42,597 research outputs found

    A gentle transition from Java programming to Web Services using XML-RPC

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    Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)

    Gift Young Engineers: An Extra-Curricular Initiative for Updating Computer and Electrical Engineering Courses

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    The curricula of engineering courses are well defined by the central government for all Brazilian universities. Indeed, there are some mandatory determinations that must be fulfilled prior to the accreditation of any engineering course in Brazil. Modifications must be submitted for evaluation beforehand, resulting in a process that sometimes takes years to be approved. That is a secure way to guarantee that the fundamentals of each engineering program will be part of the students’ carrier all over the country, and at the same time a problem when you need to introduce new technological subjects. That poses a problem when you have new demands for technological curricular components that could express the actual state of the art of modern subjects. Trying to solve these issues some professors from the Federal University of Amazonas developed a flexible extra-curricular program for electrical and computer engineering courses, named Gift Young Engineers. This paper describes the philosophy of these extra-curricular programs. Some examples of successful particular partnerships are also discussed. Indeed the proposed training programs for Digital TV Systems (hardware and software) will be presented and analyzed in details. The obtained results will also be discussed in order to contribute to similar experiences worldwide

    Principles in Patterns (PiP) : Institutional Approaches to Curriculum Design Institutional Story

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    The principal outputs of the PiP Project surround the Course and Class Approval (C-CAP) system. This web-based system built on Microsoft SharePoint addresses and resolves many of the issues identified by the project. Generally well received by both academic and support staff, the system provides personalised views, adaptive forms and contextualised support for all phases of the approval process. Although the system deliberately encapsulates and facilitates existing approval processes thus achieving buy-in, it is already achieving significant improvements over the previous processes, not only in reducing the administrative overheads but also in supporting curriculum design and academic quality. The system is now embedded across three faculties and is now considered by the University of Strathclyde to be a "core institutional service". Alongside the C-CAP system the PiP Project also cultivated a suite of approaches: an incremental systems development methodology; a structured and replicable evaluation approach, and; Strathclyde's Lean Approach to Efficiencies in Education Kit (SLEEK) business process improvement methodology Each is based on recognised formal techniques, providing the basis for a rigorous approach. This is contextualised within and adapted to the HE institutional context thus building the foundation not only for the project but ultimately for institution wide process improvement. This "institutional story" report summarises the principal outcomes of the Project

    Towards a Software Product Line Architecture to Build M-learning Applications for the Teaching of Programming

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    Software Product Line (SPL) is concerned with the sharing of common features within a family of products. It offers benefits, proven in several industry success cases. Regardless of its success, such a reuse-based development methodology has not been well explored in educational fields yet, as mobile platforms. In a different but related perspective, several initiatives have been undertaken as an attempt to improve the teaching of programming; however, no reuse approaches have been considered. In this paper we discuss the most significant approaches and methodologies for the conception of an SPL architecture according to the specificities of mobile devices and the teaching of programming. As main contributions, we highlight the identification of a set of approaches that support the conduction of the initial SPL processes, the design of a conceptual architecture model, and its qualitative evaluation with stakeholder

    Investing in Youth Media: A Guide for Grantmakers

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    Investing in Youth Media is a compilation of success stories, lessons, and guidance for grantmakers interested in being part of the vibrant and growing field of youth media. It is a tool to help funders consider the value of youth media in connection to program areas such as civic engagement, the arts, education, youth development, and journalism.Why are funders becoming interested in youth media? Youth media organizations offer a broad impact that belies their often small sizes and even smaller budgets. They bring together youth development and social justice in a way that is both energizing and authentic. They offer new models for educating young people who have lost interest in school, bring youth voices to public attention, and offer opportunities for artistic exploration and career experiences.Programs are built on the best practices of positive youth development, teaching young people new skills and empowering them to make smart decisions, explore new horizons, and work toward their goals. Program graduates leave with skills in interviewing, researching, and storytelling. They learn how to develop an idea and stick with it until they get the project done. These skills become important for their professional and personal lives.At the same time, youth media organizations can engage young people in social justice issues that are important to them. Whether it's inequity in education, foster care conditions, or the politics of immigration, young people explore the landscape, develop opinions, and share those opinions, along with their personal experiences, through film, radio, and the printed word. Although they are still too young to vote, these young people have found a way to impact the issues that affect their lives.While most funders do not have a defined youth media program, many find that youth media is an effective component of their grantmaking strategy. The case studies that follow introduce youth media programs supported by a variety of small local funders and large international philanthropies. They illustrate the links between youth media and six other program areas: youth development, social change, youth voice, education, journalism, media arts, and field building.The resource list at the end of this publication includes contact information for all of the youth media organizations listed here as well as intermediaries and others who can help you consider, develop, and launch a youth media philanthropy program

    Інноваційні моделі навчання і підготовки кадрів для індустрії високих технологій в Україні

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    The problems of development of innovative learning environment of continuous education and training of skilled personnel for high-tech industry are described. Aspects of organization of ICT based learning environment of vocational and technical school on the basis of cloud computing and outsourcing are revealed. The three-stage conceptual model for perspective education and training of workers for high-tech industries is proposed. The model of cloud-based solution for design of learning environment for vocational education and training of skilled workers is introduced.У статті висвітлено проблеми розвитку інноваційного середовища навчання, неперервної освіти і підготовки кадрів для високотехнологічних галузей промисловості. Виявлено особливості організації інформаційно-освітнього середовища професійно-технічних навчальних закладів на основі технології хмарних обчислень і механізму аутсорсингу. Запропонована триступенева концептуальна модель навчання та підготовки кадрів для високотехнологічних галузей виробництва. Обґрунтовано моделі хмарних рішень для проектування середовища навчання для професійної освіти і підготовки високо кваліфікованих робітникі

    Mobile App Design for Teaching and Learning: Educators’ Experiences in an Online Graduate Course

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    This research explored how educators with limited programming experiences learned to design mobile apps through peer support and instructor guidance. Educators were positive about the sense of community in this online course. They also considered App Inventor a great web-based visual programming tool for developing useful and fully functioning mobile apps. They had great sense of empowerment through developing unique apps by using App Inventor. They felt their own design work and creative problem solving were inspired by the customized mobile apps shared by peers. The learning activities, including sharing customized apps, providing peer feedback, composing design proposals, and keeping design journals (blogging), complemented each other to support a positive sense of community and form a strong virtual community of learning mobile app design. This study helped reveal the educational value of mobile app design activities and the web-based visual programming tool, and the possibility of teaching/learning mobile app design online. The findings can also encourage educators to explore and experiment on the potential of incorporating these design learning activities in their respective settings, and to develop mobile apps for their diverse needs in teaching and learning

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    Evaluation of e-learning web sites using fuzzy axiomatic design based approach

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    High quality web site has been generally recognized as a critical enabler to conduct online business. Numerous studies exist in the literature to measure the business performance in relation to web site quality. In this paper, an axiomatic design based approach for fuzzy group decision making is adopted to evaluate the quality of e-learning web sites. Another multi-criteria decision making technique, namely fuzzy TOPSIS, is applied in order to validate the outcome. The methodology proposed in this paper has the advantage of incorporating requirements and enabling reductions in the problem size, as compared to fuzzy TOPSIS. A case study focusing on Turkish e-learning websites is presented, and based on the empirical findings, managerial implications and recommendations for future research are offered

    Implementation and design of a service-based framework to integrate personal and institutional learning environments

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    The landscape of teaching and learning has changed in recent years because of the application of Information and Communications technology. Among the most representative innovations in this regard are Learning Management Systems. Despite of their popularity in institutional contexts and the wide set of tools and services that they provide to learners and teachers, they present several issues. Learning Management Systems are linked to an institution and a period of time, and are not adapted to learners' needs. In order to address these problems Personal Learning Environments are defined, but it is clear that these will not replace Learning Management Systems and other institutional contexts. Both types of environment should therefore coexist and interact. This paper presents a service-based framework to facilitate such interoperability. It supports the export of functionalities from the institutional to the personal environment and also the integration within the institution of learning outcomes from personal activities. In order to achieve this in a flexible, extensible and open way, web services and interoperability specifications are used. In addition some interoperability scenarios are posed. The framework has been tested in real learning contexts and the results show that interoperability is possible, and that it benefits learners, teachers and institutions.Peer ReviewedPostprint (author's final draft
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