461 research outputs found
Developing career aspirations of information technology students at Deakin University
It is important for students to develop informed and realistic career aspirations to gain the most value from their university studies towards achieving their initial career goals. However developing students’ career aspirations, goals, and expectations is a complex and discipline-specific process. In Information Technology (IT) no clear career development framework is evident in the literature. Recent research in Australia argues that electronic portfolios are a useful way for students to develop, articulate and document career objectives to enhance their employability. IT students at Deakin engage in formal training and assessment with respect to developing their professional skills and career understandings. Currently electronic portfolios feature as a useful method for evidencing professional competencies for employability. Through a combined quantitative and qualitative analysis of 306 students’ articulated current career aspirations, qualitative analysis of 7 staff opinions of desired student career competencies, and a quantitative analysis of 28 students’ current work personality traits assessments (Work Personality Index), this work presents an analysis of the current state of IT students’ career development. The results indicate that while students reported short-term career aspirations, navigating to their long-term career goals is going to require addressing difficult barriers such as confidence (self-perception) and motivation. This research will influence a larger program-wide endeavour to build student career competencies for employability in IT at Deakin University
Using digital devices in a first year classroom: a focus on the design and use of phonics software applications
When integrated within a holistic literacy program, phonics applications can be used in classrooms to facilitate students’ self-directed learning of letter-sound knowledge; but are they designed to allow for such a purpose? With most phonics software applications making heavy use of image cues, this project has more specifically investigated whether the design of the images used in such applications may impact on the effectiveness of their self-directed use in classrooms. Using a quasi-experimental study, we compared two types of pictorial mnemonics used in tablet applications, along with teacher-led activity in three first-year classrooms from the one school. The difference between teacher-led activity and integrated picture cues was significant, with teacher-led activity proving more effective. The difference between teacher-led activity and form-taking picture cues, however, was not statistically significant. Given that the outcomes of this small-scale study suggest that image design may be a significant design feature contributing to the educational value of using phonics applications in the classroom, we recommend that the design features of phonics software applications attract further research
Creative geeks? Investigating creativity support systems for information technology students
This study investigated creativity and what factors can be conducive to a creative educational milieu. The results of this study highlighted the diverse nature of creativity, and substantiated the need for an audience specific ‘Creativity Support System’. An outcome was a model of creative needs specific for an educational settin
Understanding career aspirations of Information Technology students at Deakin University
Students need to develop informed and realistic career aspirations to gain the most from their university studies towards their initial career development. However developing their aspirations, goals, and expectations is a complex process. In Information Technology (IT) no clear career development framework is evident in the literature. We present a pilot study which investigates the career aspirations of novice students studying IT at an Australian University. Through a series of career activities their aspirations were explored with the aim of improving support for career development. Results indicate that students have no clear short- or long- term aspirations, yet believe that programming skills are key to achieve a career in IT
Active gaming as a mechanism to promote physical activity and fundamental movement skill in children
Current Status and Trends of Engineering Entrepreneurship Education in Australian Universities
This research sheds light on the present and future landscape of Engineering
Entrepreneurship Education (EEE) by exploring varied approaches and models
adopted in Australian universities, evaluating program effectiveness, and
offering recommendations for curriculum enhancement. While EEE programs have
been in existence for over two decades, their efficacy remains underexplored.
Using a multi-method approach encompassing self-reflection, scoping review,
surveys, and interviews, this study addresses key research questions regarding
the state, challenges, trends, and effectiveness of EEE. Findings reveal
challenges like resource limitations and propose solutions such as experiential
learning and industry partnerships. These insights underscore the importance of
tailored EEE and inform teaching strategies and curriculum development,
benefiting educators and policymakers worldwide
An Overview of the XRT Observations for the September 10 2017 X Flare
The September 10 2017 X8 flare was one of the biggest of the current solar cycle, and it was also incredibly well observed. This presentation will review the available XRT data for this flare. XRT observed the initial flux rope eruption, which was also well observed by AIA and SUVI. XRT data is missing for some of the impulsive phase of the flare, but the late phase shows some very interesting features. There is some nice XRT imaging of a plasma sheet above cusp-shaped loops between 16:47 and 18:39 UT. After 18:40 UT, a double loop structure becomes apparent, with a more rounded loop nested within a larger, cusp-shaped structure. The flare loops continue to grow, and at around 1 UT on September 11, supra-arcade down flows and shrinking loops become visible. There is also interesting data in the late phase of this flare from RHESSI and the Expanded Owens Valley Solar Array (EOVSA)
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Composition of Micro-eukaryotes on the Skin of the Cascades Frog (
Global amphibian decline linked to fungal pathogens has galvanized research on applied amphibian conservation. Skin-associated bacterial communities of amphibians have been shown to mediate fungal skin infections and the development of probiotic treatments with antifungal bacteria has become an emergent area of research. While exploring the role of protective bacteria has been a primary focus for amphibian conservation, we aim to expand and study the other microbes present in amphibian skin communities including fungi and other micro-eukaryotes. Here, we characterize skin-associated bacteria and micro-eukaryotic diversity found across life stages of Cascades frog
Encouraging organized active game play in primary school children
A mobile video game designed to encourage physical activity in children in an organized outdoor setting is presented. Game elements of narrative based treasure hunt game: Pirate Adventure are designed by a team of IT and Health professionals to encourage primary school aged children to engage in physical activity. The mobile phone platform uses several sensor technologies; accelerometers, camera and Wi-Fi to integrate gameplay with the physical environment. Key game locations in the real world environment are tracked using 2-dimensional codes (QR codes) and activity is tracked using accelerometers. The design is evaluated during several organized play session. Telemetry collected demonstrates that the treasure hunt mechanic encourages players to be physically active during each game, and validates that player actions are consistent with the game design elements. QR code scanning is effective as a location tracking mechanism. Additional insight is provided into the issue of sensor suitability and mobile device reliability when used in games for this age group. The results of this study can inform other mobile active games for children
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