66,337 research outputs found

    Computer literacy in the Netherlands

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    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

    Teaching practice in risk education for 5-16 year olds.

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    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

    Amalgamating sustainable design strategies into architectural curricula

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    In the era of climate change, rising sea levels, the hole in the ozone layer and current food crisis, sustainability is no longer a matter of choice; it is a must. While the term sustainability manages to embed itself in all aspects of contemporary life, sustainability in the built environment requires special attention. Designs created by architects and planners play a fundamental part in shaping the way we live, behave and interact with our surroundings. Smith (2001) argued that instilling sustainable design in curricula at schools of architecture is a significant method of encouraging sustainable architectural design in practice. This is particularly important in non-sustainable societies such as those of the Middle East. For these reasons, this study aims at exploring ‘sustainability strategies,’ as they may be described, adopted in different schools of architecture. The research surveys architectural curricula at different Royal Institute of British Architects (RIBA) exempted schools of Architecture, at part 1 and 2 levels. Meanwhile, it also observes the contradiction and difficulties of teaching sustainable architectural design in Egyptian and Middle Eastern societies, whose cultural fabric does not encourage environmental awareness. Finally, the study attempts to investigate, in an increased level of detail, how sustainable design education fits into the undergraduate and postgraduate curricula of the Architectural Engineering and Environmental Design Department (AEED) at the Arab Academy for Science, Technology and Maritime Transport (AASTMT) in Alexandria, Egypt. The paper concludes that the proper application of sustainable design strategies at early stages of architecture education has developed architects with sturdy understanding of their environment, climate and local identity, which can never happen if this is addressed in postgraduate studies or at later stages of the Architecture career

    Gamedec. UKW in IGDA Curriculum Framework

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    Launched in October 2013, GAMEDEC: game studies Design is a specialisation track within the 2nd Gen Humanities (aka Humanities 2.0) 3-year BA programme at Kazimierz Wielki University (UKW) in Bydgoszcz, Poland. The curriculum was created by UKW academic staff with game design experience, guided by the IGDA 2008 Framework and consulted with game dev professionals. It underwent slight modifications in 2014 and a significant transformation in 2015. This paper aims at a thorough analysis of the structure of the curriculum as seen through the lens of the IGDA Framework (2008), including the coverage of both Core Topics and Institutional Considerations. The analysis is conducted in the context of foreign (mostly U.S.- based) game degrees and supported with comments on its design, implementation and modifications

    Latin American perspectives to internationalize undergraduate information technology education

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    The computing education community expects modern curricular guidelines for information technology (IT) undergraduate degree programs by 2017. The authors of this work focus on eliciting and analyzing Latin American academic and industry perspectives on IT undergraduate education. The objective is to ensure that the IT curricular framework in the IT2017 report articulates the relationship between academic preparation and the work environment of IT graduates in light of current technological and educational trends in Latin America and elsewhere. Activities focus on soliciting and analyzing survey data collected from institutions and consortia in IT education and IT professional and educational societies in Latin America; these activities also include garnering the expertise of the authors. Findings show that IT degree programs are making progress in bridging the academic-industry gap, but more work remains

    A framework for future training in marine and coastal protected area management

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    Training, Protected areas, Marine environment, Coastal zone management
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