26,482 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

    Game Development for Computer Science Education (Extended Abstract)

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    Educators have long used digital games as platforms for teaching. Games tend to have several qualities that aren’t typically found in homework: they situate problems within a compelling alternate reality that unfolds through intriguing narrative, they draw more upon a player’s intrinsic motivations than extrinsic ones, they facilitate deliberate low intensity practice, and they emphasize a spirit of play instead of work. At ITiCSE 2016, this working group convened to survey the landscape of existing digital games that have been used to teach and learn computer science concepts. Our group discovered that these games lacked explicitly defined learning goals and even less evaluation of whether or not the games achieved these goals. As part of this process, we identified and played over 120 games that have been released or described in literature as means for learning computer science concepts. In our report, we classified how these games support the learning objectives outlined in the ACM/IEEE Computer Science Curricula 2013. While we found more games than we expected, few games explicitly stated their learning goals and even fewer were evaluated for their capacity to meet these goals. Most of the games we surveyed fell into two categories: short-lived proof-of-concept projects built by academics or closed-source games built by professional developers. Gathering adequate learning data is challenging in either situation. Our original intent for the second year of our working group was to prepare a comprehensive framework for collecting and analyzing learning data from computer science learning games. Upon further discussion, however, we decided that a better next step is to validate the design and development guidelines that we put forth in our final report for ITiCSE 2016. We extend this working group to a second year—with a mission to collaboratively develop a game with clearly defined learning objectives and define a methodology for evaluating its capacity to meet its goals

    Designing and Delivering a Curriculum for Data Science Education across Europe

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    Data is currently being produced at an incredible rate globally, fuelled by the increasing ubiquity of the Web, and stoked by social media, sensors, and mobile devices. However, as the amount of available data continues to increase, so does the demand for professionals who have the necessary skills to manage and manipulate this data. This paper presents the European Data Science Academy (EDSA), an initiative for bridging the data science skills gap across Europe and training a new generation of world-leading data scientists. The EDSA project has established a rigorous process and a set of best practices for the production and delivery of curricula for data science. Additionally, the project’s efforts are dedicated to linking the demand for data science skills with the supply of learning resources that offer these skills

    Investing In Results: How Business Roundtable Is Supporting Proven Education Reforms

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    The CEO effort to expand on what's working started in 2013 when Business Roundtable launched its Education Philanthropy Initiative. Two years later, this report examines how the five programs selected for their outstanding work in K-12 education reform have reached more students and improved educational outcomes as a result of the more than $15 million contributed to the Initiative by Roundtable CEOs

    New York State's New Standards

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    Since 2009, the National Governor's Association (NGA) and the Council of Chief State School Officers (CCSSO) have been working to develop common standards -- skills and areas of knowledge -- for English Language Arts and Mathematics in grades K through 12 in the nation's public schools. Adoption of the new "Common Core State Standards" is voluntary for the states. But the federal Department of Education made adoption of the standards a requirement for states to receive certain federal grant monies, so most states, including New York, have adopted them.New York State's Board of Regents formally adopted the Common Core State Standards in 2010, and will begin to implement them in public schools across the state in September of 2012.What are the Common Core Standards, and why is there so much controversy surrounding them? What are the promises and challenges of Common Core Standards

    TRIANGLE OF INNOVATION IN IT INDUSTRY

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    In last decade, Romanian IT sector register a sustained grown up, accordingly with official statistics. Also, by Romanian adhesion to EU, the emergent market to this sector is growing to entire European coverage. So, new technologies must be applied, together with relative low cost for labor, in order to maintain advantages in front of competitors. In this case some innovation and R&D structure has been shaped, bringing together enterprises, education organisms and government subsidiaries. So, in this article we will debate three different R&D structure types, in context of innovation, structures that are working in Romanian-American University.innovation management, information systems, R&D management, knowledge management

    The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty

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    Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products

    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
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