155 research outputs found

    The Development of Digital Forensics Workforce Competency on the Example of Estonian Defence League

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    03.07.2014 kehtestati Vabariigi Valitsuse määrus nr. 108, mis reguleerib Kaitseliidu kaasamise tingimusi ja korda küberjulgeoleku tagamisel. Seega võivad Kaitseliidu küberkaitse üksuse (KL KKÜ edaspidi KKÜ) kutsuda olukorda toetama erinevad asutused: näiteks Riigi Infosüsteemide amet (RIA), infosüsteemi järelevalveasutus või kaitseministeerium või selle valitsemisala ametiasutused oma ülesannete raames. KKÜ-d saab kaasata info- ja sidetehnoloogia infrastruktuuri järjepidevuse tagamisel, turvaintsidentide kontrollimisel ja lahendamisel, rakendades nii aktiivseid kui passiivseid meetmeid. KKÜ ülesannete kaardistamisel täheldati, et KKÜ partnerasutused / organisatsioonid ei ole kaardistanud oma spetsialistide olemasolevaid pädevusi ja sellele lisaks puudub ülevaade digitaalse ekspertiisi kogukonnas vajaolevatest pädevustest. Leitut arvesse võttes seati ülesandeks vajadustest ja piirangutest (võttes arvesse digitaalse ekspertiisi kogukonda kujundavaid standardeid) ülevaatliku pildi loomine, et töötada välja digitaalse ekspertiisi kompetentsipõhine raamistik, mis toetab KKÜ spetsialistide arendamist palkamisest pensionini. Selleks uurisime KKÜ ja nende olemasolevate koolitusprogrammide hetkeolukorda ning otsustasime milliseid omadusi peab edasise arengu tarbeks uurima ja kaaluma. Võrreldavate tulemuste saa-miseks ja eesmärgi täitmiseks pidi koostatav mudel olema suuteline lahendama 5-t järgnevat ülesannet: 1. Oskuste kaardistamine, 2. Eesmärkide seadmine ja ümberhindamine, 3. Koolituskava planeerimine, 4. Värbamisprotsessi kiirendamine ning 5. Spetsialistide kestva arengu soodustamine. Raamistiku väljatöötamiseks võeti aluseks National Initiative for Cybersecurity Education (NICE) Cybersecurity Workforce Framework (NICE Framework) pädevusraamistik mida parendati digitaalse ekspertiisi spetsialistide, ja käesoleval juhul ka KKÜ, vajadusi silmas pidades. Täiendusi lisati nii tasemete, spetsialiseerumise kui ka ülesannete kirjelduste kujul. Parenduste lisamisel võeti arvesse töös tutvustatud digitaalse ekspertiisi piiranguid ja standardeid, mille lõpptulemusena esitati KKÜ-le Digitaalse Ekspertiisi Pädevuse ontoloogia, KKÜ struktuuri muudatuse ettepanek, soovitatavad õpetamisstrateegiad digitaalse ekspertiisi kasutamiseks (muudetud Bloomi taksonoomia tasemetega), uus digitaalse ekspertiisi standardi alajaotus – Mehitamata Süsteemide ekspertiis ja Digitaalse Ekspertiisi Pädevuse Mudeli Raamistik. Ülesannete ja oskuste loetelu koostati rahvusvaheliselt tunnustatud sertifitseerimis-organisatsioonide ja erialast pädevust pakkuvate õppekavade abil. Kavandatava mudeli hindamiseks kasutati mini-Delphi ehk Estimate-Talk-Estimate (ETE) tehnikat. Esialgne prognoos vajaduste ja prioriteetidega anti KKÜ partnerasutustele saamaks tehtud töö kohta ekspertarvamusi. Kogu tagasisidet silmas pidades tehti mudelisse korrektuurid ja KKÜ-le sai vormistatud ettepanek ühes edasise tööplaaniga. Üldiselt kirjeldab väljapakutud pädevusraamistik KKÜ spetsialistilt ooda-tavat pädevuse ulatust KKÜ-s, et suurendada nende rolli kiirreageerimisrühmana. Raamistik aitab määratleda digitaalse ekspertiisi eeldatavaid pädevusi ja võimekusi praktikas ning juhendab eksperte spetsialiseerumise valikul. Kavandatud mudeli juures on arvestatud pikaajalise mõjuga (palkamisest pensionini). Tulenevalt mudeli komplekssusest, on raamistikul pikk rakendusfaas – organisatsiooni arengule maksimaalse mõju saavutamiseks on prognoositud ajakava maksimaalselt 5 aastat. Antud ettepanekud on käesolevaks hetkeks KKÜ poolt heaks kiidetud ning planeeritud kava rakendati esmakordselt 2019 aasta aprillikuus.In 03.07.2014 Regulation No. 108 was introduced which regulates the conditions and pro-cedure of the involvement of the Estonian Defence League (EDL) Cyber Defence Unit (CDU) in ensuring cyber security. This means that EDL can be brought in by the Information System Authority, Ministry of Defence or the authorities of its area of government within the scope of either of their tasks e.g. ensuring the continuity of information and communication technology infrastructure and in handling and solving cyber security incidents while applying both active and passive measures. In January 2018 EDL CDU’s Digi-tal Evidence Handling Group had to be re-organized and, thus, presented a proposal for internal curriculum in order to further instruct Digital Evidence specialists. While describing the CDU's tasks, it was noted that the CDU's partner institutions / organizations have not mapped out their specialists’ current competencies. With this in mind, we set out to create a comprehensive list of needs and constraints (taking into account the community standards of DF) to develop a DF-based competence framework that supports the devel-opment of CDU professionals. Hence, we studied the current situation of CDU, their existing training program, and contemplated which features we need to consider and ex-plore for further development. In order to assemble comparable results and to achieve the goal the model had to be able to solve the 5 following tasks: 1. Competency mapping, 2. Goal setting and reassessment, 3. Scheduling the training plan, 4. Accelerating the recruitment process, and 5. Promoting the continuous development of professionals. The frame-work was developed on the basis of the National Initiative for Cybersecurity Education (NICE) Cybersecurity Workforce Framework (NICE Framework), which was revised to meet the needs of DF specialists, including EDL CDU. Additions were supplemented in terms of levels, specialization, and job descriptions. The proposals included the DF limitations and standards introduced in the work, which ultimately resulted in a proposal for a Digital Forensics Competency ontology, EDL CDU structure change, Suggested Instruc-tional Strategies for Digital Forensics Use With Each Level of revised Bloom's Taxonomy, a new DF standard subdivision – Unmanned Systems Forensics, and Digital Forensic Competency Model Framework. The list of tasks and skills were compiled from international certification distribution organizations and curricula, and their focus on DF Special-ist Competencies. Mini-Delphi or Estimate-Talk-Estimate (ETE) techniques were applied to evaluate the proposed model. An initial estimation of competencies and priorities were given to the EDL CDU partner institutions for expert advice and evaluation. Considering the feedback, improvements were made to the model and a proposal was put forward to the CDU with a future work plan. In general, the proposed competence framework describes the expected scope of competence of an DF specialist in the EDL CDU to enhance their role as a rapid response team. The framework helps in defining the expected compe-tencies and capabilities of digital forensics in practice and offers guidance to the experts in the choice of specialization. The proposed model takes into account the long-term effect (hire-to-retire). Due to the complexity of the model, the framework has a long implementation phase — the maximum time frame for achieving the full effect for the organization is expected to be 5 years. These proposals were approved by EDL CDU and the proposed plan was first launched in April 2019

    A new learning model of software engineering in vocational education

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    This research focused on the development a new learning model in Vocational Education to answer the challenges of this Industrial Revolution 4.0 era. The problem identified was the lack of learning outcomes, especially subjects oriented to software engineering for information systems students in particular and other computer science seen in the phenomenon of the inability of students to produce intelligent systems. From a series of validity, practicality, and effectiveness test results, use content validity with Aiken'V and construct validity with CFA (Confirmatory Factor Analysis) states that the model resulting from this study is stated, valid, practical and effective. This study also produced a new learning model with five syntaxes, namely (1) Define Problem and Design a Plan Project, (2) Interaction with Support System, (3) Create a Project, (4) Keep control and Monitoring Project, (4) Yield and Assessment of Project. And based on the test of the validity of the syntax of this model stated goodness-of-fit or valid

    Efficient Use of Teaching Technologies with Programming Education

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    Learning and teaching programming are challenging tasks that can be facilitated by using different teaching technologies. Visualization systems are software systems that can be used to help students in forming proper mental models of executed program code. They provide different visual and textual cues that help student in abstracting the meaning of a program code or an algorithm. Students also need to constantly practice the skill of programming by implementing programming assignments. These can be automatically assessed by other computer programs but parts of the evaluation need to be assessed manually by teachers or teaching assistants.There are a lot of existing tools that provide partial solutions to the practical problems of programming courses: visualizing program code, assessing student programming submissions automatically or rubrics that help keeping manual assessment consistent. Taking these tools into use is not straightforward. To succeed, the teacher needs to find the suitable tools and properly integrate them into the course infrastructure supporting the whole learning process. As many programming courses are mass courses, it is a constant struggle between providing sufficient personal guidance and feedback while retaining a reasonable workload for the teacher.This work answers to the question "How can the teaching of programming be effectively assisted using teaching technologies?" As a solution, different learning taxonomies are presented from Computer Science perspective and applied to visualization examples so the examples could be used to better support deeper knowledge and the whole learning process within a programming course. Then, different parts of the assessment process of programming assignments are studied to find the best practices in supporting the process, especially when multiple graders are being used, to maintain objectivity, consistency and reasonable workload in the grading.The results of the work show that teaching technologies can be a valuable aid for the teacher to support the learning process of the students and to help in the practical organization of the course without hindering the learning results or personalized feedback the students receive from their assignments. This thesis presents new visualization categories that allow deeper cognitive development and examples on how to integrate them efficiently into the course infrastructure. This thesis also presents a survey of computer-assisted assessment tools and assessable features for teachers to use in their programming assignments. Finally, the concept of rubric-based assessment tools is introduced to facilitate the manual assessment part of programming assignments

    Building a virtual classroom : an education environment for the internet generation

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    This thesis examines the provision of learning environments that enable people to participate in high-quality learning experiences without physically travelling to classrooms and classes. New technologies enable the asynchronous web currently based on text, images, and video, to be extended to facilitate multi-channel synchronous communications. There is significant potential to enhance learning using the 3D worlds used for interactive gaming, populated by avatars representing the participants, and chat systems using text and audio channels. The purpose of this study was to investigate the development and use of 3D web-based learning environments. Staff and students from an Information Technology degree programme at one New Zealand Polytechnic participated in the study. The design and use of 3D web-based learning environments were integrated into one paper over six years. Data were collected from the teachers of this paper and the programme in which it was embedded.A survey instrument was used to collect data, along with artefacts from the software design and development plus the web-based environments created. Computer logs, and records of chat sessions were collected to enable analysis of the activities that took place in the new learning environments. Follow-up interviews were conducted with a sample of students after the completion of their study. Analysis of these data included collations of statistically significant relationships between environmental factors and the design features of the 3D web-based environments created. Results indicate that the 3D web-based environments were well received by the students and show significant potential for the future provision of learning environments. The technology has no negative impact on students’ perception of their learning environment; however, it did not have the expected positive impact on their communications with peers or teaching staff. This research suggests directions for the future development and application of 3D webbased technologies to fully enable their potential to be achieved in educational learning environments

    A Framework for Delivering Contextually Appropriate Opportunities for Warfighter Practice

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    Computer-based modeling and simulation has been a training staple in the military domain since the first aircraft simulators were adopted. More recently, virtual environments based on modeling, simulation and serious games, have introduced relatively low-cost, yet high value additions to the learning environment. As these virtual environments have proliferated, many researchers have investigated the relationship between theoretical foundations of learning, learner development and content delivery, and applied their findings in an attempt to bolster learning, yet performance deficiencies continue to exist. This study asserts that performance deficiencies exist in part because of insufficient contextually appropriate opportunities to practice. This work is multi-disciplinary in nature. Its foundation is modeling and simulation engineering; the use of technology to deliver training. Educational psychology and human factors concepts explain the theoretical basis for modeling and simulation as an effective training delivery agent. The study\u27s thesis is that a framework for delivering contextually appropriate opportunities for warfighter practice can be applied to discover whether modeling, simulation and game-based virtual environments have the potential to improve individual performance for learners beyond the Novice Stage (e.g., Competent Stage) of skills acquisition. Furthermore, this conceptually appropriate practice (CAP) framework can be used to assess the potential of low fidelity virtual environments to provide targeted practice and to improve individual performance, not only during training in high-fidelity virtual environments (near transfer) but also in the live environment (far transfer). To evaluate the thesis, this study investigates the relationship of technology and learning science, and features an empirical evaluation of training effectiveness afforded by delivering additional training repetitions using both low-fidelity virtual environment simulator systems and high-fidelity aircraft simulators

    Effectiveness of Online Learning Modules For Exercise Professional Certification Guidelines

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    Purpose: This study evaluated Iraqi medical students’ knowledge of exercise prescription for sedentary, healthy individuals based on the ACSM guidelines after viewing a series of online learning modules. The study also tested the reliability of online learning modules as an instructional tool. Methods: A pilot test was performed on American medical students (n=10) using four online learning modules based on the ACSM guidelines for sedentary, healthy individuals to determine reliability of the pre- and post-test (r ≥ 0.70). All modules were watched in one week to limit outside influences on knowledge acquired. Modules were then provided to Iraqi medical students (n=20) for the experimental component of the study. Identical pre- and post-test were used to determine knowledge acquired. Results: Data for both studies were found to not be normally distributed (p<0.05), therefore a Wilcoxon-signed test was used to test for significance of the data. The differences between pre- and post-test scores for the pilot as well as the experimental studies were found to be statistically significant (p<0.05). A Spearman correlation was calculated for the pre- and post-test scores for both groups (r=0.486 and r=0.504; p<0.05, for the pilot and experimental studies, respectively). Conclusions: Online learning modules significantly increased knowledge in exercise prescription guidelines in both an American and Iraqi medical school population.Master of Art

    A Framework For The Integration Of Technology Into Curricula Development And Student Assessment

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    The purpose of this work is to amalgamate technology and education in a manner which will prove to be beneficial to all stakeholders involved and which will allow for an improvement in the ubiquitous process of curriculum development in the teaching and learning sphere. The primary motivation surrounds the issue of limited human resources in terms of teachers and expert knowledge as well as available physical resources such as computer equipment or other classroom artifacts. It should be duly noted that it is in many developing countries where the student-teacher ratio is very high and where such a framework will be most useful. However, this work has the potential to benefit not only developing countries, but also developed countries where the available technology is more advanced and where its integration in student learning is more pronounced. The major focus will be on the creation of a framework which will allow for systematic, structured and seamless curriculum development and learning outcome assessment. Therefore, a major component will be the modeling of a curriculum in a structured and qualitative way to include goals and objectives which will then lend it to adaptation and use downstream within the framework. Another key component is Assessment which will encapsulate various ways in which this paradigm can leverage the assessment aspects of a curriculum. The benefits from this work may prove to be quite immense as the proposed framework may help to standardize the design, delivery and assessment of any curriculum regardless of location and resource

    An investigation into internetworking education

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    Computer network technology and the Internet grew rapidly in recent years. Their growth created a large demand from industry for the development of IT and internetworking professionals. These professionals need to be equipped with both technical hands-on skills and non-technical or soft skills. In order to supply new professionals to the industry, educational institutions need to address these skills training in their curricula. Technical hands-on skills in internetworking education can be emphasised through the practical use of equipment in classrooms. The provision of the networking equipment to the internetworking students is a challenge. Particularly, university students in developing countries may find that this equipment is ineffectively provided by their teaching institutions, because of the expense. Modern online learning tools, such as remote access laboratories, may be used to address this need. However, the provision of such tools will also need to concentrate upon the pedagogical values. In addition, traditional remote access laboratories provide only text-based access, which was originally designed for highly professional use. Novice students may struggle with learning in these virtual environments, especially when the physical equipment is not available locally. Furthermore, non-technical skills or soft skills are social skills that should not be neglected in graduates’ future workplaces. A traditional model of developing soft skills that was used in face-to-face classroom may not be as effective when applied in an online classroom. Research on students’ opinions about their soft skills development during attending internetworking courses is needed to be conducted. In order to address both research needs, this study was focused on two research aspects related to online learning in internetworking education. The first focus was on research into providing a suitable technical learning environment to distance internetworking students. The second focus was on the students’ opinions about their non-technical skills development. To provide a close equivalent of a face-to-face internetworking learning environment to remote students in Thailand, a transformation of a local internetworking laboratory was conducted. A new multimedia online learning environment integrated pedagogically-rich tools such as state model diagrams (SMDs), a real-time video streaming of equipment and a voice communication tool. Mixed research data were gathered from remote online and local student participants. The remote online participants were invited to use the new learning environment developed in this study. Qualitative research data were collected from twelve remote online students after their trial usage. Concurrently, another set of research data were collected from local students asking their opinion about the development of soft skills in the internetworking course. There were sixty six participants in this second set of research data. Although the research data was limited, restricting the researcher’s ability to generalise, it can be concluded that the provision of multimedia tools in an online internetworking learning environment was beneficial to distant students. The superiority of the traditional physical internetworking laboratory cannot be overlooked; however, the remote laboratory could be used as a supplementary self-practice tool. A concrete learning element such as a real-time video stream and diagrams simplified students learning processes in the virtual environment. Faster communication with the remote instructors and the equipment are also critical factors for a remote access network to be successful. However, unlike the face-to-face laboratory, the future challenge of the online laboratory will creating materials which will encourage students to build soft skills in their laboratory sessions

    Mediating skills on risk management for improving the resilience of Supply Networks by developing and using a serious game

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    Given their importance, the need for resilience and the management of risk within Supply Networks, means that engineering students need a solid under-standing of these issues. An innovative way of meeting this need is through the use of serious games. Serious games allow an active experience on how differ-ent factors influencethe flexibility, vulnerability and capabilities in Supply Networks and allow the students to apply knowledge and methods acquired from theory. This supports their ability to understand, analyse and evaluate how different factors contribute to the resilience. The experience gained within the game will contribute to the studentsâ abilities to construct new knowledge based on their active observation and reflection of the environment when they later work in a dynamic environment in industry. This game, Beware, was developed for use in a blended learning environment. It is a part of a course for engineering master students at the University of Bremen. It was found that the game was effective in mediating the topic of risk management to the students espscially in supporting their ability of applying methods, analyse the different interactions and the game play as well as to support the assessment of how their decision-making affected the simulated network

    A Descriptive Case Study of 21st Century Skills in Schools: Exploring the Challenges and Opportunities of Adaptive Change and Innovation for Educational Leaders and the Schools They Lead

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    The consensus is clear: our schools and instructional methods are in desperate need of an update (Carnoy, 1998; Daggett, n.d.; Fullan, 2007; Keigel & Patler, 1991; Schwahn & McGarvey, 2011; and Wagner, 2008). In order for students to be globally competitive, school leaders need to identify what students need to know, what they need to be able to do, and what they need to be like to be successful post-graduation, and then change and adapt school practices to meet global needs with an awareness of the 21st century learner. 21st century skills development is necessary in order for students to compete globally (AMA, 2010; ASCD, 2008; Cookson, 2009; Friedman, 2007; Keigel & Patler, 2009; Levine, 2009; Partnership, 2010; Pink, 2006; and Schwahn & McGarvey, 2011). The purpose of this descriptive case study was to investigate a change process that incorporated the Partnership for 21st Century Skills Framework for 21st Century Learning into curricula. I focused on the leaders\u27 perceptions of the change process that allowed for 21st Century Skills to become embedded into the curricula. I was interested in learning what needed to be changed and how the change occurred. The theoretical lens through which this case was studied and described is Adaptive Leadership Theory (Heifetz, 1994; Heifetz, R.A., Linsky, M., & Grashow, A., 2009; Glover, J., Jones, G., and Friedman, H., 2002a; Jones, Shannon, & Weigel, 2009), which can be defined as leadership that inspires and creates breakthroughs, accomplishes deep change, and develops the capability of the organization to survive, adapt, and thrive in complex, competitive, and challenging environments. Adaptive leadership recognizes that anyone, anywhere within the organization, can be a leader (Heifetz, 1994). Three overarching themes emerged: 1) Motivation for Change, and subsequent Student Needs, 2) Mission, and 3) Collaboration
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