2,431 results
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2. Assessing User Experiences in Virtual Reality Learning Environments
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Li Xiangming, Ke Wang, Yincheng Wang, Jibo He, and Jingshun Zhang
- Abstract
The inconsistent findings about learning outcomes in VR (virtual reality) learning necessitate further robustness of empirical data. This article addressed this gap by comparing the learning outcomes across VR, phone, and mobile learning on two dimensions: recall accuracy and recall speed, as well as learners' attitudes. Additionally, this paper attempted to investigate the differences between 5 and 10 min time duration. By inviting a total of 28 participants to the lab experiments on English vocabulary acquisition, this study yielded no statistically significant difference in vocabulary recall accuracy between VR, computer, and mobile learning. Nonetheless, the significant difference in vocabulary recall speed was generated. Besides, the time spent on vocabulary acquisition was significantly shorter in VR than in computer and mobile learning. Additionally, pairwise comparisons revealed that learners' perceptions and attitudes toward SUS resulted in significantly lower scores in VR than in computer- and mobile-based learning. Further, merely two of the nine items on the VR sickness scale demonstrated a significant raise in visual fatigue as well as significant decline in headache between 5 and 10 min learning duration. Future research should anticipate a larger sample size to ensure the validity of research findings and further construct a 3D modeling for the same language learning settings for non-college, primary, as well as secondary school students.
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- 2024
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3. Hack It with EDUCHIC! Educational Hackathons and Interdisciplinary Challenges--Definitions, Principles, and Pedagogical Guidelines
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Loïs Vanhée, Karin Danielsson, Lena Enqvist, Kalle Grill, and Melania Borit
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Whereas hackathons are widespread within and outside academia and have been argued to be a valid pedagogical method for teaching interdisciplinarity, no detailed frameworks or methods are available for conceptualizing and organizing educational hackathons, i.e., hackathons dedicated to best achieving pedagogic objectives. This paper is dedicated to introducing EDUCational Hackathons for learning how to solve Interdisciplinary Challenges (EDUCHIC) through: (1) defining the fundamental principles for framing an activity as an EDUCHIC, integrating principles from pedagogical methods, hackathon organization, and interdisciplinarity processes; (2) describing general properties that EDUCHIC possess as a consequence of the interaction of the fundamental principles; (3) developing operational guidelines for streamlining the practical organization of EDUCHIC, including an exhaustive end-to-end process covering all the steps for organizing EDUCHIC and practical frames for carrying the key decisions to be made in this process; and (4) a demonstration of these guidelines through illustrating their application for organizing a concrete EDUCHIC.
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- 2024
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4. Games as a Mode of Instruction in Object-Oriented Concepts
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Krish Pillai and Marcia Lovas
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A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2). CS2 concepts are abstract, requiring reinforcement through considerable practice. It has been observed that traditional CS2 projects fail to capture the imagination and enthusiasm of students and are seldom useful past the end of the semester, yet interesting projects drawn from the natural sciences may be either too complex or too algorithmic to facilitate the required design experience. Game programming, in contrast, is purpose-driven and has great appeal. Unfortunately, popular game engines hide the engine's complexity and provide too much built-in functionality, relegating the user to writing glue logic in a scripting language. What is needed instead is a challenge that will provide transferable skills for solving generic problems using a statically typed language. The authors of this paper describe a Java game engine and lesson plan they developed for one semester of object-oriented instruction for students who have completed CS2. Early anecdotal results demonstrate that students find the approach challenging, informative, and incentivizing. [For the full proceedings, see ED656038.]
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- 2023
5. Eight-Year-Olds' Naïve and Acquired Knowledge about Computer Viruses: A Mixed Methods Study
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Cyril Brom, Tereza Hannemann, Tereza Tetourová, Anna Drobná, Nikol Kopánková, Kristina Volná, Katerina Kacerovská, Filip Dechterenko, Pavel Ježek, and Tereza Stárková
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Primary school children frequently use digital devices, which can be infected by computer viruses. In this mixed methods paper with two studies (N = 278 + 114), we examined 8-year-olds' preconceptions about computer viruses and protection against them; how to teach these children about said topics using three different, 30-min-long, content-equivalent lessons; and what knowledge the children can acquire. We found that participants had limited prior knowledge of computer viruses and almost no knowledge about protection against them. However, they rarely had misconceptions. They learnt, and retained over a month, key general points and a few specific points about this domain. Acquired knowledge was still somewhat patchy, most likely represented in 'pieces' rather than as complex, theory-like chunks. Nevertheless, all three approaches produced notable learning gains (d > 1.78). A lesson organized around a narrative 5-min video and six < 1 min video snippets was the most effective: compared to a lesson organized around two 5-min videos (d = 0.89) and a teacher-led lesson without videos (d = 0.54). The findings are consistent with contemporary instructional design theories and 'knowledge in pieces' conceptual change frameworks. They imply that the topic of computer viruses should be included in second-graders' curricula.
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- 2024
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6. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA) (20th, Madeira Island, Portugal, October 21-23, 2023)
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International Association for Development of the Information Society (IADIS), Demetrios G. Sampson, Dirk Ifenthaler, and Pedro Isaías
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These proceedings contain the papers of the 20th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2023), held in Madeira Island, Portugal, from 21 to 23 October 2023 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways. The CELDA 2023 Conference received 75 submissions from more than 24 countries. Out of the papers submitted, 46 were accepted as full papers for an acceptance rate of 61%; 11 were accepted as short papers and 1 was accepted as reflection paper. In addition to the presentation of full, short and reflection papers, the conference also includes one keynote presentation from an internationally distinguished researcher: Professor Barbara Wasson, Director, Centre for the Science of Learning & Technology, Norway. [Individual papers are indexed in ERIC.]
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- 2023
7. The System of Distance Learning in the Scientific and Engineering Staff Training
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Valeriy Savin, Alexander Osadchy, Lyudmila Savina, Igor Stasuk, and Ivan Barinov
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The proposed computer system implements a scheme of joint-classroom and distance learning, scientific and exploratory research in order to motivate and stimulate students' independent work in acquiring professional competencies. The developed system reflects both the traditional structure of education in universities using groups of students, specialties and curricula, as well as modern trends in the transition to distance learning, i.e. the opportunity to study at any time and in any place, according to individual plans and schedules. The presented development can be used by students to acquire and develop competencies in the field of improving and managing technological processes for the production of metal products, including the design of machines and metal structures for additive technologies. This is ensured both by the created (and permanently updated) database of mechanical and technological characteristics of steels and alloys used in the production of materials for special purposes, including for the nuclear power industry and the chemical industry, product quality and environmental safety, and by programs developed on based on author's methods and implemented in the system of distance education, in particular, for calculating the modes of shaping and energy-power parameters in the formation of metal products. [For the complete proceedings, see ED655360.]
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- 2023
8. Digital Degrowth: Toward Radically Sustainable Education Technology
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Neil Selwyn
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This paper outlines how ideas of 'degrowth' might be used to reimagine sustainable forms of education technology. In essence, degrowth calls for a proactive renewal of technology use around goals of voluntary simplicity and slowing-down, community-based coproduction and sharing, alongside conscious minimalization of resource consumption. The paper considers how core degrowth principles of conviviality, commoning, autonomy and care have been used to develop various forms of 'radically sustainable computing'. The paper then suggests four ways in which degrowth principles might frame future thinking around education technology in terms of: (i) curtailing current manipulative forms of education technology, (ii) bolstering existing convivial forms of education technology; (iii) stimulating the development of new convivial education technologies; and (iv) developing digital technologies to achieve the eventual de-schooling of society. It is concluded that mobilisation of these ideas might support a much-needed reorientation of digital technology in education along low-impact, equitable lines.
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- 2024
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9. Reading from Paper Compared to Screens: A Systematic Review and Meta-Analysis
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Clinton, Virginia
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Background: Given the increasing popularity of reading from screens, it is not surprising that numerous studies have been conducted comparing reading from paper and electronic sources. The purpose of this systematic review and meta-analysis is to consolidate the findings on reading performance, reading times and calibration of performance (metacognition) between reading text from paper compared to screens. Methods: A systematic literature search of reports of studies comparing reading from paper and screens was conducted in seven databases. Additional studies were identified by contacting researchers who have published on the topic, by a backwards search of the references of found reports and by a snowball search of reports citing what was initially found. Only studies that were experiments with random assignment and with participants who had fundamental reading skills and disseminated between 2008 and 2018 were included. Twenty-nine reports with 33 identified studies met inclusion criteria experimentally comparing reading performance (k = 33; n = 2,799), reading time (k = 14; n = 1,233) and/or calibration (k = 11; n = 698) from paper and screens. Results: Based on random effects models, reading from screens had a negative effect on reading performance relative to paper (g = -0.25). Based on moderator analyses, this may have been limited to expository texts (g = -0.32) as there was no difference with narrative texts (g = -0.04). The findings were similar when analysing literal and inferential reading performance separately (g = -0.33 and g = -0.26, respectively). No reliable differences were found for reading time (g = 0.08). Readers had better calibrated (more accurate) judgement of their performance from paper compared to screens (g = 0.20). Conclusions: Readers may be more efficient and aware of their performance when reading from paper compared to screens.
- Published
- 2019
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10. Automated Test Paper Generation Using Utility Based Agent and Shuffling Algorithm
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El Rahman, Sahar Abd and Zolait, Ali Hussein
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This article describes how with the advent of computer-based technology, there is movement from manual to automated systems for different aspects of the education system. Testing is an essential part of teaching process that helps academics in classifying the level of students and evaluating the outcomes of their teaching process. The testing process requires a large amount of attention and professionalism. Automated Test Paper Generation is a system applying the shuffling algorithm in designing different sets of questions without repetition and duplication. It helps the faculty in developing and designing exams with a particular level of difficulty required in evaluating the students by using the utility-based agent. The system includes a knowledge base of many questions' types that are linked to a test engine where the faculty can specify the type and the difficulty level of the exam and then the system will assemble the exam and produce the output as electronic or paper-based. Questions will be picked randomly from the knowledge database. This automated system provides cost saving and time efficient solutions.
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- 2019
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11. Investigation of University Students' Awareness of Digital Game Addiction
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Hebebci, Mustafa Tevfik, Bertiz, Yasemin, and Alan, Selahattin
- Abstract
Today's digital games attract the attention of many people from various age groups. Some sources suggest that acquaintance with digital games is as low as three years old. When digital games are evaluated from a general perspective, it is seen that the largest user group is individuals in adolescence and youth period. Individuals at this age spend most of their time playing digital games. However, playing digital games for uncontrolled and excessive periods causes some physical and mental negative effects on both children and adults over a long period of time. In the long run, such excessive use turns into an important problem, such as digital game addiction. Digital game addiction, which is considered a behavioral addiction, is defined as a situation in which digital games cause various changes and deteriorations in daily life as a result of the inability to control the desire of individuals to play digital games. In this context, it is crucial to identify and increase the awareness of young people who spend more time with digital games and are at risk of digital game addiction. In this research, the awareness of university students about digital game addictions was examined. The research sample consists of university students studying at various education levels. Descriptive statistics, independent samples t-tests, and chi-square tests were used in the analysis of the study, which was designed with the survey model, one of the quantitative research methods. As a result of the research, it was found out that digital games are generally used for entertainment and spending time purposes, women have a higher level of awareness than men, and there is a significant relationship between gender and the device where digital games are played. The obtained findings were compared with the studies in the literature. In line with the results, some suggestions were presented. [For the full proceedings, see ED630948.]
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- 2022
12. Proceedings of International Conference on Research in Education and Science (Antalya, Turkey, March 24-27, 2022). Volume 1
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International Society for Technology, Education and Science (ISTES) Organization, Shelley, Mack, Akcay, Hakan, and Ozturk, Omer Tayfur
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"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and practical issues and to connect with the leaders in the fields of education and science. The conference is organized annually by the International Society for Technology, Education, and Science (ISTES). The ICRES invites submissions which address the theory, research or applications in all disciplines of education and science. The ICRES is organized for: faculty members in all disciplines of education and science, graduate students, K-12 administrators, teachers, principals and all interested in education and science. After peer-reviewing process, all full papers are published in the Conference Proceedings. [Individual papers are indexed in ERIC.]
- Published
- 2022
13. Entrypoints for Integrating Computing and Tech into Teacher Education: Addressing Problems and Opportunities with the EnCITE Framework
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Sara Vogel, Aman Yadav, David Phelps, and Aankit Patel
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To coherently integrate computing and digital technology into teacher education, stakeholders at teacher preparation institutions must grapple with a complex landscape of problems and opportunities. This paper's literature review maps that landscape into problems and opportunities that are (1) technological, (2) pedagogical, definitional (3) ideological, (4) political, and (5) developmental in nature. While existing frameworks respond to particular aspects of these areas (e.g. the popular TPACK framework zooms in on technological and pedagogical questions), stakeholders engaged in curricular planning must think more holistically about how to prepare future teachers. We share EnCITE (Entrypoints to Computing Integrated Teacher Education), a framework that indexes all five areas as it positions pre-service teachers as learners and teachers about, with, through, and against technology and computing. We share examples from our practice steering an initiative to integrate computing and digital literacies into teacher education at a large urban university system in the Northeast of the U.S, to illustrate how teacher educators with diverse backgrounds can use EnCITE to orient to a complex landscape and to imagine curricular possibilities that can respond to those challenges.
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- 2024
14. An Alternative Approach to Ontology-Based Curriculum Development in Higher Education
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Pattamaporn Piriyapongpipat, Sally Goldin, and Nadh Ditcharoen
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Global trends in higher education emphasize the development of curricula that offer greater responsiveness to learners. Creating flexible and responsive curricula will require additional support systems for curriculum management. The first step toward sustainably developing this kind of system is to represent essential curricular information in a way that allows sharing common components across various work processes within the educational environment. The current research implements a new approach for representing curriculum components, by systematically analyzing external source data to extract the basic knowledge, skills and dependencies which then become objects into an ontology. The resulting ontology should act as a computationally-accessible model of the curriculum with sufficient information and usable quality. This paper describes a trial implementation of our approach using actual curriculum documents. Results from performance metrics and expert evaluation validate the proposed strategy and suggest that the approach is feasible for real-world practice.
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- 2024
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15. Digital Fluency -- A Dynamic Capability Continuum
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Kat Cain and Jo Coldwell-Neilson
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The impact of digital technologies on the ways people work, learn and live has been debated and researched for half a century. Digital literacy approaches have recurrently been the focus of educational and industry learning; however, current framings of digital literacy are not sufficient to support students' digital capability development, nor do static digital literacies reflect the dynamic and contextual nature of digital capabilities. A digital capability continuum that fluidly moves between digital foundation skills, digital literacies and digital fluency is a more robust model for education. By unpacking the digital capability continuum and responding to both learning and curriculum paradigms, this paper expands on an earlier framework (Coldwell-Neilson, 2020), the decoding digital literacy framework, as well as building on our research and academic experiences, to inform higher education. A key agenda is that the higher education sector frames digital fluency as a mindset and an attitude. The model and framework underscore that capabilities need to be flexible and transferable across technologies, disciplines and the world of work.
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- 2024
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16. Using Debugging as a Platform for Transdisciplinary Learning
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Nicole Panorkou, Toni York, and Erell Germia
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In this paper we discuss the types of knowledge used by six middle school students as they engaged with a debugging task designed to integrate ideas from computer science, mathematics and science. Our findings show that the computational thinking practice of debugging is a rich source of opportunities to integrate these different disciplines. The analysis illustrates how the types of knowledge the students did and did not use at each step of the debugging process were related to their ability to succeed at each step. Our work contributes to theory and practice by uncovering implications for studying debugging through two refined frameworks and for designing debugging tasks to support transdisciplinary learning.
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- 2024
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17. Catchii: Empowering Literature Review Screening in Healthcare
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Andreas Halman and Alicia Oshlack
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A systematic review is a type of literature review that aims to collect and analyse all available evidence from the literature on a particular topic. The process of screening and identifying eligible articles from the vast amounts of literature is a time-consuming task. Specialised software has been developed to aid in the screening process and save significant time and labour. However, the most suitable software tools that are available often come with a cost or only offer either a limited or a trial version for free. In this paper, we report the release of a new software application, Catchii, which contains all the important features of a systematic review screening application while being completely free. It supports a user at different stages of screening, from detecting duplicates to creating the final flowchart for a publication. Catchii is designed to provide a good user experience and streamline the screening process through its clean and user-friendly interface on both computers and mobile devices. All in all, Catchii is a valuable addition to the current selection of systematic review screening applications. It enables researchers without financial resources to access features found in the best paid tools, while also diminishing costs for those who have previously relied on paid applications. Catchii is available at https://catchii.org.
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- 2024
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18. 'ML-Quest': A Game for Introducing Machine Learning Concepts to K-12 Students
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Shruti Priya, Shubhankar Bhadra, Sridhar Chimalakonda, and Akhila Sri Manasa Venigalla
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Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and applications of ML instead of core concepts or directly introduce ML terminologies, which might be overwhelming to school students. Hence, in this paper, we propose "ML-Quest," a game to incrementally present a conceptual overview of three ML concepts: "Supervised Learning," "Gradient Descent" and "K-Nearest Neighbor (KNN) Classification." The game has been evaluated through a controlled experiment, for its usefulness and player experience using the TAM model, with 41 higher-secondary school students. Results show that students in the experimental group perform better in the test than students in the control group, with 5% of students in the experimental group scoring full marks. However, none of the students in the control group could score full marks. The survey results indicate that around 77% of the participants who played the game either agree or strongly agree that ML-Quest has made their learning interactive and is helpful in introducing them to ML concepts.
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- 2024
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19. Towards a Framework for a Nation-Wide Implementation of Augmented, Virtual and Mixed Reality in K-12 Technical and Vocational Education
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Carl Boel, Kim Dekeyser, Marijke Lemal, Tijs Rotsaert, Martin Valcke, Tammy Schellens, and Dieter Struyf
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As augmented, virtual and mixed reality have become more user-friendly and affordable, these technologies gained increasing interest from education. Teachers all over the world are triggered by the perceived benefits and start experimenting. However, teachers encounter obstacles to pursue effective implementation. This paper describes how these obstacles are being tackled in Flanders (Belgium) via a large-scale, nation-wide framework for the implementation of augmented, virtual and mixed reality in K-12 technical and vocational education. This framework was designed, adopting an Educational Design Research approach, and consists of five interrelated pillars: hardware, software, professional development of teachers, practice-oriented research, and coordination. The proposed framework provides guidelines, both for researchers and education policy makers.
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- 2024
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20. After Mainframes: Computer Education and Microcomputers in Western Switzerland during the 1980s and 1990s
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Fabian Grütter
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This article analyses the developments in computer education in French-speaking Western Switzerland in the 1980s and 1990s. It investigates how computer education changed with the arrival of microcomputers, who the agents of these changes were, and with what sociopolitical and economic developments these pedagogical changes interacted. By analysing archival material from five cantonal departments of education and from Raymond Morel (at the time, Western Switzerland's most influential educational IT expert), it is argued that computer education in Western Switzerland's general education experienced three shifts. First, education "with" computers displaced education "about" computers in the first half of the 1980s. Second, from the mid-1980s onwards, office applications became central. Third, computer education morphed into telecommunications education around 1990. The paper contributes to the historiography of local school computers and computer education. It adds comment on the "glocal" histories of computers, which shed light on local computer cultures and economies across the globe.
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- 2024
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21. Too Much Information: Exploring Technology-Mediated Abuse in Higher Education Online Learning and Teaching Spaces Resulting from COVID-19 and Emergency Remote Education
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Bovill, Helen
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During COVID-19, universities across the globe experienced a rapid requirement to move to online learning and teaching provision. This rapid move has been explored as emergency remote education (ERE). This paper reviews and presents some emerging literature regarding ERE, demonstrating how this created an environment where technology-mediated abuse could arise within the university context. Intentional and unintentional forms of technology-mediated abuse, within a global context, are considered with account of how intersectional characteristics can impact. The paper concludes with a set of provocations explored within an example framework. The provocations are given to situate ways of thinking which are facilitative of safer and more respectful use of technological spaces. Both the provocations and example framework aim to be useful critical tools for program and module teams to adapt in higher education institutions within the online sphere. The phenomenon of ERE is an opportunity to consider what can be learned with regard to management of technology-mediated abuse. However, a focus on ERE presents limitations in the paper because of the smaller number of academic sources at this time, due to recency of the COVID-19 pandemic.
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- 2023
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22. Piloting a European Employer Survey on Skill Needs: Illustrative Findings. Research Paper No 36
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Cedefop - European Centre for the Development of Vocational Training, Sofroniou, Nicholas, and Zukersteinova, Alena
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Today, information and data on skills development come mainly from household and employees surveys: trends in the labour market, demand and supply of skills, data on skill mismatch and skills obsolescence. Recurrent analysis of individual cross-sectional data and their extrapolation into the future indicates significant structural changes over time. Despite the critical nature of such structural data, they do not allow one to understand fully the complexity of changing skill requirements and developments in occupations at the workplace. Therefore, Cedefop, with financial support from the European Commission has taken a step forward by developing a European employer survey on skill needs. Cedefop worked, in close cooperation with experts, to develop and evaluate innovative approaches for measuring skill needs from the employers' point of view. The pilot survey focuses on testing questions on the importance of generic skill requirements and specific working tasks, as well as relevant changes in defined occupations. It also collected information on drivers of change, such as innovation, and their impact on skill requirements at the workplace to broaden the perspective on future needs. The survey also piloted questions on staff preparedness to meet new requirements, and firms' policies to address this issue. This publication describes in brief the measurement concept and the survey methodology tested in the pilot survey to identify current and future skill needs as perceived by employers in Europe. It provides illustrative findings with some implications to be followed up in future work, as well as an assessment of the approach's practicability and options for moving to a large-scale employer survey on skill needs in Europe. A tabular annex provides the share of employment covered by the survey. [The publication is a result of development work under a contract between Cedefop and TNS Infratest Socialfoschung.]
- Published
- 2013
23. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (31st, Orlando, FL, 2008)
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Association for Educational Communications and Technology and Simonson, Michael
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For the thirty-first year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers were presented at the annual AECT Convention in Orlando, Florida. This year's Proceedings has two sections--Section 1 includes research and development papers and Section 2 includes papers on the practice of educational communications and technology. (Individual papers contain references, figures, and tables.) [For Volume 1 of the 30th (2007) Proceedings, see ED499889. For Volume 2, see ED499896.]
- Published
- 2008
24. Scaling the Digital Divide: Home Computer Technology and Student Achievement. Working Paper 48
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Urban Institute, National Center for Analysis of Longitudinal Data in Education Research (CALDER), Vigdor, Jacob L., and Ladd, Helen F.
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Does differential access to computer technology at home compound the educational disparities between rich and poor? Would a program of government provision of computers to early secondary school students reduce these disparities? The authors use administrative data on North Carolina public school students to corroborate earlier surveys that document broad racial and socioeconomic gaps in home computer access and use. Using within-student variation in home computer access, and across-ZIP code variation in the timing of the introduction of high-speed internet service, the authors demonstrate that the introduction of home computer technology is associated with modest but statistically significant and persistent negative impacts on student math and reading test scores. Further evidence suggests that providing universal access to home computers and high-speed internet access would broaden, rather than narrow, math and reading achievement gaps. Coefficients on Time-Invariant Student Covariates, Across-Student Specifications is appended. (Contains 8 tables, 3 figures, and 34 footnotes.)
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- 2010
25. Final Paper DAT Cognitive Art Therapy System
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Jacobson, Eric
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Del Giacco Art Therapy is a cognitive art therapy process that focuses on stimulating the mental sensory systems and working to stabilize the nervous system and create new neural connections in the brain. This system was created by Maureen Del Giacco, Phd. after recovering from her own traumatic brain injury and is based on extensive research of neuro science concepts and observation of brain trauma victims and dementia patients and their recovery. Neuro-science has demonstrated that brain tissue is able to respond to damage or loss of neurons such as might happen in the event of a stroke, dementia or traumatic brain injury. Studies show that appropriate repetition of mental activities can stimulate the growth of new dendrites and refine some connections between neurons. If the "cell body" of the neuron is intact it can re-grow. If not nearby neurons can be "trained" to take over the role of the destroyed ones." (DAT course)
- Published
- 2009
26. Digital Broadband Content: Digital Content Strategies and policies. OECD Digital Economy Papers, No. 119
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Organisation for Economic Cooperation and Development
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The development of digital content raises new issues as rapid technological developments challenge existing business models and government policies. This OECD study identifies and discusses six groups of business and public policy issues and illustrates these with existing and potential OECD Digital Content Strategies and Policies: (1) Innovation and Technology (Encouraging R&D and innovation in content and content-related networks, software and hardware; Building an environment conducive to content production, networks, and technological spillovers; Expanding venture capital financing and improving valuation of digital content; and Addressing skills, training, education and human resource development issues); (2) Value Chain and Business Model Issues (Encouraging non-discriminatory business and policy frameworks; Increasing competition and, where appropriate, co-ordination along value chains to develop new distribution and revenue models; Working to improve technology neutrality and consistent policy treatment of digital content across different, and in some cases converging, content delivery platforms; and Working out the role of support for new business and business expansion); (3) Enhancing the Infrastructure (Widening broadband coverage and high-quality access to infrastructure and applications; Building partnerships to address technological issues related to digital content, standards and interoperability; and Improving payment and micro-payment systems, electronic signatures, authentication, and development of international interoperability and portability of these infrastructures); (4) Business and Regulatory Environment (Adapting established regulatory frameworks to digital content value chains and business models; Protecting intellectual property and related issues; Working to improve digital rights management and development of new transparent business models; and Clarifying specific taxation treatment); (5) Supply and Use of Public Sector Information and Content (Digitising and distributing public sector information and improving access to public sector content; Building the role of governments as model suppliers in putting content online; Enhancing access to local content, diversity of content supply and use; and Expanding public demand for digital content in education, health, etc.); and (6) Conceptualisation, Classification and Measurement Issues (Improving the way digital content is measured.) (Contains 76 notes, 2 boxes, 3 figures and 2 tables.)
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- 2006
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27. Annual Proceedings of Selected Research and Development Papers Presented at the National Convention of the Association for Educational Communications and Technology (29th, Dallas, Texas, 2006). Volume 2
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Association for Educational Communications and Technology, Washington, DC., Simonson, Michael, and Crawford, Margaret
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For the twenty-ninth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Orlando, Florida. The Proceedings of AECT's Convention are published in two volumes. Volume 2 contains papers primarily dealing with instruction and training issues. (Individual papers contain references, figures, and tables.) [For Volume 1, see ED499964.]
- Published
- 2006
28. Testing in a Computer Technology Course: An Investigation of Equivalency in Performance between Online and Paper and Pencil Methods.
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Alexander, Melody W., Bartlett, James E., Truell, Allen D., and Ouwenga, Karen
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Students in a computer technology course completed either a paper-and-pencil test (n=40) or an online test in a proctored computer lab (n=43). Test scores were equivalent, but the online group, particularly freshmen, completed the test in less time. Online testing time did not correlate with test score. (Contains 30 references.) (SK)
- Published
- 2001
29. Experience Teaching Quantum Computing
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Tappert, Charles C., Frank, Ronald I., Barabasi, Istvan, Leider, Avery M., Evans, Daniel, and Westfall, Lewis
- Abstract
There is a quantum computing race among the tech giants Google, IBM, and Microsoft, including to a lesser extent Amazon and China's Alibaba. Governments, particularly America and China, are funding work in the area with the concern that quantum computers may soon crack current encryption methods, giving the country that gets there first a major advantage. There are currently about 100 universities worldwide with some activity in quantum computing. Considerable funding is also available and the 2019 U.S. National Quantum Initiative Act authorized $1.2 billion funding over the next 5-10 years. This paper shares the positive experience of Pace University in teaching quantum computing and encourages other schools to join us in this revolutionary step forward for computing. The paper discusses our experiences teaching a graduate-level quantum computing course, teaching the projects component of the course that develops problems to be solved on IBM's Q Experience quantum computing simulator, and teaching quantum computing modules in high schools. [For the full proceedings, see ED596991.]
- Published
- 2019
30. Case Study: Creation of a Degree Program in Computer Security. White Paper.
- Author
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Belon, Barbara and Wright, Marie
- Abstract
This paper reports on research into the field of computer security, and undergraduate degrees offered in that field. Research described in the paper reveals only one computer security program at the associate's degree level in the entire country. That program, at Texas State Technical College in Waco, is a 71-credit-hour program leading to an Associate of Applied Science in Network Technology degree and focuses heavily on computer networks and operating systems, containing courses that prepare individuals for careers on corporate security teams. The majority of computer security and information security training is offered in master's and doctoral-level programs. The paper proposes Norwalk Community College (NCC) in Norwalk, Connecticut, develop a new degree program at NCC. It also details the process of developing the degree program, starting with advisory committee members' development of a knowledge and skills list for entry-level computer security professionals, identification of the components that could be taught in a formal program of study, and the packaging of knowledge and skills components into logical course delivery units. The paper argues for development of similar programs at other community colleges. (NB)
- Published
- 2002
31. Annual Proceedings of Selected Research and Development Papers Presented at the National Convention of the Association for Educational Communications and Technology (26th, Anaheim, California, 2003). Volume 2
- Author
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Association for Educational Communications and Technology, Washington, DC., Simonson, Michael, and Crawford, Margaret
- Abstract
For the twenty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. This is Volume 2 of the 26th Annual Proceedings of Selected Papers On the Practice of Educational Communications and Technology presented at the National AECT Convention in Anaheim, CA. This volume contains papers dealing primarily with instruction and training issues. Papers dealing with research and development are contained in the companion volume (26th Annual, Volume 1) which also contains over 60 papers. The papers contained in this document represent some of the most current thinking in educational communications and technology. (Individual papers contain references, tables, and figures.) [For Volume 1, see ED496305. For Volume 1 of the 2002 proceedings, see ED496300. For Volume 2 of the 2002 proceedings, see ED496301.]
- Published
- 2003
32. National Study of Postsecondary Faculty (NSOPF:04) Field Test Methodology Report, 2004. Working Paper Series. NCES 2004-01
- Author
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National Center for Education Statistics (ED), Washington, DC., Heuer, R. E., Cahalan, M., and Fahimi, M.
- Abstract
This report describes the methodology and findings of the NSOPF:04 field test that took place during the 2002?03 academic year. The NSOPF:04 field test was used to plan, implement, and evaluate methodological procedures, instruments, and systems proposed for use in the full-scale study scheduled for the 2003-04 academic year. The field test was particularly important in this cycle of NSOPF, because of several changes from prior NSOPF data collections. These included: (1) the combination of NSOPF and NPSAS into NSoFaS:04, which had important implications for the NSOPF:04 institution sample design and institution contacting procedures; (2) eliminating the paper self-administered survey mode of response; (3) using integrated web/computer-assisted telephone interviewing (CATI) instruments; (4) shortening the faculty questionnaire; and (5) implementing measures to shorten the data collection period, such as early institution contacting and use of incentives for early response. This field test methodology report is designed to summarize the findings with regard to NSOPF for each of these changes. The methodology and findings of the NPSAS:04 field test are provided in a separate report. Appended are: (1) Technical Review Panel; (2) Facsimile Instruments; (3) Item Crosswalks; (4) Contacting Materials; (5) Training Materials; (6) CIP Code Mapping; and (7) TRP Meeting Summary.
- Published
- 2004
33. Gender Differences in Information Technology Usage: A U.S.-Japan Comparison. Working Paper 2004-2
- Author
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Federal Reserve Bank of Atlanta, Ono, Hiroshi, and Zavodny, Madeline
- Abstract
This study examines whether there are differences in men's and women's use of computers and the Internet in the United States and Japan and how any such gender gaps have changed over time. The authors focus on these two countries because information technology is widely used in both, but there are substantial differences in institutions and social organizations. They use microdata from several surveys during the 1997-2001 period to examine differences and trends in computer and Internet usage in the two countries. Their results indicate that there were significant gender differences in computer and Internet usage in both countries during the mid-1990s. By 2001, these gender differences had disappeared or were even reversed in the United States but remained in Japan. People not currently working have lower levels of IT use and skills in both countries regardless of gender, but working women in Japan have lower levels of IT use and skills than working men, a difference that generally does not occur in the United States. This finding suggests that employment status per se does not play a large role in the gender gap in Japan, but type of employment does. The prevalence of nonstandard employment among female workers in Japan accounts for much of the gender gap in IT use and skills in that country. (Contains 11 footnotes and 6 tables.)
- Published
- 2004
34. The New Technicians Study: Opportunities for Entry-Level Workers in Information Technology Occupations. Working Paper.
- Abstract
The purpose of this study was to develop a body of labor market information to support the development of regional information technology instructional programs by a consortium of California Community Colleges located in the San Francisco Bay Region. This collection of summaries of six occupations begins with a guide that explains the components of each summary. Included are a job description; job titles; career ladder; hours worked; compensation (wages, benefits); employer requirements (education and vocational training, experience); supply and demand; growth; openings filled; location of jobs; and estimates of employment in each industry presented in the job location section. These occupations are included in the guide: computer-aided design technicians; computer and software support technicians; computer network technicians; computer support specialists; graphic designers; and Internet web site designers and developers (webmasters). Appendixes include the questionnaire; alternate job titles; and industries represented. (YLB)
- Published
- 2003
35. Men's and Women's Quality of Work in the New Canadian Economy. Work Network Research Paper.
- Author
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Canadian Policy Research Networks Inc., Ottawa (Ontario)., Hughes, Karen, Lowe, Graham S., and Schellenberg, Grant
- Abstract
Men's and women's quality of work in the new Canadian economy was examined. The two data sources used were the 2000 Changing Employment Relationships Survey (CERS), which consisted of telephone interviews of 2,500 currently employed Canadian residents aged 18 or older, and the 2000 General Social Survey (GSS), which examined access to and use of computer technologies in Canada and included telephone interviews of 25,090 Canadians aged 15 or older. Men and women expressed similar levels (70-75%) of desire for interesting work and a sense of accomplishment. Women and men with no postsecondary education placed greater priority on job security, pay, and benefits than did individuals with higher levels of educational attainment. Employees without a high school education--especially women--also placed a high value on communication and collegial relations in the workplace. Among university graduates, female employees were far more likely than males to place a high value on respect, commitment, communications, and workplace relations. Women accounted for 42% of high-intensity computer users and 52% of moderate-intensity users. The study showed striking changes in the labor market role of college-educated women but little change in the role of women with a high school education or less. (Twenty-five tables/figures/boxes are included. Fourteen tables are appended. The bibliography lists 75 references.) (MN)
- Published
- 2003
36. Cloud Based Evidence Acquisitions in Digital Forensic Education
- Author
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Barrett, Diane
- Abstract
In a cloud computing environment, traditional digital forensic processes (such as turning off the computer to image the computer hard drive) can be disruptive to businesses because the data of businesses may be co-mingled with other content. As technology changes, the way digital forensics acquisitions are conducted are also changing. The change in methodology affects the way this subject matter is taught in programs and institutions. Methods to teach digital forensic acquisition methods in a cloud computing environment are limited due to the complexity of the cloud environment. This paper explores how a panel of expert practitioners viewed evidence acquisitions within the cloud environment, the implications for digital forensic education, and suggestions on how the education field can prepare students for technological changes in digital forensic acquisition processes where cloud computing environments are concerned and also help develop new methodologies. The paper offers a classroom case scenario as an example on how new methodologies and tools can be used in the classroom.
- Published
- 2020
37. AACN White Paper: Distance Technology in Nursing Education.
- Author
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American Association of Colleges of Nursing, Washington, DC.
- Abstract
Technological advances have increased opportunities for nursing education, affording increased collaboration among nursing faculties in teaching, practice, and research. In an era when nurses are in demand, technology may help the profession educate nurses, prepare future educators, and advance the science of nursing. Several factors should be addressed by schools and other stakeholders. First, superior distance education programs require a substantial financial investment. Second, planners should consider coordination, compatibility, and hardware upgrades for multi-site communications. Third, intellectual property, copyrights, and privacy are key issues in electronic media. Fourth, technology-mediated teaching can change the way teaching and learning take place. Lastly, distance education increases competition among institutions. An appendix outlines Guidelines for the Use of Distance Technology in Nursing Education. (HB)
- Published
- 2000
38. Race, Internet Usage, and E-Commerce. Working Paper 2002-01
- Author
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Federal Reserve Bank of Atlanta, Ono, Hiroshi, and Zavodny, Madeline
- Abstract
The authors examine racial and ethnic differences in computer ownership and Internet usage using data from a survey conducted by the Nomura Research Institute in 2000. They focus on on-line shopping because few studies have examined racial and ethnic differences in e-commerce. The results indicate that blacks and Hispanics are less likely to own or use a computer than are non-Hispanic whites but are not less likely to shop on-line. Indeed, blacks appear to shop on-line more frequently and to spend more than non-Hispanic whites do. (Determinants of Computer Ownership and Usage in August 2000 CPS; and Descriptive Statistics for Socioeconomic Characteristics in Nomura Data Set are appended. Contains 2 footnotes and 6 tables.)
- Published
- 2002
39. Is There a Skills Crisis? Trends in Job Skill Requirements, Technology, and Wage Inequality in the United States. Working Paper No. 295.
- Author
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Bard Coll., Annandale-on-Hudson, NY. Jerome Levy Economics Inst. and Handel, Michael
- Abstract
Many economists and policymakers believe that the growth in inequality in the last 2 decades reflects mostly an imbalance between the demand for and the supply of employee skills driven by technological change, particularly the spread of computers. However, the empirical basis for this belief is not strong. The growth in inequality was concentrated in the recession years of the early 1980s and any imbalance between the supply of and demand for workers with technological skills likely did not occur until later. The growth of the supply of more-educated workers decelerated during the 1980s, any impact of which would not have been felt until the late 1980s and 1990s. However inequality actually stabilized then. On the demand side, trends in occupational composition do not suggest that upgrading was particularly rapid in the 1980s and 1990s compared to the 1970s. Computers do not seem to have greatly affected employment in a number of narrow occupations that are likely to be sensitive to technological change (e.g., computer programmers, bank tellers), but computer use itself does seem to be associated with more education, even controlling for occupation. But the causal status of this relationship is uncertain and the magnitude of the association seems too small to have seriously compromised the ability of supply to meet the implied growth in demand. Other possible causes of inequality growth, including macroeconomic forces and the decline of institutional protections for workers, should be considered. (Contains 52 references, 8 tables, and 13 figures.) (CML)
- Published
- 2000
40. Economic Migrants in a Global Labour Market: A Report on the Recruitment and Retention of Asian Computer Professionals by Canadian High Tech Firms. CPRN Discussion Paper.
- Author
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Canadian Policy Research Networks Inc., Ottawa (Ontario). and Rao, Badrinath
- Abstract
The recruitment and retention of Asian computer professionals by Canadian high-tech companies was examined by interviewing 8 Canadian-born information technology (IT) workers, 47 Asian-born IT workers, and 8 human resource (HR) professionals employed by high-tech companies in Ottawa. Of the 47 Asians, 33 stated that they did not know much about Canada before coming to Canada, and 41 did not experience any difficulties getting visas for themselves. Although the Canadian and non-Canadian IT workers had similar perceptions regarding workplace-related issues, 12 of the Asia workers complained of subtle discrimination at work. Twenty-nine Asian workers reported considering moving to the United States versus only two Canadian workers. All eight HR professionals spoke highly of the Asian IT professionals and their technical competence, although several expressed concerns about Asian workers' ability to communicate. Many Asian workers appeared to have misconceptions about tax rates, living costs, and employment opportunities in Canada and the United States. It was concluded that the Canadian government could help improve recruitment and retention of Asian IT workers in Canada by enabling them to bring their educated relatives from their homelands and by facilitating closer interaction and partnerships between educational institutions and the high-tech sector. (The bibliography lists 17 references. The interview guide and questionnaire are appended.) (MN)
- Published
- 2001
41. Employment Effects of Computerization, 1971-1991. [Working Paper Series].
- Author
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Human Resources Development Canada, Hull (Quebec). Applied Research Branch., Lavoie, Marie, and Therrien, Pierre
- Abstract
This study examines the significant role of computers in the transformation of the Canadian employment structure. An executive summary appears in English and French. Following an introduction, Section 2 discusses how the role of computerization of the employment structure is viewed in the literature. Section 3 presents an overview of past developments in computer technology leading up to the contemporary microcomputer. Section 4 describes important trends (capital intensity and computer intensity) in the evolution of the Canadian industrial structure over the last few decades and proposes an industrial taxonomy on which to base analysis. Section 5 examines how these intensity trends affect different categories of employment: management, knowledge, data, service, and goods workers. Section 6 develops a methodology inspired from the production function framework of Berman, Bound, and Griliches (1993) and explains the data used. The remainder of the paper presents empirical results in these three sections. Section 7 deals with relative wages. Section 8 analyzes the capital/skill complementarity. Section 9 discusses the association of computers with different categories of workers. Section 10 includes a summary of the main findings, outlines some broad implications, and indicates avenues for further research. Appendixes contain descriptive statistics by industry in 1971 and 1991, and a 51-item bibliography. (YLB)
- Published
- 1999
42. Career Connecting in a Changing Context: A Summary of the Key Findings of the 1999 National Survey of Working America. A White Paper for National, State and Local Policy Makers Presenting the Survey Results and Policy Questions Raised by These Results.
- Author
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National Career Development Association, Columbus, OH.
- Abstract
This report highlights findings from the fourth National Survey of Working America conducted for the National Career Development Association. The survey gathered information through interviews with a national sample of 1,003 adults, 18 years of age or older, representing a total population of 185.2 million adults, in summer 1999. The study examined adults' attitudes and experiences related to work and the selection of a career or job, including the use of technology, particularly the Internet, for disseminating career and job information; the increased demand for training and certification; and the effects of globalization on individual careers. Key findings of the survey were the following: (1) a "career information digital divide" may be emerging, as more Americans use the Internet to find help in locating a job and people without computer skills and Internet access may be at a disadvantage in pursuing job and career opportunities; (2) adults in the U.S. express a need for career assistance; (3) job change is viewed by many as a positive experience; (4) adults appreciate the need for lifelong learning; and (5) adults are not clear on the effects of globalization on their job. (KC)
- Published
- 2000
43. When Do Learners Study? An Analysis of the Time-of-Day and Weekday-Weekend Usage Patterns of Learning Management Systems from Mobile and Computers in Blended Learning
- Author
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Sher, Varshita, Hatala, Marek, and Gaševic, Dragan
- Abstract
Recent advances in smart devices and online technologies have facilitated the emergence of ubiquitous learning environments for participating in different learning activities. This poses an interesting question about modality access, i.e., what students are using each platform for and at what time of day. In this paper, we present a log-based exploratory study on learning management system (LMS) use comparing three different modalities--computer, mobile, and tablet--based on the aspect of time. Our objective is to better understand how and to what extent learning sessions via mobiles and tablets occur at different times throughout the day compared to computer sessions. The complexity of the question is further intensified because learners rarely use a single modality for their learning activities but rather prefer a combination of two or more. Thus, we check the associations between "patterns" of modality usage and time of day as opposed to the "counts" of modality usage and time of day. The results indicate that computer-dominant learners are similar to limited-computer learners in terms of their session-time distribution, while intensive learners show completely different patterns. For all students, sessions on mobile devices are more frequent in the afternoon, while the proportion of computer sessions was higher at night. On comparison of these time-of-day preferences with respect to modalities on weekdays and weekends, they were found consistent for computer-dominant and limited-computer learners only. We demonstrate the implication of this research for enhancing contextual profiling and subsequently improving the personalization of learning systems such that personalized notification systems can be integrated with LMSs to deliver notifications to students at appropriate times.
- Published
- 2022
44. The Role of Microcomputer Clubs in the Education of the Polish Youth in the 1980s: A Retrospective Analysis
- Author
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Król, Karol
- Abstract
In the 1980s, Polish schools hardly had access to computers, particularly at the primary and secondary levels. The main reasons were funds and shortage of qualified staff that could handle computer hardware. As a consequence, the youth first came across a computer, how to use it, service hardware, and write programs outside schools in the early 1980s. Often informal groups of hobbyists gathered around a single computer were the seeds of microcomputer clubs, which cropped up in huge numbers in Poland in the 1980s. The objective of the paper is to portray the role of microcomputer clubs in the process of shaping the youth and computer education in the 1980s in Poland compared to other countries. The conclusions are founded on a literature review. The analyzed material included an Internet Archive collection "The Computer Magazine Archives". The content of one of the first Polish computer magazines, Bajtek Magazine was analyzed in detail. It has been demonstrated that the Polish youth of the 1980s first came across a computer mainly outside schools, primarily in microcomputer clubs. It was the root of computer and information technology education in Poland. Moreover, microcomputer clubs were reported to provide education, as well as foster character education, aid socialization, and shape attitudes.
- Published
- 2022
45. The Role of Perceived Ease of Use and Perceived Usefulness on Personality Traits among Adults
- Author
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Salar, Hursit Cem and Hamutoglu, Nazire Burcin
- Abstract
It has been suggested that individuals' technology acceptance are affected by personality traits. This paper aims to emphasise the importance of personality traits beyond BIG 5 on the acceptance and individual usage of Cloud Computing Systems (CCSs) with Perceived Ease of Use (PEU) and Perceived Usefulness (PU). Based on this, a quantitative cross-sectional survey research was designed, and 722 students studying at Sakarya University, Pedagogical Training Certification Program in the academic year of 2016-2017 were involved to the study. A path analysis which is a structural equation model was performed to examine the direct and indirect effects of the variables that are theoretically interrelated in the study. According to the results, while Extroversion (EXT), Agreeableness (AGR), Conscientiousness (CONS), and OE are not predictors of PEU and PU components, Nervousness (NEUR), is a significant predictor of PEU in the model. In addition to this, behavioural intention (BI) is significantly predicted by both PU and PEU, and PEU is a significant predictor of PU and BI on the individual usage of CCSs.
- Published
- 2022
46. An Examination of Skill Requirements for Augmented Reality and Virtual Reality Job Advertisements
- Author
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Verma, Amit, Purohit, Pratibha, Thornton, Timothy, and Lamsal, Kamal
- Abstract
The fields of augmented reality (AR) and virtual reality (VR) have seen massive growth in recent years. Numerous degree programs have started to redesign their curricula to meet the high market demand for people qualified to fill related job positions. In this paper, the authors perform a content analysis of online job postings hosted on Indeed.com and provide a skill classification framework for AR/VR job positions. Furthermore, they present a ranking of the relevant skills for such positions. The paper contributes to the extant literature on curriculum design in degree programs by presenting the popular skills in the AR/VR domain.
- Published
- 2023
- Full Text
- View/download PDF
47. Making Sense of Multiple Options for the Design of a Classroom
- Author
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Duncanson, Edward and Curry, Michael
- Abstract
The changing nature of education has forced educators to rethink the role of classrooms in student learning. Prior research has shown that the environmental and structural design of education centers impact student learning. With a dozen variables to deal with, classroom designers are faced with the daunting task of selecting one plan from the thousands that are possible. This paper demonstrates how tradespace exploration (TSE), an analytical methodology used by NASA and the DoD to design spacecraft and other complex systems, can be applied to the design of classrooms. To demonstrate the TSE methodology, a predictive model was built based on historical data collected by prior researchers on third and fifth grader test performance and data along 86 descriptive variables that they used to characterize the school and classrooms. An analysis of main effects using a multi-way ANOVA allowed the larger data set to be reduced to 8 composite independent variables that are predictive of student tests scores. This model was then used to generate thousands of possible school and classroom design permutations and predict the resulting student test scores. This allowed the authors to identify the Pareto frontier of designs that yield the greatest benefits for a given investment. The case study described in this paper demonstrates how this approach could be applied to enable decision-makers to identify a more effective allocation of resources or determine when changes in total investment are likely to have a significant impact on desired performance.
- Published
- 2020
48. The Effect of Japanese Animation Series on Informal Third Language Acquisition among Arabic Native Speakers
- Author
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Alsubaie, Sara S. and Alabbad, Abbad M.
- Abstract
Recent studies on language acquisition and motivation have targeted Japanese language learners in a formal educational context, with less attention paid to learners who study Japanese informally. The current study aims to investigate the impact of Japanese animations in the context of informal third language acquisition. It targets the native speakers of Arabic who are interested in learning Japanese as a third language (L3), and investigates the motivations of Arab teenagers and young adults to learn Japanese. Further, the paper also focuses on examining aspects of Japanese language proficiency among teenagers and young adults, including vocabulary enhancement and grammar competence. The methodology used in the current study is twofold: an online survey questionnaire adopted from Armour and Iida (2016), followed by an engaging experiment in which participants were divided into two groups (reality anime group vs. action anime group) in order to examine the effectiveness of anime selection in boosting proficiency level. The findings of the online survey indicate that Arabic native speakers are highly motivated to learn Japanese, while the experiment results confirm that the type of anime and consistency of exposure do support the acquisition process. Further, the study concluded that consumption of anime series contributes to the learning process and facilitates learners' proficiency in general and vocabulary learning in particular. However, it remains unknown whether or not Arabic native speakers' motivations lead to their enrollment into formal Japanese foreign language education. Avenues for future research and implications are also presented toward the end of the paper.
- Published
- 2020
49. A Pretty Good Paper about Pretty Good Privacy.
- Author
-
McCollum, Roy
- Abstract
With today's growth in the use of electronic information systems for e-mail, data development and research, and the relative ease of access to such resources, protecting one's data and correspondence has become a great concern. "Pretty Good Privacy" (PGP), an encryption program developed by Phil Zimmermann, may be the software tool that will provide a person with a secure method to keep mail, manuscripts, and data private. PGP uses a two-key method of encryption. With PGP, a person gives out their public key to all who might send them encrypted messages. The person's private key, which they do not divulge, is then the only key that can access the encrypted messages, so information is secure. This paper contains detailed installation instructions, basic features and strengths of using PGP for e-mail purposes, and information on where and how to obtain current versions of the public domain PGP software. (Author/SWC)
- Published
- 1995
50. Marilyn Zurmuehlen's Working Papers in Art Education, 1993. Number 12.
- Author
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Iowa Univ., Iowa City. School of Art & Art History., Zurmuehlen, Marilyn, Thunder-McGuire, Steve, Zurmuehlen, Marilyn, Thunder-McGuire, Steve, and Iowa Univ., Iowa City. School of Art & Art History.
- Abstract
This collection of doctoral student research papers begins with a biographic dedication to Marilyn Zurmuehlen. The papers and their authors are introduced in brief discourse by a faculty mentor (mentor's introduction). Articles include: (1) "Feminism < > Dialogic Interaction < > Research (Miriam Cooley), introduced by Elizabeth J. Sacca, Concordia University; (2) "Art, Culture, and Chinese American Students: An On Going Case Study at a Chinese Community-based School" (Mei-Fen Chen), introduced by Enid Zimmerman, Indiana University; (3) "Preliminary Examination of Reductive Tendencies in Art Understandings and Lesson-Planning of Pre-Service Teachers" (Georgianna Short), introduced by Judith Smith Koroscik, Ohio State University: (4) "Genres of Art History and Rationales For and Against the Inclusion of Art History in Elementary School Curricula: A Philosophical Study Addressing Clarification and Justification Questions Regarding Art History Education" (Cheryl Williams), introduced by Kenneth A. Marantz, Ohio State University; (5) "Truth and Community: Reality Construction in the Visual Arts" (John White), Pennsylvania State University; (6) "Relating Continuity and Change to the Tabasaran of Daghestan" (Lorraine Ross), introduced by Steve Thunder-McGuire, University of Iowa; (7) "The Conceptual Analysis of the Construct Multicultural Art Education" (Bill Davidson), introduced by Larry Kantner, University of Missouri; (8) "An Exploratory Study of Nonverbal Digital Video Interactive Analytic Techniques Applied to an Individual Learning Dance" (Karen Keifer-Boyd), introduced by Beverly J. Jones, University of Oregon; (9) "Intrinsic Motivation and Social Constraints: A Qualitative Meta-Analysis of Experimental Research Utilizing Creative Activities in the Visual Arts" (Gloria Sharpless), also introduced by Beverly J. Jones, University of Oregon; and (10) "Reflections and Refractions of Societal Images: The Cultural Formation of Self-Identity in a Middle School Art Classroom" (Monica Kirchweger), introduced by Ron W. Neperud, University of Wisconsin. (MM)
- Published
- 1993
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