111,604 research outputs found

    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

    Business Process Management Education in Academia: Status, challenges, and Recommendations

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    In response to the growing proliferation of Business Process Management (BPM) in industry and the demand this creates for BPM expertise, universities across the globe are at various stages of incorporating knowledge and skills in their teaching offerings. However, there are still only a handful of institutions that offer specialized education in BPM in a systematic and in-depth manner. This article is based on a global educators’ panel discussion held at the 2009 European Conference on Information Systems in Verona, Italy. The article presents the BPM programs of five universities from Australia, Europe, Africa, and North America, describing the BPM content covered, program and course structures, and challenges and lessons learned. The article also provides a comparative content analysis of BPM education programs illustrating a heterogeneous view of BPM. The examples presented demonstrate how different courses and programs can be developed to meet the educational goals of a university department, program, or school. This article contributes insights on how best to continuously sustain and reshape BPM education to ensure it remains dynamic, responsive, and sustainable in light of the evolving and ever-changing marketplace demands for BPM expertise

    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

    Integrating mobile robotics and vision with undergraduate computer science

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    This paper describes the integration of robotics education into an undergraduate Computer Science curriculum. The proposed approach delivers mobile robotics as well as covering the closely related field of Computer Vision, and is directly linked to the research conducted at the authors’ institution. The paper describes the most relevant details of the module content and assessment strategy, paying particular attention to the practical sessions using Rovio mobile robots. The specific choices are discussed that were made with regard to the mobile platform, software libraries and lab environment. The paper also presents a detailed qualitative and quantitative analysis of student results, including the correlation between student engagement and performance, and discusses the outcomes of this experience

    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

    Latin American perspectives and the IT2017 curricular guidelines

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    The term information technology has many meanings for various stakeholders and continues to evolve. This discussion presents an overview of the developing curricular guidelines for rigorous, high quality, bachelor\u27s degree programs in information technology (IT), called IT2017. Panel participants will focus on Latin American academic and industry perspectives on IT undergraduate education. Discussion will seek to ascertain commonalities and differences between the current draft IT2017 report and perspectives from Latino/a professional and academic communities. It also addresses ways in which this endeavor contrasts with current practices in Latin America industry and academia

    The global hydrology education resource

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    This article is a selective overview of a range of contemporary teaching resources currently available globally for university hydrology educators, with an emphasis on web-based resources. Major governmental and scientific organizations relevant to the promotion of hydrology teaching are briefly introduced. Selected online teaching materials are then overviewed, i.e. PowerPoint presentations, course materials, and multimedia. A range of websites offering free basic hydrology modelling software are mentioned, together with some data file sources which could be used for teaching. Websites offering a considerable range of general hydrology links are also noted, as are websites providing international and national data sets which might be incorporated into teaching exercises. Finally, some discussion is given on reference material for different modes of hydrology teaching, including laboratory and field exercises

    Pirate plunder: game-based computational thinking using scratch blocks

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    Policy makers worldwide argue that children should be taught how technology works, and that the ‘computational thinking’ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education. Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct ‘code smells’ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These ‘smells’ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old. We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in ‘tutorials’; the player then completes a series of ‘challenges’ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program. The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies

    Educating the educators: Incorporating bioinformatics into biological science education in Malaysia

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    Bioinformatics can be defined as a fusion of computational and biological sciences. The urgency to process and analyse the deluge of data created by proteomics and genomics studies has caused bioinformatics to gain prominence and importance. However, its multidisciplinary nature has created a unique demand for specialist trained in both biology and computing. In this review, we described the components that constitute the bioinformatics field and distinctive education criteria that are required to produce individuals with bioinformatics training. This paper will also provide an introduction and overview of bioinformatics in Malaysia. The existing bioinformatics scenario in Malaysia was surveyed to gauge its advancement and to plan for future bioinformatics education strategies. For comparison, we surveyed methods and strategies used in education by other countries so that lessons can be learnt to further improve the implementation of bioinformatics in Malaysia. It is believed that accurate and sufficient steerage from the academia and industry will enable Malaysia to produce quality bioinformaticians in the future
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