46,843 research outputs found

    ACM Curriculum Reports: A Pedagogic Perspective

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    In this paper, we illuminate themes that emerged in interviews with participants in the major curriculum recommendation efforts: we characterize the way the computing community interacts with and influences these reports and introduce the term “pedagogic projection” to describe implicit assumptions of how these reports will be used in practice. We then illuminate how this perceived use has changed over time and may affect future reports

    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, ïżœve 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

    Web Science: expanding the notion of Computer Science

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    Academic disciplines which practice in the context of rapid external change face particular problems when seeking to maintain timely, current and relevant teaching programs. In different institutions faculty will tune and update individual component courses while more radical revisions are typically departmental-wide strategic responses to perceived needs. Internationally, the ACM has sought to define curriculum recommendations since the 1960s and recognizes the diversity of the computing disciplines with its 2005 overview volume. The consequent rolling program of revisions is demanding in terms of time and effort, but an inevitable response to the change inherent is our family of specialisms. Preparation for the Computer Curricula 2013 is underway, so it seems appropriate to ask what place Web Science will have in the curriculum landscape. Web Science has been variously described; the most concise definition being the ‘science of decentralized information systems’. Web science is fundamentally interdisciplinary encompassing the study of the technologies and engineering which constitute the Web, alongside emerging associated human, social and organizational practices. Furthermore, to date little teaching of Web Science is at undergraduate level. Some questions emerge - is Web Science a transient artifact? Can Web Science claim a place in the ACM family, Is Web Science an exotic relative with a home elsewhere? This paper discusses the role and place of Web Science in the context of the computing disciplines. It provides an account of work which has been established towards defining an initial curriculum for Web Science with plans for future developments utilizing novel methods to support and elaborate curriculum definition and review. The findings of a desk survey of existing related curriculum recommendations are presented. The paper concludes with recommendations for future activities which may help us determine whether we should expand the notion of computer science

    Learning requirements engineering within an engineering ethos

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    An interest in educating software developers within an engineering ethos may not align well with the characteristics of the discipline, nor address the underlying concerns of software practitioners. Education for software development needs to focus on creativity, adaptability and the ability to transfer knowledge. A change in the way learning is undertaken in a core Software Engineering unit within a university's engineering program demonstrates one attempt to provide students with a solid foundation in subject matter while at the same time exposing them to these real-world characteristics. It provides students with a process to deal with problems within a metacognitive-rich framework that makes complexity apparent and lets students deal with it adaptively. The results indicate that, while the approach is appropriate, student-learning characteristics need to be investigated further, so that the two aspects of learning may be aligned more closely

    Representative Names of Computing Degree Programs Worldwide

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    Through the auspices of ACM and with support from the IEEE Computer Society, a task group charged to prepare the IT2017 report conducted an online international survey of computing faculty members about their undergraduate degree programs in computing. The purpose of this survey was to clarify the breadth of and disparities in nomenclature used by diverse communities in the computing field, where a word or phrase can mean different things in different computing communities. This paper examines the English-language words and phrases used to name the computing programs of almost six hundred survey respondents, and the countries in which those names are used. Over eight hundred program names analysed in this paper reveal six program names that together account for more than half of all program names. The paper goes on to consider possible correspondence between reported program names and the five areas of computing identified by the ACM. Names such as computer science and information technology appear to dominate, but with different meanings, while the names of other computing disciplines show clear geographic preferences. Convergence towards a very small number of highly representative program names in computing education worldwide might be deceptive. The paper calls for further examination and international collaborations to align program names with program curriculum content

    Tactons: structured tactile messages for non-visual information display

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    Tactile displays are now becoming available in a form that can be easily used in a user interface. This paper describes a new form of tactile output. Tactons, or tactile icons, are structured, abstract messages that can be used to communicate messages non-visually. A range of different parameters can be used for Tacton construction including: frequency, amplitude and duration of a tactile pulse, plus other parameters such as rhythm and location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or in mobile and wearable devices. This paper describes Tactons, the parameters used to construct them and some possible ways to design them. Examples of where Tactons might prove useful in user interfaces are given

    A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem

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    There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS
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