57 research outputs found

    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

    Student-pull instead of instructor-push: in preparation for a student learning dash­board

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    A typical model of blending in-class learning with technology-enabled student experiences outside class makes use of a course management system (CMS), such as Blackboard. In this model, all the course management work is exclusively performed by the course instructor. Some attempts have been made to steer away from having the online content and activities be created, maintained, and monitored solely by the instructor. Discussion boards, student breakout groups, and student portfolios are examples of shifting some responsibilities to the students. However, the instructor continues to be the main arbiter of these activities, and tools that support student contributions are entirely under the control of the same, monopolistic CMS

    Free and open source software development of IT systems

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    IT system development, integration, deployment, and administration benefit significantly from free and open source software (FOSS) tools and services. Affordability has been a compelling reason for adopting FOSS in computing curricula and equipping computing labs with support infrastructure. Using FOSS systems and services, however, is just the first step in taking advantage of how FOSS development principles and practices can impact student learning in IT degree programs. Above all, FOSS development of IT systems requires changes to how students, instructors, and other contributors work collaboratively and openly and get involved and invested in project activities. In this paper I examine the challenges to engage students in FOSS development projects proposed by real clients. A six-week course project revealed problems with adopting FOSS development and collaboration across different activities and roles that student team members have assumed. Despite these problems, students have showed a genuine and strong interest in gaining more practice with FOSS development. FOSS development teaching was further refined in two other courses to learn about adequate teaching strategies and the competencies that students achieve when they participate in FOSS development of IT systems

    Assessing collaborative and experiential learning

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    Collaborative and experiential learning has many proven merits. Team projects with real clients motivate students to put in the time for successfully completing demanding projects. However, assessing student performance where individual student contributions are separated from the collective contribution of the team as a whole is not a straightforward, simple task. Assessment data from multiple sources, including students as assessors of their own work and peers\u27 work, is critical to measuring certain student learning outcomes, such as responsible team work and timely communication. In this paper we present our experience with assessing collaborative and experiential learning in five Computer Information Systems courses. The courses were scheduled over three semesters and enrolled 57 students. Student performance and student feedback data were used to evaluate and refine our assessment methodology. We argue that assessment data analysis improved our understanding of (1) the assessment measures that support more closely targeted learning outcomes and (2) how those measures should be implemented

    Network service management with constraint technology

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    Evaluation of solving methods for conditional constraint satisfaction problem

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    A collaborative and experiential learning model powered by real-world projects

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    Information Technology (IT) curricula\u27s strong application component and its focus on user centeredness and team work require that students experience directly real-world projects for real users of IT solutions. Although the merit of this IT educational tenet is universally recognized, delivering collaborative and experiential learning has its challenges. Reaching out to identify projects formulated by actual organizations adds significantly to course preparation. There is a certain level of risk involved with delivering a useful solution while, at the same time, enough room should be allowed for students to experiment with, be wrong about, review, and learn. Challenges pertaining to the real-world aspect of problem-based learning are compounded by managing student teams and assessing their work such that both individual and collective contributions are taken into account. Finally, the quality of the project releases is not the only measure of student learning. Students should be given meaningful opportunities to practice, improve, and demonstrate their communication and interpersonal skills. In this paper we present our experience with two courses in which teams of students worked on real-world projects involving three external partners. We describe how each of the challenges listed above has impacted the course requirements, class instruction, team dynamics, assessment, and learning in these courses. Course assessment and survey data from students are linked to learning outcomes and point to areas where the collaborative and experiential learning model needs improvement

    QuizPower: a mobile app with app inventor and XAMPP service integration

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    This paper details the development of a mobile app for the Android operating system using MIT App Inventor language and development platform. The app, Quiz Power, provides students a way to study course material in an engaging and effective manner. At its current stage the app is intended strictly for use in a mobile app with App Inventor course, although it provides the facility to be adapted for other courses by simply changing the web data store. Development occurred during the spring semester of 2013. Students in the course played a vital role in providing feedback on course material, which would be the basis for the structure of the quiz as well as the questions. The significance of the project is the integration of the MIT App Inventor service with a web service implemented and managed by the department

    Towards using online portfolios in computing courses

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    The direct experience we had with teaching a summer pre-college computing course in which we adopted an online portfolio approach has led us to consider the use of online portfolios in our regular computer science undergraduate courses. The technical challenges we foresee include: the necessary support from the college\u27s IT department; the use of Microsoft-based web authoring technologies vs. the use of Open Source / freeware counterparts; the need for adequate technical knowledge on the part of our faculty; the need for server-side hardware and software resources

    Teaching and learning in live online classrooms

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    Online presence of information and services is pervasive. Teaching and learning are no exception. Courseware management systems play an important role in enhancing instructional delivery for either traditional day, full-time students or non-traditional evening, party-time adult learners enrolled in online programs. While online course management tools are with no doubt practical, they limit, however, live or synchronous communication to chat rooms, whose discourse has little in common with face-to-face class communication. A more recent trend in online teaching and learning is the adoption and integration of web conferencing tools to enable live online classrooms and recreate the ethos of traditional face-to-face sessions. In this paper we present the experience we have had with the adoption of the LearnLinc® web conferencing tool, an iLinc Communications, Inc. product. We have coupled LearnLinc with Blackboard®, for the online and hybrid computer science courses we offered in the past academic year in the evening undergraduate and graduate computer science programs at Rivier College. Twelve courses, enrolling over 150 students, have used the synchronous online teaching capabilities of LearnLinc. Students who took courses in the online or hybrid format could experience a comparable level of interaction, participation, and collaboration as in traditional classes. We solicited student feedback by administering a student survey to over 100 students. The 55% response rate produced the data for this paper\u27s study. We report on the study\u27s findings and show students\u27 rankings of evaluation criteria applied to hybrid and online instructional formats, with or without a web conferencing tool. Our analysis shows that students ranked favorably LearnLinc live sessions added to Blackboard-only online classes. In addition, how they learned in live online classrooms was found to be the closest to the hybrid class experience with regard to teaching practices they perceived as most important to them, such as seeking instructor\u27s assistance, managing time on task, and exercising problem solving skills
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