79,975 research outputs found

    The use and evaluation of a simulation game to teach professional practice skills to undergraduate Architecture students

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    Architects are currently grappling to exploit new forms of communication made possible with developments in internet communication. At the same time, the construction industry is in a state of flux as novel project management systems are being introduced. Students need to understand the first principles of project management within the context of our changing environment. One of the best ways for students to learn about the legalities of the construction process is through role play and simulation, but there is a Catch 22. Unless students have a basic understanding of project management, the contractual process can be confusing and intimidating. Even fifth and sixth year architecture student are reluctant to ask practitioners questions, for fear of appearing ignorant. This paper describes the use of a web-based simulation game to deliver the Management, Practice and Law syllabus to Architecture Students. The web-based game allows students to critically observe the transformation of designs into buildings through the exploration of the contract management process. A questionnaire survey was used to assess the efficacy of the simulation game as a learning tool, and in particular the effectiveness of the web-based simulation in facilitating the development of professional practice skills in undergraduate Architecture students. The initial results of the assessment indicate that the simulation game is both a useful and complementary adjunct to traditional teaching and learning methods, as observed through the evaluation of outcomes, and helpful in developing generic professional practice skills of undergraduate students. Further game development will require more formal evaluation over a series of uses

    Software Engineering for Millennials, by Millennials

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    Software engineers need to manage both technical and professional skills in order to be successful. Our university offers a 5.5 year program that mixes computer science, software and computer engineering, where the first two years are mostly math and physics courses. As such, our students' first real teamwork experience is during the introductory SE course, where they modify open source projects in groups of 6-8. However, students have problems working in such large teams, and feel that the course material and project are "disconnected". We decided to redesign this course in 2017, trying to achieve a balance between theory and practice, and technical and professional skills, with a maximum course workload of 150 hrs per semester. We share our experience in this paper, discussing the strategies we used to improve teamwork and help students learn new technologies in a more autonomous manner. We also discuss what we learned from the two times we taught the new course.Comment: 8 pages, 9 tables, 4 figures, Second International Workshop on Software Engineering Education for Millennial

    Security and computer forensics in web engineering education

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    The integration of security and forensics into Web Engineering curricula is imperative! Poor security in web-based applications is continuing to cost organizations millions and the losses are still increasing annually. Security is frequently taught as a stand-alone course, assuming that security can be 'bolted on' to a web application at some point. Security issues must be integrated into Web Engineering processes right from the beginning to create secure solutions and therefore security should be an integral part of a Web Engineering curriculum. One aspect of Computer forensics investigates failures in security. Hence, students should be aware of the issues in forensics and how to respond when security failures occur; collecting evidence is particularly difficult for Web-based applications

    Some philosophical enquiries on E-learning: preparing the tomorrow business school

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    Emerging digital technologies and increasing interest in the computerized delivery of higher education have led to e-learning through electronic mail, the Internet, the World Wide Web (WWW), and multimedia. The major objective of this research outlet is to examine the e-learning evolution in business schools. Our research intentions are to investigate: 1. if universities understand the market dynamics (regarding to segmentation and crossing the chasm); 2. mapping the s-curve to student needs and 3. how business schools will change the value map. From the analysis of existing empirical evidence and our research results from 140 business students of the University of Ioannina (Greece) and 50 business students of the University of Winchester (UK), we can summarize that: a. value is created when new technology is matched to student need; b. but student needs change: as the technology evolves existing students develop new needs and in addition the technology may appeal to new kinds of students, with new kinds of needs and c. understanding the structure of student needs may be particularly important at times of potential discontinuity, when existing students may reject new technologies (for excellent reasons!).  The authors suggest that business schools interested in being productive should invest in implementing performance tools for all educational methods in order to accomplish the educational objectives. Further research in this crucial field of the evolution of e-learning in business schools is the examination of anticipated benefits and the experiences by early e-learning adopters, return on investment and expectations for the future

    A Novel Application: Using Mobile Technology to Connect Physical and Virtual Reference Collections

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    This chapter describes an innovative implementation of the use of iPad kiosks to blur the lines between physical and virtual library collections. Providence College’s Phillips Memorial Library + Commons began lending iPads to students, faculty, and staff in 2012. In addition to lending the devices, library staff dedicated time to learning about both task-based and subject-based mobile applications that would be of use to our community. A small group of library staff tested, discussed, and vetted a variety of apps that would be deployed on the iPads to be lent out. Efforts were made to promote the use and discovery of various apps on the devices through thoughtful organization of the apps on the devices themselves, programming around applications, and the creation of an online research guide designed to teach more about the apps. Despite these initiatives, assessment data from the iPad lending program collected over the course of five semesters suggests that patrons borrowing the iPads are using them primarily for accessing the Internet (Safari, Chrome, etc.), social media (Facebook, Twitter, etc.), and consuming media (YouTube, Netflix, Pandora, Spotify, etc.). With this data in mind, library staff began to think of alternative ways to connect our patrons with useful, content-based, mobile applications. Drawing on research around the Internet of Things and the integration of digital technologies with our physical lives, the Digital Publishing Services Coordinator suggested positioning iPad kiosks strategically within the library’s physical book collection as a means to connect patrons browsing a given area of the stacks with the library’s online resources related to that subject area. The library’s Commons Technology Specialist had experience with iPad kiosks and programming the iPads as he had managed the logistics of the iPad lending program since its inception. Working collaboratively, these colleagues devised a way to image the iPads for public use and load them with subject-specific apps as well as links to library databases and open web resources. The team chose to use Scalar as the primary content management tool for kiosk content. This chapter provides details about the selection and deployment of content for the Theology Kiosk, signage and communications created to attract patrons to the kiosk, and initial data about kiosk use. The piece concludes with a review of the kiosk project and an outline of future planning related to the project (staff time, hardware and software requirements, usability testing, scaling the project, etc.)

    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

    Semantic web learning technology design: addressing pedagogical challenges and precarious futures

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    Semantic web technologies have the potential to extend and transform teaching and learning, particularly in those educational settings in which learners are encouraged to engage with ‘authentic’ data from multiple sources. In the course of the ‘Ensemble’ project, teachers and learners in different disciplinary contexts in UK Higher Education worked with educational researchers and technologists to explore the potential of such technologies through participatory design and rapid prototyping. These activities exposed some of the barriers to the development and adoption of emergent learning technologies, but also highlighted the wide range of factors, not all of them technological or pedagogical, that might contribute to enthusiasm for and adoption of such technologies. This suggests that the scope and purpose of research and design activities may need to be broadened and the paper concludes with a discussion of how the tradition of operaismo or ‘workers’ enquiry’ may help to frame such activities. This is particularly relevant in a period when the both educational institutions and the working environments for which learners are being prepared are becoming increasingly fractured, and some measure of ‘precarity’ is increasingly the norm

    Curriculum Guidelines for Undergraduate Programs in Data Science

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    The Park City Math Institute (PCMI) 2016 Summer Undergraduate Faculty Program met for the purpose of composing guidelines for undergraduate programs in Data Science. The group consisted of 25 undergraduate faculty from a variety of institutions in the U.S., primarily from the disciplines of mathematics, statistics and computer science. These guidelines are meant to provide some structure for institutions planning for or revising a major in Data Science
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