A Faculty/Staff/Student Team for Collaboration in Developing
Mobile Applications in the Software Engineering Course
Arturo I Concepcion
1
, Sunny Lin
2
, Tiffany Chiang
2
, Patrick O’Connor
2
,
Michael Korcha
1
and Darnell Shumpert
1
1
School of Computer Science & Engineering, California State University San Bernardino, San Bernardino, U.S.A.
2
Division of Information Technology Services, California State University San Bernardino, San Bernardino, U.S.A.
Keywords: Collaborative Learning, Project-based Learning, Immersive Learning, Mobile Applications.
Abstract: A faculty/staff/student team was used as a collaboration model to develop, maintain, and improve mobile
applications built for use by students on the campus of California State University, San Bernardino. The
team was developed in the software engineering class where the projects are mobile applications requested
by real clients in the campus. After the class is over, the students continue the development through
independent studies and senior projects. During this time, the students work with a team of student interns
and staff from the Administrative Computing Services, Information Technology Division of the campus
until the mobile applications are published in both Google Play and Apple App Store. Using the CSUSB
Student Opinion of Teaching Effectiveness (SOTE) surveys of the software engineering classes of 2009 –
2013, we found that students learn tremendously through hands-on experience and actual interactions with
real clients, and also found that the principles and concepts of software engineering are learned better.
1 INTRODUCTION
A unique partnership was formed. The CSUSB
faculty/staff/student team developed and maintained
mobile app products for the campus for use by
students. Currently these mobile app products are:
CSUSB Mobile, Tour CSUSB, CSUSB RecSports,
and CSUSB Library. CSUSB Mobile provides
information and service to students for accessing
class schedules, financial status, grades, payments,
Blackboard, etc.; Tour CSUSB provides a virtual
tour of the campus, which is used for recruiting
students; CSUSB RecSports provides schedules and
information regarding physical fitness and training
at the fitness center; and CSUSB Library provides
information and service to students using the
libraries at both San Bernardino and Palm Desert
campuses. Figure 1 shows the Web site
https://mobileapps.csusb.edu. The mobile apps run
on both Android and iOS platforms. The mobile
apps were built by students for students.
The CSUSB faculty/staff/student team consists
of faculty and students from the School of Computer
Science & Engineering, College of Natural Sciences,
and the staff and student interns at the
Administrative Computing Services, Information
Technology (ACS/IT) division.
There were two news releases regarding the
publication and availability of “CSUSB Mobile” in
our campus: “University adds more mobile apps to
help make navigating CSUSB easier” which
appeared on 28 Oct 2011 http://news.csusb.edu/
2011/10/university-adds-more-mobile-apps-to-help-
make-navigating-csusb-easier/ and “CSUSB mobile
app updated with improved performance, graphics”
which appeared on 31 Oct 2012 http://
news.csusb.edu/?p=18592. The first article is
announcing the availability of the mobile app
services on campus while the second article is about
re-engineering the mobile app to improve graphics,
significantly improve performance, and minimize
bandwidth usage. The second version uses a hybrid
approach, where approximately 90 percent of the
content is installed on the device and the rest resides
on a secured server.
The goals of the faculty/staff/student team at
CSUSB are two-fold:
-- To create a model in the software engineering
course so that students would learn the principles
and practices of software development through the
mobile app projects in class.
-- To establish in the ACS/IT division the capability
to support and manage the production of mobile app
260
I Concepcion A., Lin S., Chiang T., O’Connor P., Korcha M. and Shumpert D..
A Faculty/Staff/Student Team for Collaboration in Developing Mobile Applications in the Software Engineering Course.
DOI: 10.5220/0004839102600267
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 260-267
ISBN: 978-989-758-020-8
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
projects from either clients on campus or external to
the campus.
Figure1: CSUSB Mobile Applications.
To achieve the goals above, the following are the
objectives:
-- The students should know how to elicit user
requirements.
-- The students should know how to write the
software requirements specification (SRS)
document.
-- The students should know how to write the
software project management plan (SPMP) and the
corresponding software quality assurance plan
(SQAP).
-- The students should be able to develop and
manage repositories and development server
environments in support of software development.
-- The students should know the different mobile
technologies and programming languages used in
the development of mobile applications.
-- ACS/IT staff personnel provide support to a team
of student interns who are working on existing and
currently developing mobile app projects.
-- ACS/IT provide financial support to student
interns who are working on existing and currently
developing mobile application projects.
-- ACS/IT upper management provide management
and support to the faculty/staff/student team for
mobile application projects.
The faculty/staff/student team supports project-
based learning (PBL), which is described by
(Markham, 2011) as integrating learning and
knowing. Because of the ubiquity of mobile devices
and the seemingly endless new applications that can
be developed, students become motivated and eager
to complete the project.
2 SOFTWARE ENGINEERING
COURSE
The software engineering course is an upper-
division requirement for majors in the School of
Computer Science & Engineering, CSUSB. The
course is run as a mock software engineering
(Concepcion, 2005) where the class is organized into
management teams and programming teams and
each student plays a role in the software process as:
project managers, team leads, software engineers,
quality assurance, system administrators and
technical writers. One of the major software project
used in the class is AlgorithmA (Algorithm
Animation) project (Concepcion, 1998, Concepcion,
1999, Concepcion, 2000, Concepcion, 2005, James,
2008). This software project has been maintained for
over 20 years!
In Winter 2011, some of the staff at the
Administrative Computing Services requested to
include in the software projects, a mobile application
project, in the software engineering class. which was
deemed important because ACS was thinking of
developing mobile apps for use by students in
campus. So one of the software projects to be done
in that quarter term was a mobile app project. The
software project will be used as a prototype from
which we developed the CSUSB Mobile app. From
this prototype, the CSUSB Mobile was created. The
following year, Winter 2012, all software projects
were mobile app products. Three of them were
published: CSUSB Library, CSUSB RecSports, and
Tour CSUSB. This winter 2013, we prototyped five
more mobile app products: Sodexo CSUSB Dining,
Coyote Radio, RAFFMA Museum, Student
Advising, and Slidewinder, our first iOS mobile
game.
2.1 Software Requirements
Specification
The software life-cycle starts with a document called
Software Requirements Specification (SRS), which
contain the software requirements that the client
needs. The elicitation process is obtained through
interview, meetings, and e-mail communications
between the client and the development team. After
about 2 weeks of the elicitation process, the team
writes the SRS following the IEEE Std. 830-1998
format for SRS. The SRS is completed when the
client approves the document. All students are
required to write the SRS and then the best written
SRS is selected to be the SRS for the specific mobile
app product.
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2.2 Software Project Management Plan
While the SRS is being finalized and completed, the
management team writes the Software Project
Management Plan (SPMP). This document contains
the organization of the development team, the
resources, the milestones schedule, management
process, software process, and the risk management.
Following the IEEE Std 1058-1998 format for
SPMP, the team submits this document to the
instructor for approval. The SPMP becomes the
definition of the software process that the
development team will follow to implement the
mobile app product. Figure 2 shows the project
organization of the software engineering class. And
Figure 3 shows the list of clients for the project
organization shown in Figure 2.
CEO
CSE455,Inc
WRI Museum Games
Chancellor’s
Office
Sodexo
QATeam
Server
Team
Figure 2: Project Organization for software engineering.
Besides the management team and the
development team, there are two support teams: the
server team and the quality assurance team. The
server team configures the development and
production servers. They also set-up the repositories
where all the source code and documentation will be
stored. The QA team is in-charge of software
reviews and testing of source code.
Following the Agile Software Methodology, we
had two iterations of the mobile app product in the
quarter term. The first iteration takes about 4 weeks
and the second iteration takes the last three weeks of
the term.
The document also includes risk management.
This is the identification of the software product
risks and the software product risks. The
management team must identify these risks and
when it occurs they should have a plan on how to
handle the risk.
Table 1: List of clients for project organization in Figure
2.
Client (CSE 455 Mon / Wed)
Water Resource Institute – Tree/plant identification
for 2
nd
grade students (Boykin Witherspoon)
Museum – Virtual tour of Egyptian collection (Paige
Taylor).
Games – SlideWinder (Jack Price).
Chancellor’s Office – How to get to college
gamification (Robin Wade).
Sodexo – Campus dining/Cafeteria, catering (Emily
Orquiza).
To promote motivation among the student,
Outstanding Software Engineer awards are given to
each development team including the support teams.
Each team selects their own outstanding software
engineer using the criteria: significance of the
contribution the product and involvement in
improving the programming skills of the individual
members of the team.
Figure 3: Mobile app development diagram.
2.3 Software Design
Several team members undertake this phase of the
software life-cycle, the software design. This phase
consists of two parts: the architecture and the
detailed design. The Unified Modeling Language
(UML) is used as the design notation for this phase.
The architecture begins from the deployment
diagram found in the SRS. This diagram shows the
major hardware and software components of the
system that will be needed to run the mobile
application. The hardware components usually
consists of the secured server and mobile devices
while the software components usually consists of
the PhoneGap application, user-interface, and the
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database system. The detailed design consists of the
detailed class diagrams or component diagrams of
the software components of the architecture. The
detailed design could also consist of important
algorithms that are used in solving problems in the
implementation. Shown in Figure 4 is the UML
deployment diagram of a typical mobile app
product.
2.4 Implementation and Coding
The most common implementation and coding used
is Extreme Programming (XP). This method allows
the production of code through two steps: coding
and testing. The team of two students, given the
requirements of what this software component will
do, will code and test their increments of code until
the requirements are fulfilled. Once the different
components are completed and tested, they are
integrated into larger and larger components.
Integration testing are done to ensure they work and
free of faults/bugs. Finally, system testing is done to
ensure that the mobile app works with other systems,
such as database systems and Web sites.
Some students used the SCRUM method, where
sprints of important features are implemented in a
period of one week. The features are chosen from a
priority list which was specified by the client. Other
students used the conventional Waterfall model and
had mini-Waterfall model for each iteration of the
product. All source code, design and documents are
stored in the repository set up by the server team.
2.5 Software Reviews and Testing
The class follows the non-executable testing and
executable testing methods. In the non-executable
testing, the class reviews the SRS through a series of
use case diagrams and sequence diagrams where a
scenario of how the software will be used is applied
to determine any inconsistent or ambiguous
requirements are present. The student then use the
same techniques above for SRS in reviewing the
software design. All of these testing methods and
techniques are found in the document Software
Quality Assurance Plan (SQAP). It is written using
the IEEE Std. 730-1998 format.
The quality assurance team performs the alpha
testing of the mobile app product. Here the testing is
done if all the functions listed in the SRS are
working properly. If a fault/bug is found, the mobile
app is given back to the development team to fix the
fault/bug. This process is repeated until no more
fault/bug is found. The development team is not
credited the completion of this phase of the
software-cycle, until the development team pass the
alpha testing set by the QA team. The mobile app
product is then given to the client for the final
testing, the beta testing. The client and all the users
in their office are given a copy of the mobile app
product and tested for actual use in their
environments. Any fault/bug are reported back to the
development team and fixed. This process is
repeated until no more faults/bugs are reported.
2.6 Demo and Presentation
The demo and presentation were done on the finals
day of the quarter term. This is done at the end of the
second iteration of the mobile application following
the iterative software process as defined in the
SPMP. All the clients of the mobile apps, invited
representatives of the local software companies, and
guests of the students are invited to the demo and
presentation.
The demo and presentation is in a form of an
exhibition/booth style where each team sets a
location in the labs and there they present and demo
their mobile app product to any visitor of their
“booth.” They either have a mobile device or an
emulator running to show the product. They may
also have powerpoint presentation in their “booth.”
The students remove their “software engineering
hat” and put on a “sales person hat” selling their
products to the visitors.
Local software companies that have visited us in
the past are: Esri, Optivus Proton Therapy,
iMedRIS, Epic Management, Kelly Space, and
Surado Solutions. We also have the announcement
of the Most Outstanding Management Team
awarded on the day of the demo and presentation.
3 EVALUATION RESULTS
PBL shifts the emphasis from the core curriculum of
software engineering to the application of the
principles and concepts to actual projects. (Markham
2011) also said that the student’s drive, passion,
creativity, empathy, and resilience cannot be taught
but are exhibited by the student when doing the
project. To measure the effectiveness of the PBL
techniques through the faculty/staff/student team, we
used the CSUSB faculty teaching evaluation survey,
Student Opinion of Teaching Effectiveness (SOTE).
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3.1 Student Opinion of Teaching
Effectiveness
SOTE is used to evaluate the teaching effectiveness
of faculty at CSUSB and is used to determine the
effectiveness of PBL in the software engineering
course. It has 5 questions:
Q1: Rate your interest in the subject matter of this
course before you took the class.
Q2: How many class sessions did you attend?
Q3: Why did you take this course?
Q4: How would you rate the overall quality of
instruction in the course?
Q5: How would you rate your professor’s specific
contributions to your learning in this course?
The last two questions (Q4 and Q5) were used to
rate the student’s evaluation of the course and the
instructor.
3.2 Results
The last two questions are evaluated as follows:
lowest score of 1 for unsatisfactory, 2 for poor, 3 for
fair, 4 for good, 5 for very good, and a highest score
of 6 for excellent. For each question, the total
number of students, the average score, and the
median score are printed. The mobile apps project
started in 2011 and has been used as the software
project in software engineering since then. See Table
2 for the comparison of results of the SOTE from
2009 – 2013.
Table 2: Results of SOTE
Year No. Av4 Md4 Av5 Md5
2008 34 3.6 3.5 3.6 4
2009 29 3.6 3 3.5 3
2010 33 4.7 5 4.5 5
2011 47 4.8 5 4.8 5
2012 62 3.8 4 3.7 4
2013
1
36 4.5 5 4.4 4.5
2013
2
15 5 5 5.1 5
where Av4 and Md4 are the average and median
scores for Q4, resp., and Av5 and Md5 are the
average and median scores for Q5, resp.
As can be seen, the number of students taking the
course is increasing. Currently the enrolment in
2014 has again increased to about 80 students. Due
to increasing enrolment, the class was split into two
sections starting in 2013. This is the reason why
there was a decline in the results in 2012. When the
software engineering class was split into two
sections, the results came back up. In summary, the
results from 2011 – 2013 improved as compared to
2008 – 2010.
What is not shown in the results is the
investigative framework that Blumenthal mentioned
when doing PBL: How the students determined the
requirements from the client by writing the SRS;
how the students made plans on completing the
project on time by writing the SPMP; how the
students made the architecture design of the project
using UML diagrams; how the students acquired the
necessary skills in learning mobile technologies and
languages through the help and guidance of the
faculty/staff/student team; how they worked in
teams; how they make presentations to the clients
for demonstrations and getting feedback from them
to build the next prototype. These were all
performed and done by the students in the course of
software engineering, which contribute to their work
readiness and future careers in management when
they graduate (Jollands 2012, Tynjala 2009).
4 UPPER MANAGEMENT AND
ADMINISTRATION SUPPORT
The faculty/staff/student team could not have been
successful without the support of the CSUSB upper
management and administration. Support also came
from the College of Natural Sciences and the School
of Computer Science & Engineering.
4.1 Information Technology Division
The IT Division has been in existence since 1992. Its
mission is to foster the evolution and development
of information technology resource management and
to encourage the integration and utilization of new
and existing campus computing, communications,
and media tools and applications. In addition IT also
supports the teaching/learning process, research,
scholarship and creative activities,
academic/administrative services, and local regional
public outreach. IT takes pride in that it is guided by
the following principles:
-- Be responsive to the changing information
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resource technology needs of a highly diverse
student, faculty, and staff community.
-- Offer support and leadership through collaborative
efforts with faculty, student, and staff.
-- In a participative manner, perpetuate information
resource technology integration as a part of the
academic and administrative fabric covering all
programs.
-- Aggressively respond to the tactical objectives set
forth by the campus strategic plan.
-- Advance CSUSB as one of the foremost
teaching/learning environments in higher education
by applying, as appropriate, technology solutions.
The Administrative Computing Service office of
IT is the entity directly involved in the
faculty/staff/student team. This is the office that
provided the staff and supports the student interns
for mobile app products. One of the missions of IT is
to support teaching/learning process for students and
so the faculty/staff/student team is directly relevant
to this mission. The mobile app products that were
created are relevant to being responsive to the
changing information resource technology needs of
a highly diverse student, faculty, and staff
community.
Currently the campus is focused on delivering
the core administrative system (PeopleSoft) and
LMS to desktops via both wired and wireless
connections with good reliability and maximum
speed. In the past two years, the campus saw the
increasing number of mobile devices connecting to
campus networks and retrieving information in the
same volume as desktops and laptops. ACS/IT
recognized the opportunity to use mobile devices
and partnered with the School of Computer Science
& Engineering to form the faculty/staff/student
team.
During the development of mobile app products
with the faculty/staff/student team, there were
sensitive information (such as enrolled classes,
grades, student account information, and making
payments) that must be kept secured while students
and student interns are working on the mobile app
products. So for security reasons, staff in the ACS
developed service call libraries for student
developers, which encapsulated the database
connection configurations, SQL queries, and query
result sets. Developers just need to reference the
service calls and will receive the proper result for the
mobile app needs without direct interaction with the
student information systems, HR systems, or finance
systems. In doing so, ACS is able to protect private
and confidential information from the student
developers but at the same time make the
information available at the developer’s finger tips.
Two presentation/demonstration were made at
the Administrative Council meetings: 01 August
2011 and 08 October 2012. The former president,
Dr. Al Karnig, and current president Dr. Tomas
Morales and the members of the Administrative
Council were all impressed by the students’
presentation and all supported the
faculty/staff/student team and the mobile app
products that were presented and demonstrated.
Another presentation/demonstration was made to the
Philanthropic Foundation Board of Directors on 08
December 2011 and again all were impressed by the
work and the professional way the students
presented the mobile app product. President Karnig
and other upper administration officers were present
at that meeting.
4.2 Evolution of Faculty/Staff/Student
Team
The mobile app products started in the
undergraduate software engineering class (CSE 455)
taught by Dr. Concepcion where prototypes were
developed first and then continued development
after the class is over. Then through students’
independent studies and senior projects and student
interns working at the ACS/IT, the development is
continued. The software engineering class is offered
only in winter term, and in the following spring and
summer, the faculty/staff/student team continued to
work on the mobile app products until it is published
usually in the fall term.
We started this cycle of development in winter
2011 when Sunny Lin and Tiffany Chiang from
ACS/IT suggested to Dr. Concepcion to undertake a
mobile app project in my software engineering class
because ACS/IT had been wanting to start a
capability in the campus to develop their own
mobile app products. The winter 2011 software
engineering class created the first prototype of
CSUSB Mobile and after several former students of
CSE 455 using independent studies continued
working on the product in spring and summer 2011,
CSUSB Mobile v. 1 was published in Fall 2011. The
ACS/IT in summer 2011, created two student intern
positions to maintain and continue the development
of CSUSB Mobile.
The next winter 2012 software engineering class,
the students created again prototypes of three new
mobile app projects: CSUSB Library, CSUSB
RecSports, and Tour CSUSB. Again several students
continued the development via independent studies
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and senior projects, and in Winter 2012, these three
new mobile apps were published in both the Apple
App Store and the Google Play market. At this time,
ACS/IT obtained a Student Vital Technology
Initiative grant to support two additional student
intern positions, bringing the total number of student
interns at four. ACS/IT staff provided the support for
student’s use of the university servers and databases.
A supporting class is CSE 322 (Web
Programming) which is taught by Dr. David A.
Turner. In this class, the students learn PHP,
JavaScript, CSS, and PhoneGap. These are
programming languages and mobile technologies
that are essential to mobile app projects. Although
CSE 322 is not a pre-requisite to CSE 455, students
who have taken this course before taking CSE 455
form part of a core of students who will be the major
developers and programmers for the mobile app
projects in CSE 455.
In winter 2013, Dr. Concepcion taught again the
software engineering class and this time we had six
new clients: Water Resource Institute, Student
Advising, Coyote Radio, Museum, Sodexo, and
Chancellor’s Office “How to get to college.” The
whole process is repeated. The faculty/staff/student
team is an appropriate model to use in sustaining the
mobile app projects for a very long time.
5 QUALITY, PERFORMANCE,
AND PRODUCTIVITY
MEASUREMENTS
Tools such as the browser add-ons Firebug and
YSlow! for Mozilla Firefox and the built-in Chrome
Development tools were used to test load times,
quality of code, number of external HTTP calls and
DNS look-ups, and verify caching is in place.
Improvement was based on comparisons
between major and minor versions. Page load speed,
page size, reduction in HTTP calls, and quality of
code were major factors in determining
improvements throughout the application updates.
Weekly meetings were held to discuss progress,
improvements, and new features to implement.
The following are specifically measured: number
of HTTP requests, gzip compressions, CSS and java
script minification, number of URL redirects,
avoiding invalid links, page load speed, and page
size.
The measurement is determined by demand of
Web traffic. Especially for high visited pages to
understand how efficient we can deliver contents to
end users. The categories of information we are
collecting includes Web object name and path,
method status, type size, latency, and over all
timeline for delivery. The Firefox add-on YSlow!
gives grade levels on these measurements and these
grades are used as a basis for quality and
performance.
6 CONCLUSIONS
In conclusion, the faculty/staff/student team is a very
appropriate model of collaboration between the
ACS/IT Division and the School of Computer
Science & Engineering/College of Natural Sciences
in creating the capability of the campus to produce
mobile app products not only for the students in
campus but also external entities that would require
such services. The ultimate result is the greatest
learning experience by the students. We have also
shown that we can produce good quality mobile app
products following the principles of software
engineering.
6.1 Student Learning and Education
(Blumenfeld, 1991) stated that investigation by
students is responsible for sustaining the doing and
supporting the learning. Students in software
engineering are encouraged to investigate and find
answers that are not available in textbooks or in the
classroom lectures, such as finding what the clients
really want on the mobile app, how to design and
plan the entire project so it delivered by the finals
day of the term, studying new technologies and
languages, searching answers on the different chat
and Web sites, and other activities that are part of
the development process but not taught in class. The
SOTE scores reflect their perception on whether
they are learning and how the instructor is teaching
the course materials but they have actually learned
when they deliver the completed mobile app by the
finals day to the client.
The faculty/staff/student provided the sustaining
and supporting the learning for PBL. This team
provided the expertise and consultancy for students
in software engineering for guidance and directions
in the development of the mobile app products since
about 90% of the students in class have never
programmed in JavaScript, HTML5, CSS,
Objective-C, XCode, and PhoneGap, and they
needed the initial help and training in the first few
weeks of the class to learn how to use these mobile
technologies and languages.
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Then after the software engineering class is over, the
faculty/staff/student team continue the development
of the prototype mobile app products until they are
published in both Google Play and App Store later
on. The team is assisted by several former software
engineering students enrolled in independent studies
or senior projects.
Although these were good benefits to the
students’ learning software engineering, there is also
a weakness, which was described by (Lee 2012).
This is called social loafing where some students
may not perform as expected and thus create
dissatisfaction within the team. Since the grade is
given as a team grade, these students who did not
perform also get the same grade. Last 2013, we have
experimented on having the student project manager
or the team lead, with the assistance and approval of
the instructor, to “fire” the student who is not
performing his/her task. The student who is fired is
given another task by the instructor, which may or
may not be related to the project being developed by
the team.
6.2 Customer Satisfaction and Future
Projects
As of this writing, CSUSB Mobile averages a solid
1.5K visitors per day, peaking at 2.5K unique
visitors recently. Both CSUSB Library and CSUSB
RecSports were announced as available for students
use. The Tour CSUSB is going to be used as a
recruiting tool both here in California and abroad. A
second version is underway to be produced in four
other languages: Korean, Japanese, Chinese, and
Spanish. Our clients are very satisfied and are
looking to upgrading their current versions. Five
new mobile app products will be added this fall
2013: Sodexo Dining, RAFFMA Museum, Coyote
Radio, Student Advising, and Slidewinder (an iOS
mobile game).
Norco College, in partnership with CSUSB,
obtained a Title V (Habilidades Unidos) grant for 5
years which began in Fall 2011. The goal of the
grant is to establish a 2+2 pipeline bachelor’s
program from Norco to CSUSB in commercial
music, graphics art, and mobile and game
development. The first program is with the
Department of Music, the second is with the
Department of Art, and the third is with the School
of Computer Science & Engineering. Both Dr.
Concepcion and Dr. Turner are the faculty
responsible for this part of the grant. The grant
supports the faculty/staff/student team with
equipment and computers needed for the mobile app
products.
CSUSB benefits from this by having mobile app
products available to campus students and we are
sharing the development framework and software
developed to all other CSU campuses. We are
currently having communications with the
Chancellor’s Office, on the Distressed Students
project. The Arrowhead Credit Union, a local
company, has contacted us to build a charitable
foundation mobile app for them. Sodexo, a world-
wide company on food services, has agreed to
develop a pioneer mobile app for their food service
at our campus. Another local company, Innovative
Economy Crowd, is consulting with us on an mobile
engineering applications.
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