1,086 research outputs found

    Using Skills Profiling to Enable Badges and Micro-Credentials to be Incorporated into Higher Education Courses

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    Employers are increasingly selecting and developing employees based on skills rather than qualifications. Governments now have a growing focus on skilling, reskilling and upskilling the workforce through skills-based development rather than qualifications as a way of improving productivity. Both these changes are leading to a much stronger interest in digital badging and micro-credentialing that enables a more granular, skills-based development of learner-earners. This paper explores the use of an online skills profiling tool that can be used by designers, educators, researchers, employers and governments to understand how badges and micro-credentials can be incorporated within existing qualifications and how skills developed within learning can be compared and aligned to those sought in job roles. This work, and lessons learnt from the case study examples of computing-related degree programmes in the UK, also highlight exciting opportunities for educational providers to develop and accommodate personalised learning into existing formal education structures across a range of settings and contexts

    Using skills profiling to enable badges and micro-credentials to be Incorporated into higher education courses

    Get PDF
    Employers are increasingly selecting and developing employees based on skills rather than qualifications. Governments now have a growing focus on skilling, reskilling and upskilling the workforce through skills-based development rather than qualifications as a way of improving productivity. Both these changes are leading to a much stronger interest in digital badging and micro-credentialing that enables a more granular, skills-based development of learner-earners. This paper explores the use of an online skills profiling tool that can be used by designers, educators, researchers, employers and governments to understand how badges and micro-credentials can be incorporated within existing qualifications and how skills developed within learning can be compared and aligned to those sought in job roles. This work, and lessons learnt from the case study examples of computing-related degree programmes in the UK, also highlights exciting opportunities for educational providers to develop and accommodate personalised learning into existing formal education structures across a range of settings and contexts

    A scan of approaches taken by Australia to build the digital skills of the existing workforce in response to digital transformation of industry

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    This report presents a scan of approaches taken by Australia to build the digital skills of its existing workforce in response to digital transformation of industr

    Teaching Tip: What You Need to Know about Gamification Process of Cybersecurity Hands-on Lab Exercises: Lessons and Challenges

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    Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on training to engage and motivate cybersecurity students, especially beginner learners. Given the dearth of guiding examples, this paper aims to describe the holistic process of converting traditional cybersecurity hands-on lab exercises to gamified lab exercises in an undergraduate network security course. We find that the gamified cybersecurity lab promotes students’ engagement, learning experience, and learning outcomes. The results show the positive acceptance of gamification by students as well as instructors. While gamification has been used in competitions and training, the success in the classroom and students’ desire for more gamification show that further investment in gamification will be more important in the classroom. We expect this paper to help instructors who are interested in gamification 1) convert traditional lab exercises to gamified labs; 2) estimate the extra workload and potential benefits; and 3) plan resources for implementation. This process is applicable to any cybersecurity courses with hands-on assignments

    The Future of Digital Forensics, A Gamified Approach for Education.

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    Digital Forensics is a 21st-century emerging field that has taken more roots than ever before in the field of information security. The growth of digital forensics can be attributed to the need for expert digital forensics analysts to respond to the increased cybercrimes currently pillaging through the Internet and its environs. Without a doubt, the field of digital forensics is by far more complex. It requires extensive knowledge of new trends and legacy systems and the extensive use of specialized tools tailored in securing convictions through properly acquired evidence that can be used in a courtroom or thereof. Due to the numerous demands of individuals in the field, it is quite shocking that the number of experts is low hence a considerable backlog of cases in law enforcement. This study\u27s abstract is to tentatively study and meticulously understand the many reasons for the decline in the growth of Digital Forensics and Cyber Security experts in the field. The project will also provide a method to combat this problem through a gamified approach targeting high school students with the sole benefit of creating awareness about this technical field from a young age to probably foster new ideologies and critical thinkers that would see a rise in the number of experts in this field as a result of keen interest and not just for a means to ensure basic needs are met. Also, to achieve this goal, this project will provide students with an awareness of what Digital Forensics is all about at that early stage in their lives through a gaming tool that will be interactive and fun

    ATE Impacts 2018-2019

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    The ATE Impacts book, published every two years by Internet Scout Research, showcases all of the National Science Foundation's (NSF) Advanced Technological Education (ATE) Centers and selected nominated projects. The NSF ATE program focuses on the education of highly-qualified science and engineering technicians for advanced technology fields. Through the program's grant process, the NSF promotes the improvement of STEM education of science and engineering technicians at the undergraduate and secondary school levels, and in the workforce. The 2018-2019 ATE Impacts book marks the 25th anniversary of the NSF ATE program and offers an in-depth overview of the work done by the ATE community. This book includes a timeline of important achievements and events, a foreword by the program director, additional ATE program history, and information about ATE program Centers and a number of projects.Â

    Blockchain technology enhances sustainable higher education

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    This research investigates blockchain technology, focusing on the influence of motivation on collaborative work, which positively influences learning performance in Higher Education Institutions (HEI). In addition, blockchain technology is correlated with decentralisation, security and integrity, and anonymity and encryption. It can also be perceived as a consensus mechanism, rewarding students, professors, and universities as a smart contract. Therefore, this technology has been used to improve higher education. It also allows less informed people to interact with better-informed peers and mentors. Finally, this study aims to enhance the current state of blockchain applications comprehension. The methodology used for this research includes document analysis, literature review, content analysis (blockchain platforms), the case study method, and the survey method. In statistical considerations, aiming to evaluate indicators, this research presents the Composite Reliability Analysis, Cronbach Alpha Coefficients, and the Bootstrapping method (Variance Inflation Factor). All these analyses aimed to present a designed research model. This exploratory research gathered data from 150 students at 3 universities in Serbia, Romania, and Portugal. As demonstrated, using student motivation has a significant and positive impact on the quality of student collaborative work. Student collaborative work also correlates with students’ higher level of engagement in the educational process, and the more engaged students are, the better their learning outcomes will be. As a result, in higher education, student involvement boosted learning outcomes. Researchers found that motivation, teamwork, and student involvement were important factors in improving student learning outcomes, as were blockchain-based tools. The results from the quantitative analysis indicate that Collaborative work, Motivation, Engagement, MOOCs, AR, VR, Gamification, and Online class were associated with learning performance.info:eu-repo/semantics/publishedVersio

    Google Glass App for Displaying ASL Videos for Deaf Children – The Preliminary Race

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    Glass Vision 3D is a grant-funded project focused on the goal of developing and researching the feasibility & usability of a Google Glass app that will allow young Deaf children to look at an object in the classroom and see an augmented reality projection that displays an American Sign Language (ASL) related video. Session will show the system (Glass app) that was developed and summarize feedback gathered during focus-group testing of the prototype

    Google Glass App for Displaying ASL Videos for Deaf Children – The Preliminary Race

    Get PDF
    Glass Vision 3D is a grant-funded project focused on the goal of developing and researching the feasibility & usability of a Google Glass app that will allow young Deaf children to look at an object in the classroom and see an augmented reality projection that displays an American Sign Language (ASL) related video. Session will show the system (Glass app) that was developed and summarize feedback gathered during focus-group testing of the prototype
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