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The software architecture is usually the first design artifact that addresses quality issues (e.g., performance, security). Also, the architecture is reference point for other development activities, e.g., coding and maintenance. Based on our experience teaching software engineering and architecture at different institutions and levels, we discuss what makes teaching software architecture difficult,...
While gamification has been studied, applied, and sometimes contested within a variety of contexts (especially education and business), the concept of avatarification -- the utilization of virtual self-representations within a mediated environment -- is relatively new and has great potential for enhancing learning contexts. Building on previous work which suggests that people behave consistently with...
This paper presents some of the findings of a nationwide study, which was designed for understanding aspects related to the use of Communication Technology (CT) among higher education students in Portugal. This descriptive and exploratory study essentially focused on gender issues, particularly on how they influence the students' perception regarding the use of CT. The data collection method selected...
In this paper, a recent survey done with the Year 3 students of the module 'Fields, waves and Antennas' at the first author's university is reported that show that the above perception is shared by them.
Ontology is a sharable structure of knowledge that when integrated with e-learning techniques where the e-learning portal provides the interface that carries the values (knowledge) to learners can enrich the learning process for both teachers and students. We aim to propose an ontological approach for teaching/learning software quality in an adaptive e-learning environment. This paper considers some...
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