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Engenharia de Software

TL;DR: Acompanhamento supervisionado na identificacao de necessidade dos dados a serem levantados (1*2) Auxiliar no gerenciamento de banco de dados (1*) as discussed by the authors.
Abstract: ________________________________________________________________________________ ______________________________ Atividades de Estagio ________________________________________________________________________________ ______________________________ (1*2) Acompanhar os treinamentos aos usuarios (1*3) Auxiliar no gerenciamento de banco de dados (1*9) Auxiliar no suporte tecnico ao usuario (1*10) Acompanhamento supervisionado na identificacao de necessidade dos dados a serem levantados (1*11) Acompanhamento supervisionado na orientacao de clientes ou usuarios em programas de treinamentos (1*12) Fornecer suporte a usuario/ clientes sobre a utilizacao dos softwares (1*13) Fornecer suporte a usuarios (1*14) Acompanhamento de acoes desenvolvidas pelos analistas de sistemas (1*15) Acompanhamento de instalacoes de redes, micros e comunicacao de dados (1*16) Acompanhamento supervisionado na execucao de testes de qualidade (1*17) Acompanhamento supervisionado na geracao de graficos e relatorios (1*18) Acompanhamento supervisionado na manuntencao de sistemas perifericos (1*19) Acompanhamento supervisionado na tabulacao e analise de dados (1*20) Acompanhamento supervisionado na utilizacao da ferramenta de gerenciamento de clientes (1*21) Acompanhamento supervisionado no desenvolvimento de planilhas eletronicas

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Journal ArticleDOI
27 Feb 2009
TL;DR: The problems in the development process of electronic games, which are mainly collected from game postmortems, are surveyed by exploring their similarities and differences to well-known problems in traditional information systems.
Abstract: Despite its growth and profitability, many reports about game projects show that their production is not a simple task, but one beset by common problems and still distant from having a healthy and synergetic work process The goal of this article is to survey the problems in the development process of electronic games, which are mainly collected from game postmortems, by exploring their similarities and differences to well-known problems in traditional information systems

115 citations

Journal ArticleDOI
TL;DR: This study analyzes dimensions of organizational culture under the perspective of practices and values of XP to provide parameters (favorable and unfavorable aspects) for previous consideration of the convenience of XP implementation.

86 citations

Journal ArticleDOI
TL;DR: As etapas de desenvolvimento de um software-prototipo que possibilite aos enfermeiros, no âmbito hospitalar, atender ao planejamento da assistencia de enfermagem, prescricao de en fermagem e a documentacao de forma informatizada aree descrever.
Abstract: O proposito deste estudo foi descrever as etapas de desenvolvimento de um software-prototipo que possibilite aos enfermeiros, no âmbito hospitalar, atender ao planejamento da assistencia de enfermagem, prescricao de enfermagem e a documentacao de forma informatizada. A metodologia utilizada fundamentou-se no conceito do ciclo de vida de prototipacao. Sedimentou-se em duas fases: a de definicao e a de desenvolvimento. A fase de definicao iniciou-se com a etapa de planejamento, seguida pela definicao e analise dos requisitos necessarios para a construcao e culminou com a producao da especificacao de requisitos do software. A fase de desenvolvimento traduziu o conjunto de requisitos em um modelo informatizado, com 10 modulos, referentes ao processo de sistematizacao da assistencia de enfermagem. A avaliacao desse recurso inovador para a Sistematizacao da Assistencia de Enfermagem nos diferentes estagios do seu processo sera objeto de estudo posterior.

63 citations

Journal ArticleDOI
TL;DR: In this paper, the benefits of the agile project management (APM) framework compared to the traditional waterfall model, and understand how it can help companies add value and gain competitive advantage are analyzed.
Abstract: Purpose The purpose of this paper is to analyze the benefits of the agile project management (APM) framework compared to the traditional waterfall model, and understand how it can help companies add value and gain competitive advantage. Design/methodology/approach The methodology used was the exploratory qualitative research through a case study of a software project, developed with the support and application of the Scrum framework, in a pharmaceutical industry information technology project. Findings There were benefits found in the utilization of the agile framework, such as increased motivation and staff satisfaction, better control of requirements and especially higher quality of the delivered system, generating added value to the organization. Additionally, the project allowed the use of features from the first month of the application deployed, enabling a 75 percent reduction in development time, compared to traditional methods. The software development time was four months, 30 percent of what would be the total if the traditional methodology was adopted. Based on the results, the agile framework, especially the Scrum, proved to be a viable option as a project management approach. Research limitations/implications Since this research is an exploratory case study, its results cannot be generalized. Practical implications The paper provides relevant practical information and experiences to managers interested in implementing APM, as well as those interested in improving the management of projects. Originality/value This paper provides a case study with practical implications of using APM, and APM’s benefits and advantages are compared with the traditional waterfall approach. Companies can use this case study to better understand about the advantages and strengths of APM over the traditional approach.

49 citations

Journal ArticleDOI
TL;DR: Findings show that variations in system quality, information quality, and service quality influence the use of the system, and the User Satisfaction construct had 89% of variance explained by Information Quality and Service Quality.
Abstract: Distance learning has undergone great changes, especially since the advent of the Internet and communication and information technology. Questions have been asked following the growth of this mode of instructional activity. Researchers have investigated methods to assess the benefits of e-learning from a number of perspectives. This survey assesses the associations among the system quality, information quality, and service quality on student satisfaction and use of systems in virtual learning environments using the e-learning success model adapted by Holsapple and Lee-Post from the Delone and McLean (1992, 2003) model as a theoretical basis. The survey was carried out by means of an online program offered to 291 students from public and private institutions from several regions of Brazil. Confirmatory Factor Analysis and Structural Equation Modeling were used for data analysis in order to understand the student satisfaction process in virtual learning system. Findings show that variations in system quality, information quality, and service quality influence the use of the system, and the User Satisfaction construct had 89% of variance explained by Information Quality and Service Quality. Many of the benefits of distance learning programs are related to students’ satisfaction and the intensity with which they make use of the learning system. With awareness of the indicators that are antecedents of these variables, education executives can plan investments that meet the most significant demands and use the information to deal with one of the major problems in distance learning: the dropout rate. Future researches should study this subject longitudinally.

46 citations