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Debra Davis

Bio: Debra Davis is an academic researcher from Florida International University. The author has contributed to research in topics: System integration testing & Software verification and validation. The author has an hindex of 5, co-authored 15 publications receiving 82 citations.

Papers
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Journal ArticleDOI
TL;DR: This article proposes a minimally disruptive approach of integrating software testing into SE courses by providing students access to a collaborative learning environment containing learning materials on testing techniques and testing tools.
Abstract: As software becomes more ubiquitous and complex, the cost of software bugs continues to grow at a staggering rate. To remedy this situation, there needs to be major improvement in the knowledge and application of software validation techniques. Although there are several software validation techniques, software testing continues to be one of the most widely used in industry. The high demand for software engineers in the next decade has resulted in more software engineering (SE) courses being offered in academic institutions. However, due to the number of topics to be covered in SE courses, little or no attention is given to software testing, resulting in students entering industry with little or no testing experience.We propose a minimally disruptive approach of integrating software testing into SE courses by providing students access to a collaborative learning environment containing learning materials on testing techniques and testing tools. In this article, we describe the learning environment and the studies conducted to measure the benefits accrued by students using the learning environment in the SE courses.

33 citations

Journal ArticleDOI
TL;DR: SEP-CyLE is introduced, an online gamified tool designed to provide supplemental computing content to students and shows that virtual points and the leaderboard contributed to improved performance for students of all genders, suggesting that gamification is a gender-neutral learning engagement strategy that improves female students' performance as much as male students.
Abstract: Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Some researchers have been exploring the influence of gamification on female students as one of these possible learning engagement strategies. Gamification refers to the introduction of video game elements into non-game activities to enhance engagement and motivation. Previous studies have reported mixed results of the impact of gamification on women. In this study, we introduce SEP-CyLE (Software Engineering and Programming Cyberlearning Environment), an online gamified tool that was designed to provide supplemental computing content to students. This paper presents a convergent mixed-methods study guided by social identity theory and self-efficacy to understand women's experiences with this gamified tool. More specifically, this study explores virtual points' and leaderboards' effects on CS identity development, self-efficacy, and performance. The results show that virtual points and the leaderboard contributed to improved performance for students of all genders, suggesting that gamification is a gender-neutral learning engagement strategy that improves female students' performance as much as male students. Regardless of improved performance, most women did not actively enjoy or were motivated by the virtual points or leaderboard in SEP-CyLE. Additionally, gamification had no significant impact on CS identity development or self-efficacy constructs and had little to no impact on women's interest and engagement in the field of computing.

21 citations

Journal ArticleDOI
TL;DR: Findings of this research indicate that using Skope improves students’ attitude toward collaborative learning, ultimately leading to an improvement of learning across domains.
Abstract: Immersive technologies are transforming all aspects of daily life. In educational context, augmented reality (AR) and virtual reality (VR) offer the promise of experiential learning, where the real...

19 citations

Proceedings ArticleDOI
29 Feb 2012
TL;DR: A study that evaluates a non-intrusive approach to integrating software testing techniques and tools in SE courses uses a Web-Based Repository of Software Testing Tools (WReSTT) that contains tutorials on software testing concepts and tools.
Abstract: There continues to be a lack of adequate training for students in software testing techniques and tools at most academic institutions. Several educators and researchers have investigated innovative approaches that integrate testing into programming and software engineering (SE) courses with some success. The main problems are getting other educators to adopt their approaches and ensuring students continue to use the techniques they learned in previous courses. In this paper we present a study that evaluates a non-intrusive approach to integrating software testing techniques and tools in SE courses. The study uses a Web-Based Repository of Software Testing Tools (WReSTT) that contains tutorials on software testing concepts and tools. The results of the study show that (1) students who use WReSTT in the classroom can improve their understanding and use of testing techniques and tools, (2) students find WReSTT a useful learning resource, and (3) the collaborative learning environment motivates students to complete assignments.

14 citations

Proceedings ArticleDOI
01 Sep 2016
TL;DR: It is proposed that AR-SKOPE, an application that integrates Building Information Modelling and Augmented Reality may improve learning, and allows students to visit specific buildings and investigate their various systems with supplementary information using a phone or tablet.
Abstract: Augmented Reality provides a way to enhance the classroom experience. In particular, student learning about building systems in the fields of Architecture, Civil, and Mechanical Engineering may improve, if visualization outside the classroom is provided. We propose that AR-SKOPE, an application that integrates Building Information Modelling and Augmented Reality may improve learning. This application allows students to visit specific buildings and investigate their various systems with supplementary information using a phone or tablet. We are currently testing our early prototype to conduct a semester-long study.

13 citations


Cited by
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01 Jan 2012
TL;DR: In this paper, the difference between the types of condition issues on objects that cause structural issues versus those that are purely cosmetic is identified and identified, which can help when determining whether or not an item requires conservation or deciding simple factors like the best way to store or exhibit an item.
Abstract: As preservers of history and the objects that others leave behind, it is easy to get distracted by a desire for those objects to be “perfect.” We worry about every little tear, stain or blemish, and we want nothing more than to return objects to their "original state." However, so many times those rough spots are part of the item’s history. It is important to understand the difference between the types of condition issues on objects that cause structural issues versus those that are purely cosmetic. Knowing and identifying these differences can help when determining whether or not an item requires conservation or deciding simple factors like the best way to store or exhibit an item.

347 citations

Journal ArticleDOI
TL;DR: In this article, the authors present a taxonomy of instructional models and the discussion of applied instructional strategies and techniques in STEM fields focused on HE settings, and provide visualisations of the present state of the area, which aim at encouraging and scaffolding educators' efforts based on specific classification criteria.
Abstract: While there is an increasing interest in Augmented Reality (AR) technologies in Primary and Secondary (K-12) Education, its application in Higher Education (HE) is still an emerging trend. This study reports findings from a systematic mapping review, based on a total of forty-five (n = 45) articles published in international peer-reviewed journals from 2010 to 2020, after evaluating the use of AR applications that support Science, Technology, Engineering and Mathematics (STEM) subjects’ learning in HE settings. This review’s results highlighted the lack of research across the STEM spectrum, especially in the Technology and Mathematics subfields, as well as the scarcity of location-based and markerless AR applications. Furthermore, three augmentation techniques, suitable for STEM learning, were identified and analysed: augmentation of laboratory specialised equipment, physical objects and course handbooks or sheets. The main contribution of this article is a taxonomy of instructional models and the discussion of applied instructional strategies and techniques in STEM fields focused on HE settings. In addition, we provide visualisations of the present state of the area, which aim at encouraging and scaffolding educators’ efforts based on specific classification criteria to develop AR experiences and conduct further research to enhance STEM learning.

69 citations

Journal ArticleDOI
TL;DR: In this article, the authors explore the application of augmented reality (AR) technology in architecture and civil engineering education and reveal that problems persist and are worthy of attention, such as the selection of system types and devices, the use of research methods, and appropriate learning strategies and teaching methods.
Abstract: Architectural and civil engineering (ACE) education is inextricably connected to real-world practice. The application of augmented reality (AR) technology can help to establish a link between virtual and real-world information for students. Studies of applying AR in ACE education have increased annually, and numerous research have indicated that AR possesses immense application potential. To address and analyze pertinent research issues, published studies in the Scopus database were explored, and revealed that problems persist and are worthy of attention, such as the selection of system types and devices, the application of research methods, and appropriate learning strategies and teaching methods. Courses with objective grading standards should be given priority in AR experimental courses for a meticulous investigation of AR influence on students’ learning outcomes and ultimately improvement of classroom quality. Suitable types of AR systems should be selected based on course content, prior to the design and development of the system. It is recommended to develop markerless systems for a larger application range to benefit students with additional convenience. Systems can also be accompanied by functions, such as instant online assessments, synchronized assessments, and exchange capabilities to assist learning what has been taught and develop critical thinking abilities. The combination of AR and building information modeling (BIM) in architectural and civil practice, which has immense application potential, has become an emerging research trend. Collaboration between academics and practice should be enhanced with roles and knowledge of instructors, engineers, designers, and computer experts integrated for an optimal connection between general pedagogy and domain-specific learning. Teaching methods that emphasize “locations”, as well as “roles”, can be adopted in order to create a superior reality learning environment with diversified learning methods. The trends and research have become an integration and collaboration issue that should be performed interactively with pedagogical findings, and resources integrated across roles, fields, and university departments.

60 citations

Journal ArticleDOI
01 May 2020-Heliyon
TL;DR: This research presents multiple user studies that can be used to assess the usefulness of a cyberlearning environment used in Computer Science and Software Engineering courses through testing its usability and measuring its utility using user interface and user experience evaluations and proposes an evaluation framework to evaluate cyberlearning environments.

42 citations