department of Computer Science
In this article, we study the leader election problem in the Signal-to-Interference-plus-Noise-Ratio (SINR) model where nodes can adjust their transmission power. We show that in this setting it is possible to solve the leader election problem in two communication rounds, with high probability. Previously, it was known that (log n) rounds were sufficient and necessary when using uniform power, where n is the number of nodes in the network. We then examine how much power control is needed to achieve fast leader election. We show that any 2-round leader election algorithm in the SINR model running correctly w.h.p. requires a power range 2Ω(n) even when n is known. We match this with an algorithm that uses power range 2Θ(n), when n is known and 2Õ (n1.5) when n is not known. We also explore tradeoffs between time and power used, and show that to elect a leader in t rounds, a power range exp(n1/Θ(t)) is sufficient and necessary.

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