Presentation about DevCoach, a learning framework aimed to help beginner software developers in multiple ways and how experienced software developers can further help in growing the local tech community.
The document discusses the design cycle, which is a 4-step problem solving method consisting of investigate, plan, create, and evaluate. It is commonly used in design and engineering projects. The document provides examples of how the design cycle was used in various school projects to plan videos, science experiments, and infographics. Each step of the process is explained in detail with illustrations from student work.
This webinar will feature 20 amazing applications for educators. We will cover apps that increase student engagement, apps for you (and your students!) to create your own instructional media, and productivity apps to keep you focused and organized. All of the featured apps are free and cross-platform. So keep you mobile device handy – participation will be encouraged.
Sponsored by ALA University Libraries Section (http://www.acrl.ala.org/ULS/20-apps-in-60-minutes/)
The document describes the design cycle process, which consists of 4 main steps: [1] Investigate, [2] Plan and Design, [3] Create, and [4] Evaluate. It provides details on each step and uses an example of creating a CLE website about God's love to illustrate how to apply the design cycle. The key aspects of each step are outlined, such as researching the topic, gathering ideas, organizing solutions, implementing the plan, and reviewing the final product. Following the full design cycle process helps ensure projects are completed efficiently and with fewer mistakes.
Session 5 - Evaluation and Useability for elearningYum Studio
This document provides an agenda and discussion topics for an online mentor program session. The session covers learner evaluation, usability testing, updating a showcase presentation, and converging or sharing experiences at an e-learning conference. Participants discuss evaluating learners and resources through surveys, testing the usability of online tools and content, and continuously improving online programs based on feedback. The document guides an interactive discussion among mentors on delivering, supporting, and improving online learning programs.
The document provides instructions for conducting breakout sessions, which include choosing a Chair and Scribe in the first 5 minutes to lead discussion on lessons learned, problems and solutions, further work needed, and resources. In the last 10 minutes, the Scribe distills the group's notes using a template, and the group chooses a presenter to report the results to the larger group via email.
This document provides an introduction to an introductory course on server-side programming and PHP. It outlines the instructor's information, what will be covered in the class including writing programs, using version control systems and completing projects. It also lists the required materials and software for the class. The document concludes by detailing the grading policy and providing an overview of the first lesson which will introduce programming and development concepts and assign students to set up a GitHub account and create their first file and commit.
How to Effectively Lead Focus Groups: Presented at Product School NYC Tremis Skeete
As seen on: https://www.meetup.com/productmanagementNY/events/247800115/
Talking to users can be challenging or intimidating, and running a focus group is one of those tasks which most Product Managers would say is essential in getting real user insights. Traditionally, UX designers and Product Managers have relied on a combination of quantitative data and qualitative insights from focus groups and interviews.
Whether you want to test your user group's response to a new product or changes to modules or features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions. Let's get together to discuss how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Main takeaways:
- The do's and don'ts when leading focus groups
- What it takes to guide a productive conversation and avoid groupthink
- How to connect with participants in order to generate informative responses
- Ways to articulate your focus group strategies
- Methods for asking questions and capturing insights
Meet the Speaker: Tremis Skeete
Tremis is a Technical Product Manager at NexTier Innovations, a management consultancy specializing in Multi-Dimensional Analytics, Project Portfolio Intelligence, and Enterprise Cyber and Infrastructure Security. He comes from a Computer Science background and has 15+ years of experience working with design teams. He has helped clients such as Zel Technologies, The Altria Group, Barclays Bank, US Department of Defense and L’oreal. During his time working with these companies he helped build web sites, applications, intranets, and graphic communications across multiple platforms.
Leslie Nielsen wants to create a Chrome extension to utilize his skills in graphic design and JavaScript, as part of an entrepreneurship class. However, as someone new to extension development, he finds the existing developer tools cumbersome and difficult to understand. The document proposes creating a new Chrome extension development tool that allows users to code, test, and view changes all in one environment, making the process quicker and less frustrating than repeatedly adding and removing extensions to test small changes.
This document outlines the end of year assignment for a Technology Seminar class. Students are instructed to produce a multimedia project answering all the questions presented, using tools learned over the course of the semester. Questions cover the student's experience in their first semester, what they have learned, their thoughts on paperless classrooms, which assignments and topics interested them most, and their role in and performance on various class projects and assignments. Students are asked to upload their final project by a May 25th deadline.
This document discusses four digital tools - QR codes, infographics, Word clouds, and Powtoons - that can be used in the classroom with elementary and middle school students. QR codes allow students to access additional information by scanning a code with their mobile devices. Infographics help students compile and display data visually. Word clouds let students analyze word frequency. Powtoons enable students to create animated video presentations. The document provides examples of classroom uses for each tool and notes some potential issues to consider, such as the need for scanning software or time required. It concludes that these digital tools allow students to conduct research, collaborate, and express their ideas creatively.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This document discusses using game design in the classroom to engage students. It provides reasons why game design is effective such as connecting to students' interests, engaging male students, and developing higher-level thinking. It then introduces two free game design programs - Gamestar Mechanic and Kodu Game Lab. Gamestar Mechanic allows for simple, 2D gameplay while Kodu enables more complex gameplay in 2D or 3D. Both programs have free lesson plans, tutorials, and support. Sample assignments using each program are also provided.
How hard can it be to start a software development project? It can be very intimidating to start at the blank page.
This talk offers some ideas how to make getting started less scary and more enjoyable, from the first keyboard stroke to a working usable system.
SkippOH is a web app that allows students to find other students to collaborate with on homework assignments. Unlike physically finding study partners or scheduling meetings, the app allows students to find collaboration partners on demand. It aims to help students like Javier Taylor, a sophomore computer science student who does not know many classmates and struggles to attend office hours, by connecting him with others working on the same assignments so they can discuss concepts conveniently.
The document discusses the flipped classroom model for English language teaching. It defines a flipped classroom as using videos and other tools to take the place of direct instruction, and using class time for interactive learning activities. It notes important aspects of an effective flipped ELT classroom include planning, a learning management system, engaging videos, web 2.0 tools, and engaging in-class activities. The document also provides examples of how one teacher implemented a flipped classroom, including assigning videos, quizzes, reading and writing activities. It recommends giving students information about the model, adding interactivity to videos, and being open to student feedback.
Building effective dev ops engineering culture newRovshan Musayev
Rovshan Musayev, a DevOps engineer, presents on building effective DevOps engineering culture. DevOps aims to automate processes between software development and operations teams to build, test, and release software faster and more reliably. Historically, these teams operated in silos with poor collaboration, whereas DevOps values breaking down silos through practices like infrastructure as code, continuous integration, deployment, and automation. Effective DevOps principles include collaboration between Dev and Ops, empowering autonomy, learning from mistakes, and prioritizing tasks. People are prioritized over processes and tools in the DevOps methodology.
This document compares the features of the mobile assessment apps Socrative and Kahoot!. It finds that both apps allow teachers to easily create quizzes and polls and access student data reports. However, Kahoot! has additional capabilities like importing pictures, videos, and accessing a public library of user-created quizzes. It also features sound effects and gamifies the quiz experience for students. The document recommends Kahoot! for these reasons and because importing multimedia and finding pre-made quizzes on various topics makes it more appealing and engaging for educators.
Pain points of learning and contributing in the Drupal Communitykgoel1
This document discusses the pain points of learning and contributing to the Drupal community. It identifies several barriers to contributing to Drupal core, including not knowing which issues to work on, lack of mentors, long code review times, and pressure to finish major issues. It also notes challenges with subsystem complexity and documentation. The document then examines the differences between continuous and sporadic contribution approaches. Finally, it poses questions about how to encourage more new contributors and get them working on significant issues.
With the seemingly countless numbers of digital tools targeted to educators, it can be overwhelming to figure out which tool(s) to use. We will narrow our focus to a handful of simple but effective web 2.0 tools that teachers and students can use to take lessons and projects to the next level. This session will cover tech tools from beginner to advanced and focus on new tools and new ways to use classic tools.
This document provides guidance on running online workshops. It discusses that the number one issue with online workshops is participant engagement. It suggests keeping participants actively involved through the workshop by incorporating participatory elements, limiting the participant count to 5-15 people, and ensuring they have a common knowledge base. The document also recommends spending 20% of the time on introductions, 10% on objectives, 20% on content, and 50% on interactive activities and discussions to maximize participant engagement throughout the virtual workshop.
This document outlines the agenda for the 5th Adobe Connect session of the EDUC5199G course. It includes a check-in, discussion of mobile learning applications and social media, case studies on using apps for STEM education and language learning, group presentations, and a 15 minute break. Students will participate in hands-on challenges using mobile science and language learning apps and evaluate them. They will also discuss collaborative learning apps used personally, as students, and as educators. The document provides questions for a breakout activity on collaborative apps and announces details for the next Adobe Connect session.
This document discusses how to effectively implement digital assignments in a language classroom. It provides tips for teachers including:
1) Starting with the end goal in mind - defining what the final product will be, how it will be delivered, and what constitutes success or failure.
2) Breaking assignments into small, manageable chunks with milestones to keep students on track. Modeling how to use apps and providing outlines to "stepify" projects.
3) Understanding students' technology skills and access before assigning digital work. Most apps have cross-platform equivalents so one device per student may suffice.
The document emphasizes planning for feedback/corrections, celebrating finished work, and reflecting on lessons to improve
ACSTAC 2017: Using Virtual Worlds: David W. DeedsDavid W. Deeds
Virtual worlds like Second Life and OpenSimulator can be used for education by allowing immersive virtual learning environments. OpenSimulator is recommended for K-12 schools as it is free and allows building, programming, and virtual field trips. The presentation demonstrated how to download and install OpenSimulator on a local host for free and get started with basic navigation, building, and importing lesson plans. Attendees were encouraged to download Singularity and log into an OpenSimulator grid created for the presentation to experience it firsthand.
Kahoot! and Quizizz are educational tools that allow teachers to create game-like quizzes and assessments. Both tools can be accessed from desktop browsers or mobile apps. While both are free and engage students, the document recommends Kahoot! as the better choice due to its larger library and ability to highly engage students through competitive gameplay. However, Quizizz may be better suited for formal assessments. Potential downsides include reliance on student devices and internet connectivity.
This document discusses improving a VIP page for prospective and current students. It outlines a process for planning, developing, testing, and implementing an updated VIP page with dynamic content, secure login features, and event RSVP functionality. The presentation provides tips for the new page such as using big fonts, high-quality photos, a simple 1-2 column design, and integrating social and media elements. Assessment data on the previous page's activation, adoption, engagement, and response form submission rates is also presented.
This document outlines a collaboration project between students from Humber College in Canada and Shenzhen Polytechnic in China.
The project aimed to have small groups of students from each country work together virtually on joint projects using Adobe tools. They encountered challenges with language barriers, cultural differences, time zone issues, and using technology to collaborate across distances.
Surveys given to students before and after found that while communication and coordination difficulties existed, most students felt confident they could complete the project. The majority also said they would participate in a similar collaboration again in the future. The project demonstrated that global collaboration can work effectively with proper organization, standards, and support.
This document outlines the ADDIE model for developing a training session to teach teachers how to use clickers and activinspire for assessments. The goals are to teach teachers how to create flipchart quizzes, connect clickers, and export assessment data. The analyze phase involves determining learner confidence levels and needs. The design phase develops a process to teach basic and advanced skills incrementally. The develop phase creates instructional videos for each skill. The implement phase executes the training. The evaluate phase collects feedback to improve the training.
How to Effectively Lead a Focus Group by nexTier Product ManagerProduct School
Talking to users can be challenging or intimidating, and running a focus group is one of those tasks which most Product Managers would say is essential in getting real user insights. Traditionally, UX designers and Product Managers have relied on a combination of quantitative data and qualitative insights from focus groups and interviews.
Whether you want to test your user group's response to a new product or changes to modules or features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions.
Tremis Skeete talked about how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Career of the Software Engineer in Modern Open-Source e-Commerce CompanyVrann Tulika
Eugene will talk about the key components of the successful career in software engineering. This will cover various subjects: the landscape of modern IT business: fields, specializations of software; IT departments and roles in big companies; Passing the interview and being a successful employee; Specifics of e-commerce open-source software; Importance of the soft skills for career growth.
This document outlines the end of year assignment for a Technology Seminar class. Students are instructed to produce a multimedia project answering all the questions presented, using tools learned over the course of the semester. Questions cover the student's experience in their first semester, what they have learned, their thoughts on paperless classrooms, which assignments and topics interested them most, and their role in and performance on various class projects and assignments. Students are asked to upload their final project by a May 25th deadline.
This document discusses four digital tools - QR codes, infographics, Word clouds, and Powtoons - that can be used in the classroom with elementary and middle school students. QR codes allow students to access additional information by scanning a code with their mobile devices. Infographics help students compile and display data visually. Word clouds let students analyze word frequency. Powtoons enable students to create animated video presentations. The document provides examples of classroom uses for each tool and notes some potential issues to consider, such as the need for scanning software or time required. It concludes that these digital tools allow students to conduct research, collaborate, and express their ideas creatively.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This document discusses using game design in the classroom to engage students. It provides reasons why game design is effective such as connecting to students' interests, engaging male students, and developing higher-level thinking. It then introduces two free game design programs - Gamestar Mechanic and Kodu Game Lab. Gamestar Mechanic allows for simple, 2D gameplay while Kodu enables more complex gameplay in 2D or 3D. Both programs have free lesson plans, tutorials, and support. Sample assignments using each program are also provided.
How hard can it be to start a software development project? It can be very intimidating to start at the blank page.
This talk offers some ideas how to make getting started less scary and more enjoyable, from the first keyboard stroke to a working usable system.
SkippOH is a web app that allows students to find other students to collaborate with on homework assignments. Unlike physically finding study partners or scheduling meetings, the app allows students to find collaboration partners on demand. It aims to help students like Javier Taylor, a sophomore computer science student who does not know many classmates and struggles to attend office hours, by connecting him with others working on the same assignments so they can discuss concepts conveniently.
The document discusses the flipped classroom model for English language teaching. It defines a flipped classroom as using videos and other tools to take the place of direct instruction, and using class time for interactive learning activities. It notes important aspects of an effective flipped ELT classroom include planning, a learning management system, engaging videos, web 2.0 tools, and engaging in-class activities. The document also provides examples of how one teacher implemented a flipped classroom, including assigning videos, quizzes, reading and writing activities. It recommends giving students information about the model, adding interactivity to videos, and being open to student feedback.
Building effective dev ops engineering culture newRovshan Musayev
Rovshan Musayev, a DevOps engineer, presents on building effective DevOps engineering culture. DevOps aims to automate processes between software development and operations teams to build, test, and release software faster and more reliably. Historically, these teams operated in silos with poor collaboration, whereas DevOps values breaking down silos through practices like infrastructure as code, continuous integration, deployment, and automation. Effective DevOps principles include collaboration between Dev and Ops, empowering autonomy, learning from mistakes, and prioritizing tasks. People are prioritized over processes and tools in the DevOps methodology.
This document compares the features of the mobile assessment apps Socrative and Kahoot!. It finds that both apps allow teachers to easily create quizzes and polls and access student data reports. However, Kahoot! has additional capabilities like importing pictures, videos, and accessing a public library of user-created quizzes. It also features sound effects and gamifies the quiz experience for students. The document recommends Kahoot! for these reasons and because importing multimedia and finding pre-made quizzes on various topics makes it more appealing and engaging for educators.
Pain points of learning and contributing in the Drupal Communitykgoel1
This document discusses the pain points of learning and contributing to the Drupal community. It identifies several barriers to contributing to Drupal core, including not knowing which issues to work on, lack of mentors, long code review times, and pressure to finish major issues. It also notes challenges with subsystem complexity and documentation. The document then examines the differences between continuous and sporadic contribution approaches. Finally, it poses questions about how to encourage more new contributors and get them working on significant issues.
With the seemingly countless numbers of digital tools targeted to educators, it can be overwhelming to figure out which tool(s) to use. We will narrow our focus to a handful of simple but effective web 2.0 tools that teachers and students can use to take lessons and projects to the next level. This session will cover tech tools from beginner to advanced and focus on new tools and new ways to use classic tools.
This document provides guidance on running online workshops. It discusses that the number one issue with online workshops is participant engagement. It suggests keeping participants actively involved through the workshop by incorporating participatory elements, limiting the participant count to 5-15 people, and ensuring they have a common knowledge base. The document also recommends spending 20% of the time on introductions, 10% on objectives, 20% on content, and 50% on interactive activities and discussions to maximize participant engagement throughout the virtual workshop.
This document outlines the agenda for the 5th Adobe Connect session of the EDUC5199G course. It includes a check-in, discussion of mobile learning applications and social media, case studies on using apps for STEM education and language learning, group presentations, and a 15 minute break. Students will participate in hands-on challenges using mobile science and language learning apps and evaluate them. They will also discuss collaborative learning apps used personally, as students, and as educators. The document provides questions for a breakout activity on collaborative apps and announces details for the next Adobe Connect session.
This document discusses how to effectively implement digital assignments in a language classroom. It provides tips for teachers including:
1) Starting with the end goal in mind - defining what the final product will be, how it will be delivered, and what constitutes success or failure.
2) Breaking assignments into small, manageable chunks with milestones to keep students on track. Modeling how to use apps and providing outlines to "stepify" projects.
3) Understanding students' technology skills and access before assigning digital work. Most apps have cross-platform equivalents so one device per student may suffice.
The document emphasizes planning for feedback/corrections, celebrating finished work, and reflecting on lessons to improve
ACSTAC 2017: Using Virtual Worlds: David W. DeedsDavid W. Deeds
Virtual worlds like Second Life and OpenSimulator can be used for education by allowing immersive virtual learning environments. OpenSimulator is recommended for K-12 schools as it is free and allows building, programming, and virtual field trips. The presentation demonstrated how to download and install OpenSimulator on a local host for free and get started with basic navigation, building, and importing lesson plans. Attendees were encouraged to download Singularity and log into an OpenSimulator grid created for the presentation to experience it firsthand.
Kahoot! and Quizizz are educational tools that allow teachers to create game-like quizzes and assessments. Both tools can be accessed from desktop browsers or mobile apps. While both are free and engage students, the document recommends Kahoot! as the better choice due to its larger library and ability to highly engage students through competitive gameplay. However, Quizizz may be better suited for formal assessments. Potential downsides include reliance on student devices and internet connectivity.
This document discusses improving a VIP page for prospective and current students. It outlines a process for planning, developing, testing, and implementing an updated VIP page with dynamic content, secure login features, and event RSVP functionality. The presentation provides tips for the new page such as using big fonts, high-quality photos, a simple 1-2 column design, and integrating social and media elements. Assessment data on the previous page's activation, adoption, engagement, and response form submission rates is also presented.
This document outlines a collaboration project between students from Humber College in Canada and Shenzhen Polytechnic in China.
The project aimed to have small groups of students from each country work together virtually on joint projects using Adobe tools. They encountered challenges with language barriers, cultural differences, time zone issues, and using technology to collaborate across distances.
Surveys given to students before and after found that while communication and coordination difficulties existed, most students felt confident they could complete the project. The majority also said they would participate in a similar collaboration again in the future. The project demonstrated that global collaboration can work effectively with proper organization, standards, and support.
This document outlines the ADDIE model for developing a training session to teach teachers how to use clickers and activinspire for assessments. The goals are to teach teachers how to create flipchart quizzes, connect clickers, and export assessment data. The analyze phase involves determining learner confidence levels and needs. The design phase develops a process to teach basic and advanced skills incrementally. The develop phase creates instructional videos for each skill. The implement phase executes the training. The evaluate phase collects feedback to improve the training.
How to Effectively Lead a Focus Group by nexTier Product ManagerProduct School
Talking to users can be challenging or intimidating, and running a focus group is one of those tasks which most Product Managers would say is essential in getting real user insights. Traditionally, UX designers and Product Managers have relied on a combination of quantitative data and qualitative insights from focus groups and interviews.
Whether you want to test your user group's response to a new product or changes to modules or features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions.
Tremis Skeete talked about how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Career of the Software Engineer in Modern Open-Source e-Commerce CompanyVrann Tulika
Eugene will talk about the key components of the successful career in software engineering. This will cover various subjects: the landscape of modern IT business: fields, specializations of software; IT departments and roles in big companies; Passing the interview and being a successful employee; Specifics of e-commerce open-source software; Importance of the soft skills for career growth.
1) The document outlines the career journey of Cookie Lanfear from a software development bootcamp to becoming a junior DevOps engineer.
2) It discusses onboarding apprentices and mentoring them in DevOps culture from the start to avoid bad habits.
3) The document proposes a hypothetical 6 month lesson plan for a new DevOps engineer apprentice focusing on tool training, shadowing mentors, and completing projects to build skills and knowledge.
The document contains an agenda for a meetup group discussing various topics:
- An introduction and survey results will take place from 6:00-6:30pm
- A discussion on Behavior Driven Development (BDD) using SpecFlow will occur from 6:30-7:30pm
- Pizza will be served and mingling will follow from 7:30pm onwards
The presenter then discusses their perspective on BDD, how it allows for more readable automated tests through a syntax that can be understood by business stakeholders. A demo of BDD in action is shown using a tool called SpecFlow in Visual Studio. More information on the topic and a full code walkthrough is available on the presenter's
Benefits of virtual volunteering
- Geared towards the volunteer’s level of involvement
- Does not constrain volunteers
- Keeps volunteers engaged with your organization
- Fresh blood!
If You Build It, They Will Come: Building a Faculty Development Hub in Bright...D2L Barry
Slides used for webinar, May 9, 2017 for the Brightspace Teaching and Learning Community.
Presenters: Ashley Riddle and Amanda Dills, Oklahoma City University
Description: How do we make faculty training accessible and its impact measurable? This webinar introduces one solution: A faculty development hub created using the Awards tool, Release Conditions, and enhanced content in D2L. Takeaways include a hub planning checklist and a course template they can upload and customize for their own learning environments.
We’re all doing Agile nowadays, aren’t we? We’ll all delivering software in an Agile way. But what does that mean? Does it mean sprints and stand-ups? Kanban even? But what about Extreme Programming? If as a development team we’re not using pair programming, test driven development, continuous integration, and other XP practices, then we’re not really doing Agile software development and we may be on a march to frustration, or even failure.
I’m going to look at why the current trend of companies and projects adopting Scrum, calling themselves Agile, but not transitioning their development to XP, is a recipe for disaster. I’d like to cover the main practices of XP as well as other good practices that can really help a team deliver quality software, whether they’re doing two-week sprints, Kanban, or even Waterfall.
https://www.youtube.com/watch?v=aZgnY9fAHOA
This presentation was provided by Bill Trippe of Publishing Technology Partners, during the NISO event "Project Management for the Information Community: Managing and Communicating the Process, Session Six," held on Friday, March 29, 2019.
This document provides an overview of the CS 361 Software Engineering course. It outlines attendance rules, instructors, required coursebooks, and key topics that will be covered including Agile development methodologies, Waterfall methodology, the Agile Manifesto, enabling technologies for Agile development, pair programming, user stories, system metaphors, on-site customers, and more. The document aims to introduce students to the structure and content of the course.
The Importance of Culture: Building and Sustaining Effective Engineering Org...Randy Shoup
Randy is a 25-year veteran of Silicon Valley, having led engineering organizations at eBay, Google, Oracle, and a number of other companies. Through the lens of his personal experience from hands-on engineer to architect to CTO, at organizations ranging from tiny startups to global giants, Randy will discuss several important aspects of engineering cultures, which both support and hinder the ability to innovate: hiring and retention, ownership and collaboration, quality and discipline, and learning and experimentation.
Randy will suggest some learnings about what has worked well -- and what has not -- in creating and sustaining an effective engineering culture. He will further offer some concrete suggestions on how other organizations -- both large and small -- can evolve their cultures as well.
- The document summarizes an OpenStack upstream training report from June 19, 2014.
- The training covered topics like the OpenStack release cycle, contribution workflow, and tools like Gerrit. It included exercises on using DevStack and contributing code.
- On the second day, there was a contribution simulation exercise using Lego and participants had to plan their own contributions.
- The report shared the author's thoughts on bringing the training to Japan and continuing to contribute code to OpenStack by communicating well and not giving up on reviews.
This document outlines the process of building a new software testing team from scratch within a short timeframe. Key steps included defining team roles and hiring internal resources, setting up infrastructure and providing extensive training on testing processes, tools, and the software architecture. Training occurred both through classroom sessions and shadowing existing testing teams. The team focused on writing test cases, reviewing each other's work, and learning through hands-on testing and feedback. After 5 weeks of preparation, the new team was able to successfully test and go live with the new software on time and on budget, though quality could still be improved. Management support and extensive training of new testers were essential to the team's success.
Is your current nonprofit website and Content Management System (CMS) clunky, outdated and hard to navigate? Are you considering a website redesign? Or maybe you heard of WordPress, Joomla and Drupal but would like to learn more? If so, this is the presentation for you.
Andy McIlwain (SIDEKICK) discusses how nonprofits can benefit from using a CMS and covers popular CMS options and how they compare side-to-side.
Have you heard of TDD? Are you interested or familiar with this practice but have never been able to understand it?
Join this session to see the benefits of Test-Driven Development (TDD), understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests.
We will go over some history about TDD, which is the main process we must follow when we work with this mechanic and the rules that surround it. We will also list the main advantages and disadvantages that most developers who practice TDD find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD and see how to do it step by step with an example of a "live" coding session with Java.
At the end of the session, I hope that you will have a wider understanding of what TDD is, what advantages it brings, why it is interesting to master it and also that you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code
===
Presentation (revisited & updated) shared at JDD 2022:
https://jdd.org.pl/lecture_2022/#id=78434
Join this session to see the benefits of Test-Driven Development (TDD), and understand how it works and its benefits. In a more detailed approach, we will see this way of developing software, where our code is always built guided by tests. We will go over some history about TDD and list the main advantages and disadvantages that most developers who practice it find and whether the arguments in favour add up to more than those that subtract. Finally, we will review some good habits and practices when applying TDD by seeing how to do it step by step with an example of a "live" coding session with Java. At the end of the session, you will have a wider understanding of TDD and why it's interesting to master it. Also, you will take with you some tricks and good practices to be able to apply them in your day-to-day life when writing code.
---
Presentation shared at Bucharest Tech Week '23
In this tutorial for experienced practitioners you will learn how to manage work and make great experiences one sprint at a time. We'll look at common Agile methodologies such as Scrum and Kanban and what opportunities and risks are inherent for UX teams. We will look at team makeup, balancing longer-term research with production needs and strategies for making the most of design spikes. We'll also go through the pros and cons of a Sprint Zero and alternatives. We'll look at how Lean Startup practices are changing business development, and how your UX skills can be a key part in making that successful. Participants will come away with the tools they need to be successful in their Agile/Lean environment
How to Effectively Lead Focus Groups: Presented at ProductTank TorontoTremis Skeete
Topic: How to Effectively Lead Focus Groups
Tremis Skeete, NexTier Innovations
Talking to users can be a challenge and running a focus group is one of those tasks which most Product Managers would say is essential in getting real insights. Whether you want to test your user group's response to a new product or changes to features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions. In this presentation, Tremis will discuss how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Agile Evangelist 22 - Freddie Quek - How Not To Do Agile Arrows_Group
This document provides an overview of lessons learned from Freddie Quek's experience implementing Agile practices at Wiley. Some key points:
- Quek has been using Agile since 1999 and leading Agile implementations at Wiley since 2009 involving teams as large as 150 people.
- Common mistakes include not making stand-ups quick and useful, not having retrospectives with action items, and treating remote teams differently.
- When starting a new project, an Agile assessment is helpful to understand the current process. Training, an Agile coach, and experienced practitioners can help teams learn Agile.
- For a large, important project at Wiley involving migrating an existing partnership to a new system, Quek
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Avast Premium Security is a paid subscription service that provides comprehensive online security and privacy protection for multiple devices. It includes features like antivirus, firewall, ransomware protection, and website scanning, all designed to safeguard against a wide range of online threats, according to Avast.
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"YouTube by Click" likely refers to the ByClick Downloader software, a video downloading and conversion tool, specifically designed to download content from YouTube and other video platforms. It allows users to download YouTube videos for offline viewing and to convert them to different formats.
Proactive Vulnerability Detection in Source Code Using Graph Neural Networks:...Ranjan Baisak
As software complexity grows, traditional static analysis tools struggle to detect vulnerabilities with both precision and context—often triggering high false positive rates and developer fatigue. This article explores how Graph Neural Networks (GNNs), when applied to source code representations like Abstract Syntax Trees (ASTs), Control Flow Graphs (CFGs), and Data Flow Graphs (DFGs), can revolutionize vulnerability detection. We break down how GNNs model code semantics more effectively than flat token sequences, and how techniques like attention mechanisms, hybrid graph construction, and feedback loops significantly reduce false positives. With insights from real-world datasets and recent research, this guide shows how to build more reliable, proactive, and interpretable vulnerability detection systems using GNNs.
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It's time you stopped letting your telemetry data pressure your budgets and get in the way of solving issues with agility! No more I say! Take back control of your telemetry data as we guide you through the open source project Fluent Bit. Learn how to manage your telemetry data from source to destination using the pipeline phases covering collection, parsing, aggregation, transformation, and forwarding from any source to any destination. Buckle up for a fun ride as you learn by exploring how telemetry pipelines work, how to set up your first pipeline, and exploring several common use cases that Fluent Bit helps solve. All this backed by a self-paced, hands-on workshop that attendees can pursue at home after this session (https://o11y-workshops.gitlab.io/workshop-fluentbit).
AgentExchange is Salesforce’s latest innovation, expanding upon the foundation of AppExchange by offering a centralized marketplace for AI-powered digital labor. Designed for Agentblazers, developers, and Salesforce admins, this platform enables the rapid development and deployment of AI agents across industries.
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Orangescrum revolutionizes construction project management in 2025 with real-time collaboration, resource planning, task tracking, and workflow automation, boosting efficiency, transparency, and on-time project delivery.
Societal challenges of AI: biases, multilinguism and sustainabilityJordi Cabot
Towards a fairer, inclusive and sustainable AI that works for everybody.
Reviewing the state of the art on these challenges and what we're doing at LIST to test current LLMs and help you select the one that works best for you
How can one start with crypto wallet development.pptxlaravinson24
This presentation is a beginner-friendly guide to developing a crypto wallet from scratch. It covers essential concepts such as wallet types, blockchain integration, key management, and security best practices. Ideal for developers and tech enthusiasts looking to enter the world of Web3 and decentralized finance.
Who Watches the Watchmen (SciFiDevCon 2025)Allon Mureinik
Tests, especially unit tests, are the developers’ superheroes. They allow us to mess around with our code and keep us safe.
We often trust them with the safety of our codebase, but how do we know that we should? How do we know that this trust is well-deserved?
Enter mutation testing – by intentionally injecting harmful mutations into our code and seeing if they are caught by the tests, we can evaluate the quality of the safety net they provide. By watching the watchmen, we can make sure our tests really protect us, and we aren’t just green-washing our IDEs to a false sense of security.
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Join Ajay Sarpal and Miray Vu to learn about key Marketo Engage enhancements. Discover improved in-app Salesforce CRM connector statistics for easy monitoring of sync health and throughput. Explore new Salesforce CRM Synch Dashboards providing up-to-date insights into weekly activity usage, thresholds, and limits with drill-down capabilities. Learn about proactive notifications for both Salesforce CRM sync and product usage overages. Get an update on improved Salesforce CRM synch scale and reliability coming in Q2 2025.
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Exceptional Behaviors: How Frequently Are They Tested? (AST 2025)Andre Hora
Exceptions allow developers to handle error cases expected to occur infrequently. Ideally, good test suites should test both normal and exceptional behaviors to catch more bugs and avoid regressions. While current research analyzes exceptions that propagate to tests, it does not explore other exceptions that do not reach the tests. In this paper, we provide an empirical study to explore how frequently exceptional behaviors are tested in real-world systems. We consider both exceptions that propagate to tests and the ones that do not reach the tests. For this purpose, we run an instrumented version of test suites, monitor their execution, and collect information about the exceptions raised at runtime. We analyze the test suites of 25 Python systems, covering 5,372 executed methods, 17.9M calls, and 1.4M raised exceptions. We find that 21.4% of the executed methods do raise exceptions at runtime. In methods that raise exceptions, on the median, 1 in 10 calls exercise exceptional behaviors. Close to 80% of the methods that raise exceptions do so infrequently, but about 20% raise exceptions more frequently. Finally, we provide implications for researchers and practitioners. We suggest developing novel tools to support exercising exceptional behaviors and refactoring expensive try/except blocks. We also call attention to the fact that exception-raising behaviors are not necessarily “abnormal” or rare.
Not So Common Memory Leaks in Java WebinarTier1 app
This SlideShare presentation is from our May webinar, “Not So Common Memory Leaks & How to Fix Them?”, where we explored lesser-known memory leak patterns in Java applications. Unlike typical leaks, subtle issues such as thread local misuse, inner class references, uncached collections, and misbehaving frameworks often go undetected and gradually degrade performance. This deck provides in-depth insights into identifying these hidden leaks using advanced heap analysis and profiling techniques, along with real-world case studies and practical solutions. Ideal for developers and performance engineers aiming to deepen their understanding of Java memory management and improve application stability.
8. How
1. Free Hands-On Practice
• 1 x Experienced Developer aka Coach (no lasso)
• Awesome Pet Project Idea
• Little to no time to develop on his/her own
• Willing to help others learn programming the right way
• Practice:
• Communication
• Organizational
• Technical
• Soft
SKILLS
9. How
1. Free Hands-On Practice
• 2-5 x Beginner Developers aka Team Members
• Willing to learn, the right way:
• Tech
• Team work
• Problem solving
• Productivity
• Other soft
• Apply knowledge on project
SKILLS
10. How
1. Free Hands-On Practice - What’s in it for me?
• As a Coach
• Context to grow by practicing your current technical and non-technical skills
• Implementing your awesome pet project idea faster
• Helping others grow by becoming the Coach you wish you had
• Satisfaction & fun
11. How
1. Free Hands-On Practice - What’s in it for me?
• As a Team Member
• Improve your technical and non-technical skills
• Apply new skills on project => growing with hands-on experience
• Build solid foundations
• Avoid cowboy coding
• Satisfaction & fun
12. How
1. Free Hands-On Practice
• Pilot
• Nov 2017 – May 2018
• 5 students joined DevCoach
• Initial talk
• 2 weekly 30-45 mins syncs (skype)
• Unscheduled dev effort
• No deadlines
• 1 monthly face to face meeting (didn’t happen )
13. How
1. Free Hands-On Practice
• Pilot
• Requirements Elicitation (+ Confluence)
• Architectural Overview
• Kanban (+ intro to Scrum + Jira)
• User Stories
• Story Point Estimates
14. How
1. Free Hands-On Practice
• Pilot
• Git
• Code review
• Clean code
• ASP.NET MVC
• Unit Testing
15. How
1. Free Hands-On Practice
• Pilot
• Had to put it on hold
• Some left (as expected), but some continued
• Slow progress due to:
• multiple onboardings
• learning to use the tools
• leaning to work as a team
• Delivered about 10% of the project
16. How
1. Free Hands-On Practice
• Pilot - Outcome
• Good feedback from Team Members
• Saw them making progress
• Satisfaction => a student got employed as a Junior Software Engineer
immediately after
• Enjoyed the whole experience from the Coach perspective
• Looking forward to resume the project in the near future
17. How
1. Free Hands-On Practice
• Big picture
• More coaches
• More projects
• More options team members can choose from
• More learning opportunities
• Local tech community growth
19. How
1. Free Hands-On Practice
2. Free Tech articles shared through facebook.com/DevCoachRo
3. Blog with free original articles - devcoachro.wordpress.com
4. Structured paid courses for BEGINNERS
• 100 hours of theory and hands-on practice
• Bi-weekly, 3 hours / session
• Focused on simplicity
• Full refund possible after 4 sessions (2 weeks)
• Flexible payment options
20. How
Basic Programming Course
• Aimed for students AND career changers
• From scratch
• No programming experience
• No technical background
• Willing to put in the effort to learn
• Build healthy, solid foundations
• Architect your own career
• Looking for a junior role in the software world
21. How
Professional Programming Course
• Aimed for anyone who knows the basics of coding
• Want to take it to the next level, by avoiding cowboy coding
• Learn new concepts
• Thoroughly study and apply known concepts
in better ways
• Looking for a career boost or an advanced junior
role in the software world
22. Helping Others
Triggers:
• They are constantly complaining about work
• They are saying they want more, yet they do nothing about it
• Produce excuses for learning new things (e.g. no time, too hard, cleaning)
• They don't take responsibility (e.g. not my job to do that)
23. Helping Others
Awareness:
• How do they spend their free time?
• Top time wasters
• watching tv (tv shows, reality tv shows, competitions etc.)
• netflix and other on demand video stream services
• social media (Facebook, Instagram, Twitter, Whatsapp etc.)
• news sites
• playing video games (especially online ones)
• What new skills have they learned in the past year?
25. Helping Others
Start doing
• Start small, but consistent
• From nothing to something: make habits with HUGE impact
• Reading 15-20 mins/day (1/2 the length of your favorite TV show episode).
• 10 pages/day in a month => 300 pages ~ a mid sized tech book like Clean Code
• Practice what you learned
• Teach what you learned
• Challenge a friend to do the same
• Habitica app
26. Helping Others
Revise and Adjust
• Pick the best time interval which works for you
• Check results
• Check goals
• Adjust goals if required
• Repeat