116,253 research outputs found

    Using the Proteus virtual environment to train future IT professionals

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    Abstract. Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article

    Gamified Digital Forensics Course Modules for Undergraduates

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    Cyber security and forensics are among the most critical areas of national importance with a rising demand for knowledgeable professionals. In response to the increasing need for advanced studies in forensics, we propose game-based modules using the game-based learning approach that enable first-year students to learn basic digital forensics concepts without pre-requisite knowledge. This paper focuses on the design and development of an interactive game framework and the educational digital forensics modules that will be plugged into the game framework in a real computing environment. In contrast to the traditional teaching approaches, this modular approach will use game-based learning and visualization techniques to engage students to learn abstract concepts and to explore forensics investigation technologies and procedures through interactive games. The general design of the game framework can be replicated and adapted by other science education programs

    A Competency-based Approach toward Curricular Guidelines for Information Technology Education

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    The Association for Computing Machinery and the IEEE Computer Society have launched a new report titled, Curriculum Guidelines for Baccalaureate Degree Programs in Information Technology (IT2017). This paper discusses significant aspects of the IT2017 report and focuses on competency-driven learning rather than delivery of knowledge in information technology (IT) programs. It also highlights an IT curricular framework that meets the growing demands of a changing technological world in the next decade. Specifically, the paper outlines ways by which baccalaureate IT programs might implement the IT curricular framework and prepare students with knowledge, skills, and dispositions to equip graduates with competencies that matter in the workplace. The paper suggests that a focus on competencies allows academic departments to forge collaborations with employers and engage students in professional practice experiences. It also shows how professionals and educators might use the report in reviewing, updating, and creating baccalaureate IT degree programs worldwide

    Industry and faculty surveys call for increased collaboration to prepare information technology graduates

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    Academic and industry collaborations can help improve computing curricula and student learning experiences. Such collaborations are formally encouraged by accreditation standards. Through the auspices of ACM and IEEE-CS, the IT2017 task group is updating curriculum guidelines for information technology undergraduate degree programs, similar to the regular updates for other computing disciplines. The task group surveyed curriculum preferences of both faculty and industry. The authors, with the group\u27s cooperation, compare US faculty and US industry preferences in mathematics, IT knowledge areas, and student workplace skill sets. Faculty and industry share common ground, which supports optimism about their productive collaboration, but are also distinct enough to justify the effort of actively coordinating with each other

    Work Alienation among IT Workers: A Cross-Cultural Gender Comparison

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    Information Technology (IT) has experienced a worrisome decline in female participation over two decades, much of which can be attributed to fewer women choosing IT careers. However, women IT professionals also demonstrate mid-career turnover for reasons such as work-life balance, work exhaustion, role ambiguity, role conflict, and growth needs. This study explores alienation among women IT professionals and examines factors that lead to work alienation and abandonment of IT careers. Such alienation appears to be less prevalent in Asian countries where women perceive IT careers to be more conducive to female participation. A comparison among women from American and Asian cultures is proposed

    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

    An information technology competency model and curriculum

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    This paper addresses the progress made by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS) in developing a competency model and curricular guidelines for four-year degree programs in information technology. The authors are members of an international task group representative of academic institutions, industry, and professional organizations. The task group is to develop a competency model, called IT2017, for information technology education within two years based on earlier guidelines and other perspectives. This paper provides a brief background of the project, some activities undertaken, the progress made, and expectations for future developments. IT2017 seeks to produce a futuristic model of academic excellence so information technology graduates will be prepared for new technological challenges in a global economy

    Nanoinformatics: developing new computing applications for nanomedicine

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    Nanoinformatics has recently emerged to address the need of computing applications at the nano level. In this regard, the authors have participated in various initiatives to identify its concepts, foundations and challenges. While nanomaterials open up the possibility for developing new devices in many industrial and scientific areas, they also offer breakthrough perspectives for the prevention, diagnosis and treatment of diseases. In this paper, we analyze the different aspects of nanoinformatics and suggest five research topics to help catalyze new research and development in the area, particularly focused on nanomedicine. We also encompass the use of informatics to further the biological and clinical applications of basic research in nanoscience and nanotechnology, and the related concept of an extended ?nanotype? to coalesce information related to nanoparticles. We suggest how nanoinformatics could accelerate developments in nanomedicine, similarly to what happened with the Human Genome and other -omics projects, on issues like exchanging modeling and simulation methods and tools, linking toxicity information to clinical and personal databases or developing new approaches for scientific ontologies, among many others
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