43,253 research outputs found

    Rancangan Pembelajaran Berbasis Projek Program Studi Rekayasa Keamanan Siber Politeknik Negeri Batam

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    Project-Based Learning (PBL) is a learning method that is based on Student-Centered Learning activities by conducting active exploration of learning and solving existing problems. The PBL method has been believed in increasing student motivation, competence and soft skills. This is the basis for Cyber Security Engineering Study Program, Informatics Engineering Department, Politeknik Negeri Batam to transform, develop conventional-based learning towards PBL. Existing PBL-based learning implementations also vary depending on the project, problem, or product produced. This study provides an overview of the PBL design by providing examples of projects that can be carried out, as well as the stages of implementing PBL that follow the industry standards (hardware, software, services) through Agile method. This is the first step in realizing the implementation of PBL in the study program so that it can improve student soft skills and hard skills in solving problems especially in Cyber Security field.Pembelajaran berbasis projek atau Project-Based Learning (PBL) merupakan salah satu metode pembelajaran yang berpusat pada aktivitas pembelajaran mahasiswa (Student-Centered Learning) dengan melakukan eksplorasi aktif terhadap pembelajaran serta menyelesaikan permasalahan yang ada. Metode PBL telah dipercaya dapat membantu dalam meningkatkan motivasi, kompetensi serta softskills mahasiswa dalam belajar. Hal ini menjadi dasar bagi Program Studi Rekayasa Keamanan Siber, Jurusan Teknik Informatika, Politeknik Negeri Batam untuk bertransformasi mengembangkan pembelajaran berbasis konvensional ke arah pembelajaran berbasis PBL. Implementasi pembelajaran berbasis PBL yang ada juga beraneka ragam tergantung dari projek, permasalahan, atau produk yang dihasilkan. Studi ini memberikan gambaran mengenai rancangan PBL Program Studi Rekayasa Keamanan Siber dengan memberikan contoh projek yang dapat dilakukan, serta tahapan pelaksanaan PBL yang benar-benar mengikuti standar pelaksanaan projek di industri (hardware, software, services) melalui metode Agile. Hal ini merupakan langkah awal dalam mewujudkan pelaksanaan PBL di program studi tersebut sehingga dapat meningkatkan soft skills maupun hard skills mahasiswa dalam memecahkan permasalahan di bidang Keamanan Siber

    Teaching programming with computational and informational thinking

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    Computers are the dominant technology of the early 21st century: pretty well all aspects of economic, social and personal life are now unthinkable without them. In turn, computer hardware is controlled by software, that is, codes written in programming languages. Programming, the construction of software, is thus a fundamental activity, in which millions of people are engaged worldwide, and the teaching of programming is long established in international secondary and higher education. Yet, going on 70 years after the first computers were built, there is no well-established pedagogy for teaching programming. There has certainly been no shortage of approaches. However, these have often been driven by fashion, an enthusiastic amateurism or a wish to follow best industrial practice, which, while appropriate for mature professionals, is poorly suited to novice programmers. Much of the difficulty lies in the very close relationship between problem solving and programming. Once a problem is well characterised it is relatively straightforward to realise a solution in software. However, teaching problem solving is, if anything, less well understood than teaching programming. Problem solving seems to be a creative, holistic, dialectical, multi-dimensional, iterative process. While there are well established techniques for analysing problems, arbitrary problems cannot be solved by rote, by mechanically applying techniques in some prescribed linear order. Furthermore, historically, approaches to teaching programming have failed to account for this complexity in problem solving, focusing strongly on programming itself and, if at all, only partially and superficially exploring problem solving. Recently, an integrated approach to problem solving and programming called Computational Thinking (CT) (Wing, 2006) has gained considerable currency. CT has the enormous advantage over prior approaches of strongly emphasising problem solving and of making explicit core techniques. Nonetheless, there is still a tendency to view CT as prescriptive rather than creative, engendering scholastic arguments about the nature and status of CT techniques. Programming at heart is concerned with processing information but many accounts of CT emphasise processing over information rather than seeing then as intimately related. In this paper, while acknowledging and building on the strengths of CT, I argue that understanding the form and structure of information should be primary in any pedagogy of programming

    Modernizing PHCpack through phcpy

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    PHCpack is a large software package for solving systems of polynomial equations. The executable phc is menu driven and file oriented. This paper describes the development of phcpy, a Python interface to PHCpack. Instead of navigating through menus, users of phcpy solve systems in the Python shell or via scripts. Persistent objects replace intermediate files.Comment: Part of the Proceedings of the 6th European Conference on Python in Science (EuroSciPy 2013), Pierre de Buyl and Nelle Varoquaux editors, (2014

    A distributed agent architecture for real-time knowledge-based systems: Real-time expert systems project, phase 1

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    We propose a distributed agent architecture (DAA) that can support a variety of paradigms based on both traditional real-time computing and artificial intelligence. DAA consists of distributed agents that are classified into two categories: reactive and cognitive. Reactive agents can be implemented directly in Ada to meet hard real-time requirements and be deployed on on-board embedded processors. A traditional real-time computing methodology under consideration is the rate monotonic theory that can guarantee schedulability based on analytical methods. AI techniques under consideration for reactive agents are approximate or anytime reasoning that can be implemented using Bayesian belief networks as in Guardian. Cognitive agents are traditional expert systems that can be implemented in ART-Ada to meet soft real-time requirements. During the initial design of cognitive agents, it is critical to consider the migration path that would allow initial deployment on ground-based workstations with eventual deployment on on-board processors. ART-Ada technology enables this migration while Lisp-based technologies make it difficult if not impossible. In addition to reactive and cognitive agents, a meta-level agent would be needed to coordinate multiple agents and to provide meta-level control

    Disability in a Technology-Driven Workplace

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    New Internet and Web-based technology applications have meant significant cost and time efficiencies to many American businesses. However, many employers have not yet fully grasped the impact of these new information and communication technologies on applicants and employees with certain disabilities such as vision impairments, hearing problems or limited dexterity. Although not all applicants and employees who have a disability may experience IT-access problems, to select groups it can pose a needless barrier. The increasing dominance of IT in the workplace presents both a challenge and an opportunity for workers with disabilities and their employers. It will be up to HR professionals to ensure that Web-based HR processes and workplace technologies are accessible to their employees with disabilities.

    The repository-based software engineering program: Redefining AdaNET as a mainstream NASA source

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    The Repository-based Software Engineering Program (RBSE) is described to inform and update senior NASA managers about the program. Background and historical perspective on software reuse and RBSE for NASA managers who may not be familiar with these topics are provided. The paper draws upon and updates information from the RBSE Concept Document, baselined by NASA Headquarters, Johnson Space Center, and the University of Houston - Clear Lake in April 1992. Several of NASA's software problems and what RBSE is now doing to address those problems are described. Also, next steps to be taken to derive greater benefit from this Congressionally-mandated program are provided. The section on next steps describes the need to work closely with other NASA software quality, technology transfer, and reuse activities and focuses on goals and objectives relative to this need. RBSE's role within NASA is addressed; however, there is also the potential for systematic transfer of technology outside of NASA in later stages of the RBSE program. This technology transfer is discussed briefly

    System testing of a production Ada (trademark) project: The GRODY study

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    The use of the Ada language and design methodologies that utilize its features has a strong impact on all phases of the software development project lifecycle. At the National Aeronautics and Space Administration/Goddard Space Flight Center (NASA/GSFC), the Software Engineering Laboratory (SEL) conducted an experiment in parallel development of two flight dynamics systems in FORTRAN and Ada. The teams found some qualitative differences between the system test phases of the two projects. Although planning for system testing and conducting of tests were not generally affected by the use of Ada, the solving of problems found in system testing was generally facilitated by Ada constructs and design methodology. Most problems found in system testing were not due to difficulty with the language or methodology but to lack of experience with the application
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