2022
Authors
Almeida, FL; Simões, J; Lopes, S;
Publication
Future Internet
Abstract
The combined adoption of Agile and DevOps enables organizations to cope with the increasing complexity of managing customer requirements and requests. It fosters the emergence of a more collaborative and Agile framework to replace the waterfall models applied to software development flow and the separation of development teams from operations. This study aims to explore the benefits of the combined adoption of both models. A qualitative methodology is adopted by including twelve case studies from international software engineering companies. Thematic analysis is employed in identifying the benefits of the combined adoption of both paradigms. The findings reveal the existence of twelve benefits, highlighting the automation of processes, improved communication between teams, and reduction in time to market through process integration and shorter software delivery cycles. Although they address different goals and challenges, the Agile and DevOps paradigms when properly combined and aligned can offer relevant benefits to organizations. The novelty of this study lies in the systematization of the benefits of the combined adoption of Agile and DevOps considering multiple perspectives of the software engineering business environment.
2022
Authors
Garcia, JE; Rodrigues, P; Simões, J; Serra da Fonseca, MJ;
Publication
Advances in Marketing, Customer Relationship Management, and E-Services - Implementing Automation Initiatives in Companies to Create Better-Connected Experiences
Abstract
2024
Authors
Sargo Ferreira Lopes, SF; de Azevedo Pereira Simões, JM; Ronda Lourenço, JM; Pereira de Morais, JC;
Publication
Open Education Studies
Abstract
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance the fusion of face-to-face teaching with online teaching, allowing students to get better use of both face-to-face contact with classmates and professors and digital teaching resources. However, active teaching methodologies allow us to merge educational techniques from different methodological approaches, for example, gamification and team-based learning (TBL), among others. This study aims to demonstrate how to implement a flipped classroom with the possibility of integrating gamification and TBL, indicating possibilities and challenges to overcome, through the comparative study and research carried out with students in higher education. The study was conducted with a group of 88 students from the engineering and technology fields, which showed that students have a very positive perception of active teaching methodologies and their teaching and learning techniques, especially those involving digital. Data collection was performed by a survey submitted to quantitative analysis using the Software SPSS version 28. © 2024 the author(s)
2022
Authors
Lopes, SFSF; Simões, JMdAP;
Publication
Online Distance Learning Course Design and Multimedia in E-Learning - Advances in Mobile and Distance Learning
Abstract
2022
Authors
Morais, J; Simões, J; Lourenço, J; Sargo, S;
Publication
Revista EDaPECI
Abstract
2013
Authors
Simões J.; Redondo R.D.; Vilas A.F.;
Publication
Computers in Human Behavior
Abstract
As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.
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