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This study investigated the use of rapid prototyping methodologies in two projects conducted in a natural work setting. It sought to determine the nature of its use by designers and customers and the extent to which its use enhances traditional instructional design (ID). With respect to describing rapid prototyping use, the results pertain to designer tasks performed, the concurrent processing of those tasks, and customer involvement. With respect to describing the enhancements facilitated by rapid prototyping, the results pertain to design and development cycle-time reduction, product quality, and customer and designer satisfaction. In general, the two projects studied show ID efforts that created products that were usable for a conveniently long period of time without revision; delivered in a shorter period of time than would have been expected using traditional techniques; and received by satisfied customers who had been involved throughout their development. In other words, the rapid prototyping methods lived up to their promised benefits.
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... In contrast, rapid prototyping (RP) requires less design time, faster implementation, less cost, and the benefits of more frequent evaluations over the ADDIE approach (Jones & Richey, 2000). Researching is the first stage of the RP model, which is similar to the ADDIE model's analysis phase (Dong, 2021). ...
... After developing each segment of the prototype, it was forwarded to the reviewer and the students for their views and suggestions. In fact, the opportunity to engage the students in the RP approach significantly improves the evaluation of prototypes alongside the reviewers' feedback and can be readily used to update the instructional design (Jones & Richey, 2000). ...
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Following COVID-19, the global educational landscape shifted dramatically. Almost every educational institute in Bangladesh undertook a strategic move to begin offering online or blended learning courses to mitigate the challenges created by the pandemic. The TVET sector, particularly the polytechnic institute of Bangladesh, endeavored to explore the blended learning approach as an immediate and long-term solution to address the educational dislocation caused by the pandemic. This study attempts to conceptualize a pedagogical design based on the ADDIE and rapid prototyping model to make a reliable and robust instructional design to be used in the blended learning context. A content validity index (CVI) was used to validate the proposed model; a technology acceptance model (TAM) was employed to examine its acceptability to students; and finally, students’ academic performances were analysed to evaluate the overall performance of the proposed instructional design. The findings reveal that the proposed instructional design can be a reliable and valid pedagogical approach to be implemented in the blended learning context for polytechnic students. The proposed instructional design may help TVET educators and course designers to create a robust blended learning environment in the TVET sector and in other similar disciplines, such as science and engineering education.
... • le recours à des méthodologies du génie logiciel (Adnan & Ritzhaupt, 2018), telle que le prototypage rapide, le design itératif et le design centré sur l'utilisateur Goodrum et al., 1993;Jones et al., 1992;Jones & Richey, 2000;Moonen, , 1999Northrup, 1995 ;Rathbun et al., 1997;Reigeluth, 1996Reigeluth, , 1999Schön, 1983;Sugar & Boling, 1995;Tessmer & Wedman, 1995; 37 ; ...
... Hannum , Reigeluth et al., 2017Bannan, 2016Brown & Green, 2016Gibbons, 2016Parrish, 2016Wilson, 2016West, 2016Yanchar, 2016Gray et al., 2015Carr-Chellman, 2015Kali et al, 2015Rich et al., 2015Bean, 2014Boling & Gray, 2014Parrish, 2014Sugar, 2014Tracey & Boling, 2014Torrence, 2014Yanchar & Hawkley, 2014Gottfredson, 2013Buchanan et al., 2013Rapanta & Cantoni, 2013Allen & Sites, 2012Banathy & Jenlink, 2004Christensen & Osguthorpe, 2004Crawford, 2004Jenlink, 2004Jonassen, 2004Martin, 2004Parrish, 2004Reigeluth, 2004Rowland, 2004Green & Bonollo, 2003Osguthorpe et al., 2003Zemke & Rossett, 2002Dick et al., 2001Reiser, 2001Jones & Richey, 2000Moonen, 1999Reigeluth, 1999Snelbecker, 1999Reigeluth & Squire, 1998Seels & Glasgow 1998Willis, 1998Dick, 1997Drills et Romiszowski, 1997Gustafson & Branch, 1997bRathbun et al., 1997Reigeluth & Nelson, 1997Wilson, 1997Caropreso & Couch, 1996Gustafson, 1996Reigeluth, 1996Reigeluth, 2012Kali et al., 2011Boling et al. 2011Kali et al., 2011Wilson & Parris, 2011Boling, 2010C. Miller et al., 2010Yanchar et al., 2010Dimitriadis et al., 2009Gibbons & Roger, 2009aGibbons & Roger, 2009bMerrill, 2009Parrish, 2009Reigeluth & Carr-Chellman, 2009aReigeluth & Carr-Chellman, 2009b Smith Willis, 2009dWillis, 2009aWillis, 2009bWillis, 2009cParrish, 2009Wilson, 2009Yanchar & South, 2009Bannan-Ritland & Baek, 2008Brown, 2008Conole et al., 2008Cox et al., 2008Ertmer et al, 2008Jonassen, 2008Hokanson et al., 2008Molenda & Boling, 2008 Baek et al. ...
... The API was used with Python language to extract the bibliometric features of the studies. To respond to RQ2, each one of the studies was classified according to the disability and AT developed in line with the classification proposed in [34], which is based on the Washington Group on Disability Statistics (WGDS) in the following domains and subdomains in Table ( Besides, in each study was identified the stage of development under the classification given by the authors Jones & Richey in [48] as follows: ...
... 2) Quality and Robustness: Although the technical factors exposed before are important, also the quality and robustness of the ATs affect their affordability. From n=155 designs exposed as articles, various are between Beta and Pilot prototypes according to the classification given by Jones & Richey in [48], that was explained in the section II-D. In this sense, (n=31, 20%) are pilot studies, while (n=30, 19.35%) are beta studies. ...
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Disabled People deal with a series of barriers that limit their inclusion, empowerment, well-being, and role in society with a special emphasis in low and medium-income countries. One of these barriers is concerning the accessibility and affordability of assistive technologies (ATs) that help to enhance the quality of life of these persons. In this context, this systematic literature review (SLR) analyzes and describes how free and open-source hardware (OSHW) and open software (OSS) are employed in the design, development, and deployment of low-cost ATs. In the SLR process, different ATs were analyzed for disabilities such as visual, mobility, upper body, prostheses, hearing & speaking, daily living, and participation in society. The ATs were designed with diverse OSHW and OSS technologies such as Arduino, Raspberry Pi, NVidia Jetson, OpenCV, YOLO, MobileNet, EEG and EMG signal conditioning devices, actuators, and sensors such as ultrasonic, LiDar, or flex. 809 studies were collected and analyzed from the database Web of Science, GitHub, and the specialized journals in OSHW HardwareX and the Journal of Open Hardware during the years 2013-2022. In the first part of the SLR, the bibliometric trends and topic clusters regarding the selected studies are described. Secondly, the ATs identified with open source technologies, e.g., sensor-based or computer vision-based, are described along with a complete state-of-art about these based on each disability recognized. Finally, the issues and challenges to this approach are explored including technical factors, documentation, government policies, and the inclusion of disabled people in open source co-creation. The purpose of this study is to inform practitioners, designers, or stakeholders about low-cost (frugal) ATs with OSHW and OSS, and thus promote their development, accessibility, and affordability, contributing to benefit the community of disabled people.
... The development of the purchase request and financial tracking system will employ an agile prototyping approach. In the agile prototyping approach, a version of (parts of) your design with just enough functionality to compare design alternatives and test the unknowns and the design's riskier elements (Jones and Richey, 2000). It is produced using rapid-prototyping tools for a fast and cost-effective turnaround. ...
... Software prototyping is the movement of making models of programming or software applications, i.e., inadequate variants of the created product program. In this paper, rapid Prototyping will be released in each iteration based on the agile prototyping model in figure 1. Rapid Prototyping applies an iterative way to deal with the planning phase of an application or website (Jones & Richey, 2000). The goal is to rapidly improve the plan utilizing routinely refreshed models and different short cycles. ...
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Purpose-This paper focuses on designing a purchase request and financial tracking system to better support the government agencies in fast, easy management and better understand a more comprehensive strategy for its financial activities. Method-It employs an agile prototyping approach for fast and cost-effective turnaround. UML approach was utilized for designing process models and data models. Results-The prototypes allow you to observe real user behavior as they interact with your design and obtain detailed feedback about your designs, alternatives, and ideas 914 before implementing them. Various process and data models are designed and presented in this paper with exact and comprehend steps for the programmers to follow during the software development life cycle (SDLC). Conclusion-Making the developed models as the government's guide in engaging and embracing emerging technological innovations would impact the purchase request processes and financial tracking management quality. These models will certainly provide new knowledge, theories, and methods for the experts who will put these prints into action or implementation and other researchers who wish to seek facts relevant to purchase requests and financial tracking of government transactions. Recommendations-It is recommended to utilize this design to develop the software in a purchase request and financial tracking in government agencies in the Philippines. It is also recommended to consider adding PR Mapping; aside from tracking the PR through status, they could suggest adding the PR mapping to track the PR, upload other documents that require in their purchase request, and adding machine learning algorithms to predict the budget allocation of each office for the next incoming years. Research Implications-This paper's results will eventually be significant in the development of a purchase request system for different government agencies in the Philippines.
... This study took an RP approach [20][21]) to develop a hands-free AI speaker system supporting hands-on laboratory classes. As the RP involves the typical stages of analysis, design, development, implementation, and evaluation (ADDIE) while emphasizing the formative evaluation and iterative process [22], we followed the generic steps. ...
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The recent progress of natural language processing (NLP), speech recognition, and speech generation envision using hands-free artificial intelligence (AI) speakers in classrooms to support student learning. In science education , conventional hands-on laboratory education has been considered crucial in fostering students' manipulative experimentation skills. However, touching things with gloved hands other than experimental equipment and apparatuses is strictly restricted because of the safety issue, which calls for another channel to get timely support. Therefore, we ideated that adopting hands-free AI speakers in the hands-on science laboratory classroom would support student learning. Using the rapid prototyping method, we designed and developed an AI speaker-based system that answers student queries concerning solution-making, experimental processes, and waste liquid disposal, corresponding to the initial, middle, and final phases of a laboratory class. The system was internally validated by usability tests of 9 expert panels and 18 university students and then revised. The revised system was externally validated in an analytical chemistry experiment class for 3 sessions with 13 university students. We present the result of the prototype development and internal and external validations with quantitative and qualitative data. The AI speaker system enabled students to use the auditory learning mode in the laboratory while concentrating on the experimentation with their hands in the external validation. Future research topics were suggested.
... Having introduced the theoretical concept of our software architecture, we describe how we implemented the software as a prototype. The presented architecture was implemented using rapid prototyping [42]. The source code of the implementation and the running prototype can be found online [36]. ...
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With cloud computing, organizations must comply with applicable laws, policies, and best practices. Companies typically rely on cloud service providers to implement and adopt regulations. This consulting phase is often time-consuming, costly, and not transparent. Organizations must trust the third party’s implementation and associated documentation processes. To attempt to resolve this dilemma, we present a blockchain-based reference architecture for the automated, transparent, and notarized attestation of such compliance adaptations. Before proposing a solution, our approach is to understand the underlying research context. We conduct a machine learning-supported systematic literature review. A reference architecture is developed using design science. Based on these findings, we develop a blockchain prototype to evaluate the user experience and track performance. We hereby demonstrate how to actively support secure and trustworthy communication between a cloud service provider and an organization applying blockchain configurations.
... In this study, an evolutionary prototype was created as a visualized simulation of the system. Then its capabilities were extended until all the functions needed for the actual system were available according to the users' requirements [16]. The users participated in all stages of the prototype development which enabled them to understand the overall system so that they were subsequently able to easily operate it [17]. ...
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This study revealed the limitations of freelancers’ inability to perform portfolios and biographies, their performance ratings to a large community of customers. The difficulties were evident in searching for reliable, qualified and experienced freelancers from multi-channel information sources. These limitations might impact the ability of freelancers selected by customers to perform the required task to the customers’ satisfaction. This research focused on the case study of the freelance community for photography business in southern of Thailand. This aims to establish an online facility in which freelance photographers can publicize their services and performance to potential customers. The concepts entailed in web portals and e-services were the key elements in the development and ensured that its functions worked efficiently. The study employed qualitative methods were used to assess the current practices of web portal and thus determining the requirements for the e-service web portal for freelance community. The practical contribution is that it can aid the effective design and implementation of an e-service web portal for the freelance community of photography business, and it is a massive step towards promoting the freelance community in Thailand.
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Throughout the evolution of software systems, empirical methodologies have been used in their development process, even in the Internet of Things (IoT) paradigm, to develop IoT-based systems (IoTS). In this paper, we review the fundamentals included in the manifesto for agile software development, especially in the Scrum methodology, to determine its use and role in IoTS development. Initially, 4303 documents were retrieved, a number that was reduced to 186 after applying automatic filters and by the relevance of their titles. After analysing their contents, only 60 documents were considered. Of these, 38 documents present the development of an IoTS using some methodology, 8 present methodologies focused on the construction of IoTS software, and 14 present methodologies close to the systems life cycle (SLC). Finally, only one methodology can be considered SLC-compliant. Out of 38 papers presenting the development of some IoTS following a methodology for traditional information systems (ISs), 42.1% have used Scrum as the only methodology, while 10.5% have used Scrum combined with other methodologies, such as eXtreme Programming (XP), Kanban and Rapid Prototyping. In the analysis presented herein, the existing methodologies for developing IoTSs have been grouped according to the different approaches on which they are based, such as agile, modelling, and service oriented. This study also analyses whether the different proposals consider the standard stages of the development process or not: planning and requirements gathering, solution analysis, solution design, solution coding and unit testing (construction), integration and testing (implementation), and operation and maintenance. In addition, we include a review of the automated frameworks, platforms, and tools used in the methodologies analysed to improve the development of IoTSs and the design of their underlying architectures. To conclude, the main contribution of this work is a review for IoTS researchers and developers regarding existing methodologies, frameworks, platforms, tools, and guidelines for the development of IoTSs, with a deep analysis framed within international standards dictated for this purpose.
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Problem çözme, matematik öğretiminde yalnızca kazandırılması gereken bir beceri değil matematik yapmanın da bir aracıdır. Bu bakımdan geliştirilmesi en önemli matematiksel becerilerden biridir. Ancak özellikle ilkokul öğrencilerinin çeşitli nedenlerden dolayı problem çözme becerileri yeterince desteklenememektedir. Bu durumdan hareketle araştırmanın amacı, sınıf öğretmenlerinin ve dördüncü sınıf öğrencilerinin kullanabilecekleri bir öğretim teknolojisinin tasarlanmasıdır. Bu amaca uygun olarak araştırmada nitel araştırma yöntemlerinden tasarım ve geliştirme araştırması modeli benimsenmiştir. Tasarım ve geliştirme araştırmaları yapısı gereği farklı aşamalardan ve döngüsel süreçlerden meydana gelmektedir. Bu bağlamda öğrenci ve öğretmen ihtiyaçlarının belirlenmesi amacıyla ihtiyaç analizi yapılmış ve yarı yapılandırılmış görüşmeler gerçekleştirilmiştir. Toplamda 12 sınıf öğretmeni ve 24 dördüncü sınıf öğrencisi ile süreç boyunca tekrarlı görüşmeler yapılmıştır. Ayrıca veri toplama sürecinde gözlem ve alan notları toplanmıştır. Elde edilen veriler içerik analizi ile değerlendirilmiştir. Değerlendirilen veriler kapsamında üstbiliş destekli problem çözme yazılımı tasarlanmış ve öğrencilerin kullanımına sunulmuştur. Öğrencilerden alınan geri dönütler ile problem çözme yazılımı revize edilmiştir. Bu adımlar üç kere tekrar edilerek problem çözme yazılımına son hali verilmiştir. Araştırma sonucunda ilkokul dördüncü sınıf düzeyinde bir öğretim teknolojisi geliştirilmiş ve geliştirme süreci detaylı olarak raporlanmıştır.
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The field of instructional technology has traditionally involved a unique blend of theory and practice. This blend is most obvious in developmental research, which involves the production of knowledge with the ultimate aim of improving the processes of instructional design, development, and evaluation. It is based on either situation-specific problem solving or generalized inquiry procedures. Developmental research, as opposed to simple instructional development, has been defined as" the systematic study of designing . . .
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