29 research outputs found
The Effect of Civic Knowledge and Attitudes on CS Student Work Preferences
We present an investigation in the connection between computing students'
civic knowledge, attitude, or self-efficacy and their willingness to work on
civic technologies. Early results indicate that these factors are related to a
willingness to accept government work in technology but not non-profit work
focused on civic technologies
Sosiaalinen verkostoanalyysi opetuksessa – verkkoympäristöstä luokkahuoneeseen
Group and peer learning can be studied with social network analysis. This enables the automatic quantitative analysis of student collaboration in digital learning environments. However, there are significant challenges in data collection and analysis of classroom environments. The article gives first brief overview of the theory of social network analysis and data collection methods, and then presents concepts of how to apply the future possibilities of Internet of Things and smart devices in data collection. Additionally, a case study of applying social network analysis in the analysis of student collaboration is presented.Ryhmätyö- ja vertaisopiskelua voi tutkia sosiaalisella verkostoanalyysillä. Tämä mahdollistaa opiskelijoiden ryhmätoiminnan automaattisen kvantitatiivisen analyysin digitaalisissa oppimisympäristöissä, mutta luokkahuoneympäristössä tapahtuvan opiskelun analysoinnissa ja tiedonkeruussa on huomattavia haasteita. Artikkelissa luodaan katsaus verkostoanalyysin taustalla olevaan teoriaan ja tiedonkeruumenetelmiin sekä pohditaan esineiden internetin ja älylaitteiden mahdollisuuksia tulevaisuuden tiedonkeräyksessä. Artikkelissa esitetään lisäksi esimerkkitapaus verkostoanalyysin soveltamisesta opiskelijoiden yhteistoiminnan analyysiin. 
Security In The Internet Of Things - A Systematic Mapping Study
The Internet of Things (IoT) concept is emerging and evolving rapidly. Various technical solutions for multiple purposes have been proposed for its implementation. The rapid evolution and utilization of IoT technologies has raised security concerns and created a feeling of uncertainty among IoT adopters. The purpose of this paper is to examine the current research trends related to security concerns of the IoT concept and provide a detailed understanding of the topic. We thus applied systematic mapping study as the methodological approach. Based on the chosen search strategy, 38 articles (of close to 3500 articles in the field) were selected for a closer examination. Out of these articles, the concerns, solutions and research gaps for the security in the IoT concept were extracted. The mapping study identifies nine main concerns and 11 solutions. However, the findings also reveal challenges, such as secure privacy management and cloud integration that still require efficient solutions
Contradicting Motivations in Civic Tech Software Development: Analysis of a Grassroots Project
Grassroots civic tech, or software for social change, is an emerging practice
where people create and then use software to create positive change in their
community. In this interpretive case study, we apply Engestr\"om's expanded
activity theory as a theoretical lens to analyze motivations, how they relate
to for example group goals or development tool supported processes, and what
contradictions emerge. Participants agreed on big picture motivations, such as
learning new skills or improving the community. The main contradictions
occurred inside activity systems on details of implementation or between system
motives, instead of big picture motivations. Two most significant
contradictions involved planning, and converging on design and technical
approaches. These findings demonstrate the value of examining civic tech
development processes as evolving activity systems.Comment: Preprint, to be published in the ICSE 2023 SEIS track:
https://conf.researchr.org/track/icse-2023/icse-2023-SEI
Code camps and hackathons in education - literature review and lessons learned
Motivation: Code camps and hackathons been used in education for almost two decades. These approaches are usually intensive and for most times quite practical events for solving some real-world problems with various educational objectives. The objectives and structures of these events differ depending on the role of the event in curricula. Problem statement: Both code camps and hackathons been implemented in various ways, with varying success levels. As expected the implementation of the event varies considerably depending on the objectives set for the event, but that then leads to the difficulty and problem setting to understand what organizing of these events actually mean. For educational context, curricula have also its role in defining the targeted skills and competencies the events has to consider too. Approach: We applied a systematic literature review (SLR) to look at the various definitions and modes of these events. Whether it is called “code camp”, or “hackathon”, or anything else with the same basic meaning, we want to find out what skills and competencies these events emphasize, how they are used in Computer Science (CS) and Software Engineering (SE) education and what are the general structures of the actual arranged events. Contribution: It is aim of this SLR to i) identify various possible ways of implementing these intensive events, and ii) reflect the results to the lessons we have learned of almost two decades of various intensive code camps and hackathons we have been organizing building and participating into. Based on the results, we claim that there is tremendous potential of using these events in education and in the curriculum than how it has been applied so far
Software engineering teacher networks in Finland - what motivates teachers to collaborate?
publishedVersionPeer reviewe
GHItaly18 - 2nd international workshop on games-human interaction
This short paper presents the second international workshop on Games-Human Interaction - GHItaly 2018. The goal of this series of workshops is to focus on advanced aspects of the design and development of game interfaces. The quality of the resulting interaction is a highly relevant issue for creating an engaging and satisfactory user experience, especially when deeply multidimensional artefacts such as video games are concerned
Taking stock and re-examining the role of science communication
Eight science communication research projects have been funded by the European Commission since 2018. These projects are a response to one of the European Commission's 'Science with and for Society' (SwafS) funding calls ¿ 'SwafS-19: Taking stock and re-examining the role of science communication.' Together these projects have received almost ¿10 million in research funding, and each has been affected to some extent by the COVID-19 global pandemic. This paper provides an overview of the eight projects, how they adapted to the challenges caused by the pandemic, and the subsequent implications for science communication policy and research funding