This article presents MIRAI-EDU-D, a software-free adaptive educational micro-robot designed to support tangible formative assessment in STEAM activities for primary and secondary education. The proposal addresses two current tensions: the expansion of educational robotics as a resource for active learning and computational thinking, and the need for school technologies that are transparent, repairable, inclusive and respectful of children’s privacy. Using an educational-technological design methodology, the system is specified through a discrete-electronics architecture composed of reflectance sensors, LM339 comparators, NE555 timers, CD4510 CMOS up/down counters, CD4028/CD4511 decoders and CD4000 logic gates. The robot reads binary cards placed by students, updates a physical memory of conceptual mastery and activates differentiated feedback: reinforcement, hint, remediation, advanced challenge or teacher alert. The design results show the alignment between electronic operation, formative assessment principles and STEAM competences by integrating science, technology, engineering, arts and mathematics in a manipulable learning experience. A validation protocol is also proposed, including pretest/posttest measures, observation rubrics, technical logs and teacher acceptance analysis. MIRAI-EDU-D is framed as a low-cost, auditable and privacy-preserving educational robotics alternative for schools with limited infrastructure, although classroom effectiveness must be tested through controlled pilot studies before making empirical claims about learning impact and long-term transfer outcomes.
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
The study shows that agile practices improve both informal and formal communication, but indicates that, in larger development situations involving multiple external stakeholders, a mismatch of adequate communication mechanisms can sometimes even hinder the communication.
M. Pikkarainen, Jukka Haikara, O. Salo et al.· Empirical Software Engineeri...· 401 citations· ⚡48
The results indicate that software engineering work practices are chosen opportunistically, adapted and configured to provide value under the constrains imposed by the startup context.
Nicolò Paternoster, Carmine Giardino, M. Unterkalmsteiner et al.· Information and Software Tec...· 394 citations· ⚡54
The results show that the embedded industry has been able to apply agile methods in its development processes and that the appreciation of the agile methods and their individual practices appears to increase once adopted and applied in practice.
O. Salo, P. Abrahamsson· IET Software· 238 citations· ⚡9
Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
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Microsoft Research Blog· microsoft.comOct 12, 2026
StudentSim is a research system for evaluating and improving AI tutoring tools before they are tested with learners. It models how individuals may engage with tutors, giving feedback to improve tutor performance across subjects like chess, writing, and mathematics. The post Simulating student learning for better AI tutoring appeared first on Microsoft Research.
Prabha Jha used her experience with MIT Open Learning’s program for senior executives to develop AI solutions for her employer, Verizon, and to write a book.