The study of software engineering professional practices includes the use of the formal methodology in a software development. Identifying the appropriate methodology will not only reduce the failure of software but will also help to deliver the software in accordance with the predetermined budget and schedule. In literature, few works have been developed a tool for prediction of the most appropriate methodology for the specific software project. In this paper, a method for selecting an appropriate software development life cycle (SDLC) model based on a ranking manner from the highest to the lowest scoring is presented. The selection and ranking of appropriate SDLC elaborate the related SDLC’s critical factors, these factors are given different weights according to the SDLC, then these weights are used by the proposed mathematical method. The proposed approach has been extensively experimented on a dataset by software practitioners who are working in the software industry. Experimental results show that, the proposed method represents an applicable tool in predicting and ranking suitable SDLC models on various types of projects, such as: life-critical systems, commercial uses systems, and entertainment applications.
This study aims to examine information technology students' perceptions toward the use of virtual reality technology, their behavioral intention to use such technology for educational purposes, and the relationship between their perceptions toward the use of virtual reality technology and their behavioral intention to use virtual reality technology for educational purposes. The study used a descriptive and cross-sectional survey research design. The data collection tool was developed based on the second Unified Theory of Acceptance and Use of Technology UTAUT2 framework. Data were collected from participants using an online questionnaire. The number of participants was 147 undergraduate information technology students. The results showed that the participants had variations in their perceptions of virtual reality technology. The results showed that participants had positive perceptions of hedonic motivation and effort expectancy concerning the use of virtual reality. However, the students had close to neutral perceptions of performance expectancy, social influence, facilitating conditions, price value, and habits concerning the use of virtual reality. Furthermore, the results showed that the students had a positive behavioral intention to use virtual reality for educational purposes. Part of students' positive behavioral intention to use virtual reality for educational purposes can be ascribed to their perceptions of effort expectancy, performance expectancy, social influence, hedonic motivation, price value, facilitating conditions, and habits concerning the use of virtual reality. Students' perceptions of performance expectancy concerning virtual reality had the greatest effect on their behavioral intention to use virtual reality for educational purposes. Based on the findings, a set of recommendations was provided.
<span lang="EN-US">The requirements form the basis for all software products. Apparently, the requirements are imprecisely stated when scattered between development teams. Therefore, software applications released with some bugs, missing functionalities, or loosely implemented requirements. In literature, a limited number of related works have been developed as a tool for software requirements inspections. This paper presents a methodology to verify that the system design fulfilled all functional requirements. The proposed approach contains three phases: requirements collection, facts collection, and matching algorithm. The feedback results provided enable analysist and developer to make a decision about the initial application release while taking on consideration missing requirements or over-designed requirements.</span>
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