Search results for: Customizability
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3

Search results for: Customizability

3 Estimation of Component Reusability through Reusability Metrics

Authors: Aditya Pratap Singh, Pradeep Tomar

Abstract:

Software reusability is an essential characteristic of Component-Based Software (CBS). The component reusability is an important assess for the effective reuse of components in CBS. The attributes of reusability proposed by various researchers are studied and four of them are identified as potential factors affecting reusability. This paper proposes metric for reusability estimation of black-box software component along with metrics for Interface Complexity, Understandability, Customizability and Reliability. An experiment is performed for estimation of reusability through a case study on a sample web application using a real world component.

Keywords: Component-based software, component reusability, customizability, interface complexity, reliability, understandability.

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2 A Critical Survey of Reusability Aspects for Component-Based Systems

Authors: Arun Sharma, Rajesh Kumar, P. S. Grover

Abstract:

The last decade has shown that object-oriented concept by itself is not that powerful to cope with the rapidly changing requirements of ongoing applications. Component-based systems achieve flexibility by clearly separating the stable parts of systems (i.e. the components) from the specification of their composition. In order to realize the reuse of components effectively in CBSD, it is required to measure the reusability of components. However, due to the black-box nature of components where the source code of these components are not available, it is difficult to use conventional metrics in Component-based Development as these metrics require analysis of source codes. In this paper, we survey few existing component-based reusability metrics. These metrics give a border view of component-s understandability, adaptability, and portability. It also describes the analysis, in terms of quality factors related to reusability, contained in an approach that aids significantly in assessing existing components for reusability.

Keywords: Components, Customizability, Reusability, and Observability.

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1 Developing a Customizable Serious Game and Its Applicability in the Classroom

Authors: Anita Kéri

Abstract:

Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts’ opinion. There has been little evidence so far of serious games that have been created based on relevant and current need analysis from higher education institution teachers, professional practitioners and students themselves. Therefore, the aim of this current paper is to analyze the needs of higher education institution educators with special emphasis on their needs, the applicability of serious games in their classrooms, and exploring options for the development of a customizable serious game framework. The paper undertakes to analyze workshop discussions on implementing serious games in education and propose a customizable serious game framework applicable in the education of the new generation. Research results show that the most important feature of a serious game is its customizability. The fact that practitioners are able to manage different scenarios and upload their own content to a game seems to be a key to the increasingly widespread application of serious games in the classroom.

Keywords: Education, gamification, game-based learning, serious games.

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