6 research outputs found

    ACM/IEEE-CS information technology curriculum 2017: A status update

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    The IT2008 Curriculum Guidelines for Undergraduate Degree Programs in Information Technology has been showing its age, and in 2014, the ACM Education Board agreed to oversee the creation of a revision, now being referred to as IT2017. Much progress has been made, and a version 0.6 will be ready by Oct 2016. All proposed panel members are members of the IT2017 Task Group

    Industry and faculty surveys call for increased collaboration to prepare information technology graduates

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    Academic and industry collaborations can help improve computing curricula and student learning experiences. Such collaborations are formally encouraged by accreditation standards. Through the auspices of ACM and IEEE-CS, the IT2017 task group is updating curriculum guidelines for information technology undergraduate degree programs, similar to the regular updates for other computing disciplines. The task group surveyed curriculum preferences of both faculty and industry. The authors, with the group\u27s cooperation, compare US faculty and US industry preferences in mathematics, IT knowledge areas, and student workplace skill sets. Faculty and industry share common ground, which supports optimism about their productive collaboration, but are also distinct enough to justify the effort of actively coordinating with each other

    An Overview of the New ACM/IEEE Information Technology Curricular Framework

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    ACM and IEEE have developed a curricular report titled, “Information Technology Curricula 2017: Curriculum Guidelines for Baccalaureate Degree Programs in Information Technology,” known also as IT2017. The development of this report has received worldwide content contributions from industry and academia through surveys as well as many international conferences and workshops. An open online publication of the report was made available in December 2017. This paper presents a digest of the content of the report, the IT curricular framework, and suggestions for its use in developing new information technology programs or enhancing existing ones. The heart of the IT curricular framework is a set of competencies identified through knowledge, skills, and dispositions, as supported by pedagogical research. The paper also describes ways in which institutions could use the curricular framework not only to develop information technology degree programs, but also to improve and enhance related computing programs

    A Competency-based Approach toward Curricular Guidelines for Information Technology Education

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    The Association for Computing Machinery and the IEEE Computer Society have launched a new report titled, Curriculum Guidelines for Baccalaureate Degree Programs in Information Technology (IT2017). This paper discusses significant aspects of the IT2017 report and focuses on competency-driven learning rather than delivery of knowledge in information technology (IT) programs. It also highlights an IT curricular framework that meets the growing demands of a changing technological world in the next decade. Specifically, the paper outlines ways by which baccalaureate IT programs might implement the IT curricular framework and prepare students with knowledge, skills, and dispositions to equip graduates with competencies that matter in the workplace. The paper suggests that a focus on competencies allows academic departments to forge collaborations with employers and engage students in professional practice experiences. It also shows how professionals and educators might use the report in reviewing, updating, and creating baccalaureate IT degree programs worldwide

    Creating a Multifarious Cyber Science Major

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    Existing approaches to computing-based cyber undergraduate majors typically take one of two forms: a broad exploration of both technical and human aspects, or a deep technical exploration of a single discipline relevant to cybersecurity. This paper describes the creation of a third approach—a multifarious major, consistent with Cybersecurity Curricula 2017, the ABET Cybersecurity Program Criteria, and the National Security Agency Center for Academic Excellence—Cyber Operations criteria. Our novel curriculum relies on a 10-course common foundation extended by one of five possible concentrations, each of which is delivered through a disciplinary lens and specialized into a highly relevant computing interest area serving society’s diverse cyber needs. The journey began years ago when we infused cybersecurity education throughout our programs, seeking to keep offerings and extracurricular activities relevant in society’s increasingly complex relationship with cyberspace. This paper details the overarching design principles, decision-making process, benchmarking, and feedback elicitation activities. A surprising key step was merging several curricula proposals into a single hybrid option. The new major attracted a strong initial cohort, meeting our enrollment goals and exceeding our diversity goals. We provide several recommendations for any institution embarking on a process of designing a new cyber-named major

    Lived Experiences of Instructional Designers Who Designed Online Information Technology Courses With Hands-On Activities

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    As part of the process for designing an online information technology (IT) course, hands-on activities may be included; however, the literature has not readily revealed the best practices and challenges instructional designers (IDs) face with including hands-on activities in an online IT course. Research has shown that hands-on learning increases student performance and engagement and prepares IT students for the workforce. The purpose of this qualitative, descriptive, phenomenological study was to explore the lived experiences of IDs in the development of an online IT course when the course included hands-on activities. Constructivism and active learning were used as the conceptual framework. Semistructured interviews with 11 IDs were conducted to understand their unique experiences, including any challenges they faced or recommendations they had for improvement to the course design experience for including hands-on activities in an online IT course. Data were analyzed using the Colaizzi method of data analysis. The study revealed that challenges with subject matter experts, the technology used to support hands-on activities, and resistance to active learning were three main challenges IDs experienced. The study also revealed recommendations for success including leveraging IDs to provide the student perspective and ensuring IDs are skilled in project management and communication. The findings of this study contribute to social change because education is a positive force for change and online IT-related education continues to grow. The findings could be used to increase access to hands-on IT activities for underserved student populations who are unable to attend a brick-and-mortar institution and are experiencing their IT education online
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