56,012 research outputs found

    IT2017 Report: Implementing A Competency-Based Information Technology Program (Panel)

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    ACMand IEEE have developed a computing curriculum report titled Information Technology Curricular 2017: Curriculum Guidelines for Undergraduate Degree Programs in Information Technology, also known as IT2017 [4]. The development of this report has received content contributions from industry and academia through surveys as well as many international conferences and workshops. Open online publication of the report became available in fall of 2017. In this special session, �ve members of the IT2017 executive committee will present a digest of the content of the report, describe the proposed IT curricular framework, and facilitate open and vigorous discussion of the report\u27s guidelines for developing new information technology programs or enhancing existing ones. The novelty of the report is its focus on industry-informed competencies that IT graduates should have to meet the growing demands of a changing technological world in the next decade. The experience should provide a better understanding of IT in a modern age

    Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban Scale

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    Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design activities are somewhat limited. In this paper, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a smart city project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising participatory design at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city

    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

    Ethical Issues in Empirical Studies of Software Engineering

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    The popularity of empirical methods in software engineering research is on the rise. Surveys, experiments, metrics, case studies, and field studies are examples of empirical methods used to investigate both software engineering processes and products. The increased application of empirical methods has also brought about an increase in discussions about adapting these methods to the peculiarities of software engineering. In contrast, the ethical issues raised by empirical methods have received little, if any, attention in the software engineering literature. This article is intended to introduce the ethical issues raised by empirical research to the software engineering research community, and to stimulate discussion of how best to deal with these ethical issues. Through a review of the ethical codes of several fields that commonly employ humans and artifacts as research subjects, we have identified major ethical issues relevant to empirical studies of software engineering. These issues are illustrated with real empirical studies of software engineering

    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

    Multinational perspectives on information technology from academia and industry

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    As the term \u27information technology\u27 has many meanings for various stakeholders and continues to evolve, this work presents a comprehensive approach for developing curriculum guidelines for rigorous, high quality, bachelor\u27s degree programs in information technology (IT) to prepare successful graduates for a future global technological society. The aim is to address three research questions in the context of IT concerning (1) the educational frameworks relevant for academics and students of IT, (2) the pathways into IT programs, and (3) graduates\u27 preparation for meeting future technologies. The analysis of current trends comes from survey data of IT faculty members and professional IT industry leaders. With these analyses, the IT Model Curricula of CC2005, IT2008, IT2017, extensive literature review, and the multinational insights of the authors into the status of IT, this paper presents a comprehensive overview and discussion of future directions of global IT education toward 2025

    Maintaining an ethical balance in the curriculum design of games-based degrees.

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    In February 2011, games-based degrees were subjected to the scrutiny of the Livingstone- Hope report into the future of education in the fields of video games and visual effects. The report delivers a damning appraisal of the education system’s ability to fulfil skills shortages in these creative industries, and makes a range of proposals for changing education in both schools and universities to meet the needs of these sectors. This paper discusses the findings of this report from the perspective of higher education, with particular emphasis on the complex ethical considerations of designing a curriculum for games-based degrees. The argument for taking a broader perspective on this issue is illustrated through discussion of Games Software Development degrees at Sheffield Hallam University

    Restart: The Resurgence of Computer Science in UK Schools

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    Computer science in UK schools is undergoing a remarkable transformation. While the changes are not consistent across each of the four devolved nations of the UK (England, Scotland, Wales and Northern Ireland), there are developments in each that are moving the subject to become mandatory for all pupils from age 5 onwards. In this article, we detail how computer science declined in the UK, and the developments that led to its revitalisation: a mixture of industry and interest group lobbying, with a particular focus on the value of the subject to all school pupils, not just those who would study it at degree level. This rapid growth in the subject is not without issues, however: there remain significant forthcoming challenges with its delivery, especially surrounding the issue of training sufficient numbers of teachers. We describe a national network of teaching excellence which is being set up to combat this problem, and look at the other challenges that lie ahead
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