Backend API Development

By: Kiet Phan
(Fourth year undergrad, UBCO)
September 2023 - December 2023

Description:
TBA

Comparing Optimal and Approximate Algorithms for Team Formation

By: Kiet Phan
(Fourth year undergrad, UBCO)
September 2023 - April 2024

Description:
TBA

Benchmarking Team Formation Algorithms

By: Seth Akins and Justin Schoenit
(Fourth year undergrad, UBCO)
September 2023 - April 2024

Description:
TBA

Investigating Differences in Peer Code Reviews

By: Angie Pinchbeck
(Fourth year undergrad, UBCO)
September 2023 - April 2024

Description:
TBA

Gaining Trust with AI

By: Angie Pinchbeck
(Fourth year undergrad, UBCO)
September 2023 - December 2023

Description:
TBA

Visualizing Collaboration

By: Kiamehr Khademi
(Third year undergrad, UBCO)
September 2023 - April 2024

Description:
TBA

Promoting Self-Regulated Learning in CS1

By: Keyvan Khademi
(Fourth year undergrad, UBCO)
September 2022 - April 2023

Description:
Keyvan is investigating self-regulated learning techniques and exploring ways to integrate them into an online learning platform. Keyvan implemented a goal setting routine to support the planning, execution, and reflection phases of self-regulated learning. Although a large proportion of students reported they engaged in some form of self-regulated learning, we did not have enough usage data in the learning platform to evaluate the utility of the feature.

Developing a Simulation Model of Team Dynamics

By: Novia Fan
(Fourth year undergrad, UBCO)
September 2022 - April 2023

Description:
Novia is interested in formalizing existing models of team dynamics and building a simulation model to demonstrate a variety of team factors. As part of her thesis, she reviewed numerous theories on team models and team success and synthesized the factors that seem most relevant to team effectiveness. Among these, she developed two dynamic Bayesian networks to model a team member's shared mental model and commitment level. These models illustrated differences in behaviour among team members that differ in the strengths of their shared mental model or their commitment levels in the team. From there, she discussed the gaps between the theoretical models and data needed to learn the dynamic Bayesian networks. Her work is published at the IEEE Frontiers in Education conference.

Gender Differences in Leaderboard Use

By: Lydia Lin
(Fourth year undergrad, UBCO)
September 2022 - April 2023

Description:
Lydia is exploring gender differences in leaderboard usage. She developed four types of challenges in an online learning platform that foster different pedagogical habits. In addition, she extended these challenges to support teamwork rather than individual competition. Although we observed some differences in usage between male students and female students, we did not have enough usage data to draw conclusions about the utility of these challenges or the leaderboard.

Benchmarking team formation algorithms

By: Keyvan Khademi
(Fourth year undergrad, UBCO)
September 2022 - April 2023

Description:
Keyvan setup a simulation environment to benchmark several team formation algorithms. This work involved first synthetically generating students and classes of students and pedagogical scenarios that specify the constraints of the problem. The environment interfaced with several algorithms. The simulations were run over multiple trials and the results were averaged over these trials and presented in graphs. Through this analysis, we identified some issues with a new algorithm we developed and laid out the specific parameters to test in the next set of benchmarking experiments.

Exploring Different Guessing Models on Test-Taking Data

By: Novia Fan, Quinn Marshall, Lydia Lin
(Fourth year undergrad, UBCO)
January 2023 - April 2023

Description:
The students explored a variety of techniques that extend beyond a simple model of guessing behavior and compared the performance and implications of these different models. These models include a visual inspection of response time distributions, surface feature models, mixture models, common k-second threshold model, and models that are combined with accuracy. A series of analyses were conducted which compared these models at different levels (such as by person, by module, and by year).

A Review in Decolonization in Science Education

By: Angie Pinchbeck
(Fourth year undergrad, UBCO)
May 2022 - August 2022

Description:
This is a literature review course where the first half of the course focused on decolonization and the second half of the course focused on indigenization. With Angie's background, she explained these complicated concepts in a non-technical way, which is especially important to those new to this literature. She also analyzed the literature thoroughly to highlight the merits of each article based on its relevance to the Indigenous culture. Her report also summarizes ways to decolonize and indigenize the Computer Science curriculum.

Auto-Testing and Personalized Feedback

By: Seth Akins
(Third year undergrad, UBCO)
May 2022 - August 2022

Description:
This course focuses on the development of a JUnit test framework. Although we have an existing framework in place, several key features to facilitate JUnit test writing are still missing. Seth dedicated a lot of effort towards writing different types of JUnit tests in order to become familiar with the framework. Together, we identified several features for improving the framework. In the end, Seth implemented those features and tested them with new JUnits to ensure they operate properly.

Using Bayesian Network to Infer Concept Mastery

By: Carson Ricca
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
Based on a course concept map, Carson developed a dynamic Bayesian network (DBN) to infer concept mastery. Due to the complexity of the model, the DBN was decomposed into smaller, more computationally feasible submodels for real-time inference. The model was evaluated in simulation speed and student-type behaviour. Ultimately, this DBN would be incorporated into an online practice system that suggests the difficulty level of the practice question for the student to work on based on the system's belief on the student's level of concept mastery.

Recommending Video Resources to Support Learning

By: Abhineeth Adiraju
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
When students are lost, they often go to YouTube for help. The motivation is to implement a video recommendation system that supports in-class learning. There are generally two types of recommendation systems: content-based versus collaborative filtering. Content-based systems make suggestions based on the content and metadata associated with the videos, while collaborative filtering systems make suggestions based on the relative ratings of other similar users. Although collaborative filtering systems are great at handling the exploitation-exploration tradeoffs, it also suffers from the cold start problem. In practice, researchers typically combine both types of recommendation systems somehow. This thesis explores the parameters that impacts how these two types of systems should be combined in the context of recommending educational videos.

The Design of a Mathematics Mobile Learning Game

By: Kathryn Ng
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
This thesis is a systematic review of the literature in the area of mobile educational games for middle school mathematics. Kat began by reviewing other systematic reviews in related areas, then conducted her own research and analysis. Her work focused on assimilating all the articles at the intersection of design frameworks, educational frameworks, mobile games, educational games, and mathematics for middle school children. Based on her synthesis, Kat developed a new framework for designing mobile learning games for mathematics.

Developing a Language Learning Game

By: Hex Zhang
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
A review of existing French language learning apps is presented, along with an analysis of the problems associated with these games. To address these problems, Hex implemented a beginner's French learning game that supports several aspects of reading - syllable pronounciation, syllable reading and recognition, combining syllables into words, breaking up words into syllables, and identifying the written sentence associated with the spoken sentence. This mobile game also has a main llama character that serves as the study companion for the user so that the user can use the earned tokens to dress up the llama as they desire.

Mastery Learning in Computer Science

By: Opey Adeyemi
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
Our education system has been around for centuries and have undergone very little change. Most of our classes are still heavily teacher-centered rather than student-centered. The problem is exacerbated when the class size increases when instruction becomes more and more standardized and less and less personalized. This thesis reviews the theory of mastery learning which was proposed by Bloom in 1968 and discusses applications of this learning theory in CS education. Today, we operate under the need for large class sizes and the constraints that arose from teaching at scale. We propose a framework for implementing ideas from mastery learning so that individual CS classrooms can still take advantage of the benefits of the theory.

A Code Metrics Dashboard

By: Sirus Wang
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
This work consists of a simple dashboard that implements the summary of course events, exam events, and assignment events in an online course platform. The dashboard also presents a summary of grading feedback for each type of questions that are available in the system. An initial exploration of a variety of code metrics was done as part of this work.

Viewing Student Skills

By: Thomas Buchholz, Brian Zhou, Quan Le, Hong Liew
(Fourth year undergrad, UBCO)
January 2022 - April 2022

Description:
This project course is a website extension of some ideas used to automatically extract skills from text. The system can parse skills from uploaded resumes and scraped postings. The system is designed to help student users improve the skills in their resumes and to search to jobs that best match their skills. The administrator user can also see which skills are most common for each profession and what skills users indicate they have.

Educational Data Analysis

By: Novia Fan, Rick Feng, Mathew de Vin, Opey Adeyemi, Abhineeth Adiraju, Carson Ricca
(Fourth year undergrad, UBCO)
September 2021 - April 2022

Description:
The students developed various research questions they wanted to ask about a course. The topics covered by these questions include: participation trends, reading patterns, individual quiz performance, team performance, team satisfaction and dynamics, team formation algorithm, and programming difficulty. Then they researched a wide variety of statistical analyses to tackle those questions. The work involved programming to do data processing and data analyses, research on statistical methods, programming in their individual projects, and reporting.

An Online Puzzles Web App

By: Opey Adeyemi, Mathew de Vin, Lydia Lin, Kiet Phan
(Fourth/Second year undergrad, UBCO)
September 2021 - April 2022

Description:
The students developed a brand new website to host a series of computational puzzles for children. The site uses ReactJS, NodeJS, NextJS, TypeORM, PostgresSQL, HTML, SCSS, and Bootstrap. The site hosts an online version of a scavenger hunt which also supports an in-person geocaching game. For the online version, there is a map of puzzles which you can solve online. For the in-person version, there is a map of puzzles, and each puzzle has a hint that helps you locate it. Once you find the puzzle, you will see a QR code. By scanning it, you can solve the puzzle online.

Developing Experimental Controls for User Studies

By: Karan Gohil, Kiet Phan
(Fourth/Second year undergrad, UBCO)
September 2021 - December 2021

Description:
Karan and Kiet learned about experimental design for a data visualization project. Using mock data, they generated a variety of graphs for each visualization task and condition. The experiment measured the accuracy, task completion time, and preference for each condition. The conclusions identify the best visualization in each scenario.

Learning the Development Process in a Large Project

By: Khai Luong, Anshul Dhariwal, Guy Kaminsky, Prajeet Singh
(Fourth year undergrad, UBCO)
September 2021 - December 2021

Description:
The students became familiar with an existing project and code base. Rather than focusing on learning the technology stack and implementing many new features, the goal was to develop project features while conforming with existing code standards. A large part of this was the emphasis on the peer review process and writing good, clean code.

Web Development and Testing

By: Liying Yang, Jia Quan Wee
(Fourth year undergrad, UBCO)
September 2021 - December 2021

Description:
Liying and Jia Quan worked on adding new features to an existing project. They used the Django framework and worked on both front and back-end changes related to the algorithm and peer evaluation aspects of the project.

Investigating into Game Demographics

By: Haneen Hijleh
(Fourth year undergrad, UBCO)
Summer 2021

Description:
This project is an initial investigation in understanding who plays which games. Haneen is particularly interested in developing educational games, so the purpose of this project is to identify game design criteria that make specific games more attractive for certain demographics. This investigation involves a dive into relevant literature as well as an exploration of published data on well-known games.

Unit Testing

By: Joshua Kranabetter
(Fourth year undergrad, UBCO)
Summer 2021

Description:
Joshua is learning the in's and out's of unit testing in order to help build an autograding system. He is working with a variety of questions that deals with basic programming concepts, such as system output, random data, user input, control flow, methods, arrays, and object oriented programming concepts. Part of this work involves providing thorough test cases to assess student answers. Another part of this work ensures that the unit tests can provide personalized feedback to students.

Visualizing Team and Individual Analytics

By: Callum Takasaka
(Fourth year undergrad, UBCO)
September 2020 - April 2021

Description:
With a tool that supports instructors to form teams given a wide array of parameters, it is difficult to ensure that the resultings teams meet the needs of the class and the preferences specified by the instructor and students. Callum design and built various visualization mechanisms to help users make better decisions about the teams under scrutiny. In particular, his work (i) enables instructors to see desired information about students and teams, (ii) compares which sets of teams are better for the class, (iii) helps instructors make decisions about potential team changes, (iv) uses graded material to visualize student and team performance over time, and (v) detects problems within a team and acosss multiple teams.

A Methodological Evaluation of Clustering on Source Code Data

By: Lucas Pozza
(Fourth year undergrad, UBCO)
September 2020 - April 2021

Description:
In recent years, clustering has been used to analyze source code in the computer science education field. However, there has been little understanding regarding the choice of the parameters used in clustering analysis and how those choices impact the results in this domain. In his work, Lucas implemented three clustering algorithms and compared their performance on a CS1 data set.

A Semi-Supervised Approach to Discover Error Patterns

By: Jinyang Yao
(Fourth year undergrad, UBCO)
September 2020 - April 2021

Description:
Supervised learning techniques have the main drawback of requiring labeled data which is typically unavailable and labour intensive to build. Unsupervised learning techniques are difficult to evaluate because there is no ground truth to the data. We explore a semi-supervised learning approach to discovering error patterns in source code. The approach uses a combination of an unsupervised learning technique, a active learning strategy to suggest data points for human review, and human labeling of data.

Automatically Extracting Skills from Job Postings

By: Xinyuan Chang
(Fourth year undergrad, UBCO)
September 2020 - April 2021

Description:
Due to the importance of re-skilling and up-skilling in today's society, we explore the potential for automatically extracting skills from job postings in order to better understand the job market trends. Through an intercoder reliability process, Xinyuan and Bingxin built a small labeled data set. This data was processed using basic natural language techniques. He then applied 10-fold cross validation to evaluate three classification algorithms: naive bayes, support vector machines (SVM), and k-nearest neighbours. Using the metrics, accuracy, precision, recall, and area under the ROC curve, he found that SVM worked best on this data. This work was published at the Learning Analytics and Knowledge (LAK) conference in 2022.

An Initial Comparison of Industry Skill Needs and Educational Training

By: Bingxin Wang
(Fourth year undergrad, UBCO)
September 2020 - April 2021

Description:
Given a machine learning algorithm trained to extract skills phrases from free-form text, Bingxin analyzed the skill needs in industry, skills offered by university courses, and skills self-reported by students. Speficically, Bingxin web scraped a number of job positings from 20 sectors according to the North American industry classification system (NAICS). This provided a breadth analysis of industry skill needs. Then she conducted a depth analysis by scraping for job postings within one sector, and specifically those with a job title of "software programmer" (and variants). Lastly, she extracted skills from computer science course syllabi. Her analysis identified skill gaps between jobs vs. courses, courses vs. students, and jobs vs. students. This work was published at the Learning Analytics and Knowledge (LAK) conference in 2022.

Web Design and Usability

By: Opey Adeyemi, Brianna Marshinew, Mathew de Vin, Kanishka Verma
(Third year undergrad, UBCO)
January 2021 - April 2021

Description:
The students took an existing web application and revamped the look-and-feel of the entire user experience. This involves conducting a needs analysis, designing mockups, ensuring various usability guidelines are met, visualizing complex data, as well as developing new features to facilitate navigation. The main tools of development include Github, Django, HTML, CSS, and JavaScript.

Front-End Migration to Angular JS

By: Keyvan Khademi, Carson Ricca, Opey Adeyemi, Elias Pinnos
(Third year undergrad, UBCO)
January 2021 - April 2021

Description:
Due to the flexibility of Angular JS, this project involves the migration of the front-end of an existing web project to Angular. The work involved the development of various APIs to the backend, as well as coding all the new Angular components. The main tools of development include Github, Django, HTML, CSS, JavaScript, and AngularJS.

A Step Towards Immediate Feedback

By: Rachelle Gelden
(Fourth year undergrad, UBCO)
September 2020 - December 2020

Description:
The purpose of this project is to design and implement an autograding solution for marking CS1 exercises. The autograding work consists of the following components: (i) the development of specific tests to use, (ii) a submission framework, and (iii) integration with a plagiarism detection tool. The first part involves the development of tests and test templates that can be used to autograde assignments. The second part involves the development of a framework that allows students to submit their assignment, receive immediate feedback, and resubmit as many times as needed.

Technology Design for Seniors

By: Brianna Marshinew
(Fourth year undergrad, UBCO)
September 2020 - December 2020

Description:
Brianna reviewed issues that seniors encounter when using technology. She read papers to help understand seniors needs as well as their technology preferences and barriers. She also surveyed existing literature for approaches to designing technology with seniors in mind. These papers covered topics including: assistive technology, technology to support dementia, smart home and pervasive technologies, technologies to reduce social isolation, and self-tracking technologies. She also surveyed papers on co-design methods involving seniors.

Technology Design for Children

By: Parsa Rajabi
(Fourth year undergrad, UBCO)
September 2020 - December 2020

Description:
Parsa reviewed issues that children have with technology use, from the perspective of children as the end-users, parents as guardians, and teachers in the classroom. To better understand children's needs and preferences around technology, he read papers that reviewed technology usage guidelines and studies that report impact of technology use on children. Specific case studies include children playing Minecraft, interacting with robots, experiencing embodied learning technologies, and using augmented reality. He also surveyed existing literature for approaches to designing technology with children as end-users. A major part of this involves studies that investigate children's roles in participatory design processes and methods to elicit children's preferences.

Web Development Frameworks

By: Keyvan Khademi, Carson Ricca, Opey Adeyemi
(Third year undergrad, UBCO)
September 2020 - December 2020

Description:
This course provides an introduction to using frameworks for web development in a specific project that involves gamification and learning analytics. The students reviewed basic front-end technologies, learned the Django framework, and developed new features in the web application.

Genetic Algorithms

By: Callum Takasaka
(Fourth year undergrad, UBCO)
May 2020 - August 2020

Description:
Callum is interested in combining biology and computer science, so he is learning about genetic algorithms. This course is an introduction to standard methods of genetic algorihtms, where Callum implemented the algorithm and applied them to model robotic controllers, traveling salesman, and class scheduling problems. He also compared the modeling capabilities of genetic algorithms with those of evolutionary programming and genetic programming.

Personalized Video Recommendation System

By: Marlie Russell
(Fourth year undergrad, UBCO)
September 2019 - April 2020

Description:
Students often search YouTube for help before they ask friends or professors. This project explores the utility of a video recommendation system to support personalized learning in a CS2 course. Marlie built a website that connected to the YouTube API to fetch videos related to certain CS2 topics. She preprocessed available data and filtered videos based on a combination of various rankings. Recommendations of videos were made to student viewers, and subsequent recommendations were augmented based on individual history. An initial user study was done, unfortunately, due to the onset of COVID, we were unable to obtain enough data to evaluate the utility of this system.

Automatically Diagnosing Coding Errors

By: Jeff Bulmer
(Fourth year undergrad, UBCO)
September 2017 - April 2018

Description:
Poor coding practices exhibited in student code have gone largely unaddressed in the literature. While some of these habits may not lead to erroneous code, they may nonetheless indicate areas of difficulty and lead to poorly structured programs. This project begins to tackle the problem by first collecting real-time data from students, automatically detecting patterns of bad habits, and summarizing these habits as error metrics in a code visualizer. This work is subsequently presented at the 23rd ACM sponsored Western Canadian Conference on Computing Education at Victoria in May 2019.
paper

Animating the Coding Process

By: Angie Pinchbeck
(Third year undergrad, UBCO)
September 2017 - April 2018

Description:
Sometimes instructors get assignment submissions and have no way to figure out why the student ended up coding in a certain way. To help resolve this issue, Angie created a code visualizer that takes real-time programming data as input, animates the programming process, and displays error metrics. This work is subsequently presented at the the 23rd ACM sponsored Western Canadian Conference on Computing Education at Victoria in May 2019.
paper

Software to Promote Students as Producers

By: Tunde Kadiri
(Fourth year undergrad, UBCO)
January 2018 - April 2018

Description:
To help students become an active learner, Tunde is building an app that lets students create study questions and test themselves with their friends. The app also lets a teacher motivate students to take ownership of their own learning by asking students to create review questions and grading them.

Exploring Unplugged Coding Activities for Young Children

By: Ashley Wong
(Fourth year undergrad, UBCO)
September 2016 - April 2017

Description:
After investigating a variety of non-screen technologies for helping young children learn coding, Ashley designed and built a boardgame called Code Chase that introduces basic programming concepts (such as variables, conditional statements, loops) to grade schoolers. She piloted iterations of her game with selected children, university non-programming students, as well as a class of Grade 5 students. The game was well-received and students showed indications of positive learning outcomes.

Automated Formative Assessment Tool

By: Ashley Segert
(Fourth year undergrad, UBCO)
September 2016 - December 2016

Description:
Ashley explored different types of automated grading techniques and re-designed them to allow for formative feedback in a programming environment by analyzing various code metrics. She developed a prototype plugin for Eclipse so that it would automatically evaluate student programs and provide qualitative feedback.

Usability Testing

By: Wanjak Nino Gonzales
(Fourth year undergrad, UBCO)
September 2016 - December 2016

Description:
As an advanced topic in human computer interaction, this course provides three case studies for Nino to conduct usability methods for real-world clients.

Machine Learning

By: Bronson Bouchard
(Fourth year undergrad, UBCO)
May 2016 - August 2016

Description:
Bronson is investigating various machine learning techniques and applying them to natural language text processing. He is planning on developing some prediction software to automatically classify technology skills and user profiles in order to help users better understand the types of skills they need for life long learning.

Analytics in First Year Computer Science

By: Shannon Farvolden
(Fourth year undergrad, UBCO)
September 2015 - April 2016

Description:
As a way to better understand how students in first year Computer Science is doing, a web-based learning management system called Course Canvas was developed. The system includes pages for course content, submission system, a set of slides organized by topics, grades reporting, quizzes, op- tional surveys, and a discussion forum. Analytics is used to track website activity and correlated with student exam performance in order to identify the study habits of A students. This work was subsequently published in the 22nd ACM sponsored Western Canadian Conference on Computing Education (WCCCE) at Abbortsford in May 2017.
early poster, paper, slides, thesis

Modern Educational Technology

By: Fiona Tse
(Fourth year undergrad, UBCO)
January 2016 - April 2016

Description:
A literature review was conducted to examine the use of educational technology in post-secondary education across different cultural settings. Due to dated journal articles found, the survey was expanded to include a review of several online educational forums and data collection from student responses. A total of 38 technologies were categorized and suggestions to use these technologies in an innovative way was presented.

Examining the Effect of Collaboration in an Online Learning Environment

By: Matthew Bojey
(Fourth year undergrad, UBCO)
September 2014 - April 2015

Description:
One of the hardest concepts to grasp for first year Computer Science students is the abstract data structure called linked list. To help students master the various skills involved in understanding this structure and writing the code to manipulate it, this web application was built with exercises to let students practice what they learn. To enable students to work together, an online chat system is available to allow students to solve problems with others who are online at the same time. A study was conducted with 67 students investigating the impact of collaboration in this setting. As a result, we found that while students may take longer to work collaboratively, it is more efficient for students to solve problems in pairs than alone because students made fewer mistakes while working together. This work was subsequently published in The Frontiers in Education (FIE) at Erie in October 2016.
paper, slides, thesis

The Source

By: Raffi Kudlac
(Fourth year undergrad, UBCO)
September 2014 - April 2015

Description:
This game is an interactive energy simulation where the user is charged with the task of providing energy to a growing population. As time progresses the city's population grows and the demand for power increases. The user must supply more and more power to meet the demand, but each type of power has different consequences. The user's goal is to survive as long as possible by building a thriving city.
thesis

Visualizing and Interacting with Breast Cancer Outcomes in B.C.

By: Duncan Szarmes
(Fourth year undergrad, UBCO)
September 2014 - April 2015

Description:
A project supported by the BC Cancer Agency, this system is a web application that allows users to visually query complex patient data to compare survival and recurrence rates for two groups of patients. Various interaction and visualization techniques were implemented and a pilot user study involving medical staff shows encouraging results.

Test Driven Development

By: Duncan Szarmes
(Third year undergrad, UBCO)
September 2013 - December 2013

Description:


Rather than writing a software program and then testing it to ensure its proper functionality, test-driven development (TDD) is an industry standard that revolutionizes the way programmers think. The idea is to first develop a battery of tests that define how the software should properly behave, and then write the code to meet those test expectations. This course was designed around a modern web framework called Ruby on Rails.

Stranded Sloth

By: Duncan Szarmes, Raffi Kudlac
(Third year undergrads, UBCO)
Summer 2013

Description:
A dual-platform mobile game about a sloth stranded on a tree. Your job is to prevent the sloth from getting attacked by all 3 types of predators! Comes with 3 different settings with increasing difficulty as you play. The students reviewed game development concepts, learned a new programming language, and developed the game from scratch. Stranded Sloth is available on both the Google PlayStore and the Apple AppStore and was downloaded over 1000+ times within the first few months of its debut.

System Analysis

By: Brittany Nicol
(Fourth year undergrad, UBCO)
January 2013 - April 2013

Description:
An in-depth analysis of a new product conceptualized by the owner of BLUR Hockey. The first part of this analysis is a feasibility study conducted using the PIECES framework and evaluated based on technical, operational, schedule, and economic feasibility. The second part of this analysis consists of a detailed requirements elicitation activity, documenting all the functional and non-functional requirements of the recommended solution, as well as the environmental constraints. The last part of this project involves a formal design component of the recommended solution, which is documented in UML and with accompanying UI mockups.

Intelligent Tutoring Systems

By: Matthew Bojey
(Second year undergrad, UBCO)
January 2013 - April 2013

Description:
A human tutor uses a lot of information to estimate how best to help a learner. To implement a tutoring system that mimics the helpful guidance of a human tutor, standard systems uses a probabilistic modeling approach called dynamic Bayesian networks (DBN) to statistically infer what is known about the learner. With consideration of learning the Kirchhoff Rules in Physics, a DBN was constructed. An inference algorithm and a series of simulations were ran to verify the model. This work continued into a URA project and was subsequently published in the 12th International Conference on Intelligent Tutoring Systems (ITS) at Honolulu in June 2014.
paper, poster