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The present paper explores the use and design of CoPs as a tool to support knowledge sharing within MOOCs and identify key factors for effective learning. The main goal is to promote the use of COPs within MOOCs and provide learners with both content expertise and opportunities for professional practice.
Game-based Learning (GBL) is an efficient approach to increase students' learning motivations. However, to develop a specially-designed educational game is time-consuming and limited to specific subject, which leads to high cost and low reusability problems. Integrating general purpose commercial games into educational context and subjects seems a potential approach but the pressing issue still is...
In the recent past 3D and immersive technologies were not supported by standard business and educational computers. Yet new generations of Intel and AMD processors and improved networking provide a basis for the spread of immersive technologies, into all aspects of education, business and leisure. Consequently, it is critical that computer science and IT degree programs facilitate the graduation of...
Corporate software development often takes place within a complex organizational structure, potentially encompassing many individuals. With constant improvements in network and communication technologies, those organizations may be widely distributed through time and space. In computer science and education, group projects are typically included as part of an undergraduate and graduate engineering...
Over the past two decades, one of the key changes in Engineering curricula has been in the emphasis placed on the development of personal transferable skills. Employers also profess to seek these competencies when making recruiting decisions. Such skills include the ability to learn through collaboration and through meaningful critical reflection on one's own performance, both as an individual and...
Due to the fast development in computer science new modules and specializations have to be developed, and the Computer Science (CS) curriculum needs to be reshaped in order to include 21st century skills such as problem-solving, creativity, innovation, communication and collaboration. This paper proposes a generic model for designing learning experiences for CS curriculum. The model builds on existing...
Numerous studies have indicated enhanced productivity results for computer science (CS) researchers as well as their respective institutions. This paper aims to evaluate the research productivity of a Malaysian university, namely, Universiti Teknologi Malaysia (UTM) concentrating in particular on the CS researchers. The author uses the Scopus database which is known as the most accessible bibliographic...
Recommender systems are useful techniques for solving the problem of information overload. Collaborative Filtering (CF) is the most successful approach for recommendation. This approach focuses on previous indicate preferences which is known for its traditional problems such as cold-start, sparsity and hacking. For solving the problem of hacking and improving the accuracy, trust-based CF methods have...
Virtual environments (VEs) are conducive to collaborative work in many areas of human activity, from education, training, and entertainment, to industrial design, command-and-control, and medical applications. This talk focuses on using VEs for enhancing collaboration in scientific endeavors, in particular in research efforts pertaining to environmental sciences. A brief overview of work done at the...
In science, engineering, business, and even art, innovation and discovery today seem to be predicated by peoples' ability to understand complex data. Visualization is one way to achieve data understanding, and much of my research is focused on learning how to use computer graphics to present complex data to users in such a way that the human visual and cognitive systems can find meaning where automated...
Constructionism suggests that people learn particularly well when they are creating personally meaningful artifacts for an audience. Design-oriented construction kits can provide affordances for creative, open-ended exploration and creation, but their use can be difficult to incorporate in a classroom setting where many learners are working at different rates or may find certain aspects of the activities...
Studio-based learning for software engineering is a well-received concept, despite its apparent lack of uptake across institutions worldwide. Studio education affords a variety of highly desirable benefits, and is also popular amongst its students. This paper presents Lancaster University's software engineering studio, details of its implementation, observations made throughout its first year, evidence...
Developing and improving teaching and learning in computer science is a complex task. One of the most significant challenges involves encouraging students, teachers and the formal university structures to all move in the same direction, for example to embrace the ideas of Scholarship of Teaching and Learning (SoTL). Much of the difficulty can be found in the fact that the intrinsic nature of SoTL...
One available tool for increasing interest among K-12 students in STEM (Science, Technology, Engineering, and Math) concepts and topics is the use of computer science programming processes that lead to the development of programs designed for use on mobile computing devices such as tablets and smartphones (technology “apps”) to be used both by students and their teachers. University students majoring...
Synchronous collaboration with large groups in a classroom requires coordination and communication mechanisms that allow students to contribute towards achieving a common goal. This paper presents an application based on an Interpersonal Computer with a shared display that promotes synchronous, non-verbal (silent) collaboration with large groups in a classroom.
This paper proposes the general process of blended learning of professional English for computer science designed on the basis of Moodle, and introduces the trinity blended curriculum design which can be represented as "blended resource + blended activity + blended evaluation". Furthermore, according to the characteristics of professional English, we complement the traditional blended activities...
Understanding and characterizing the properties of vehicular networks has become hugely important because of their wide applications and fast development. Due to the unique property of vehicular networks that nodes change their locations at high speed in anytime, their connectivity is an important and unique property. In this poster, based on realistic vehicular mobility traces, we reveal the opportunistic...
Nowadays the use of video is a natural process for digital natives' students. Several aspects of instructional video in e-learning or in a traditional learning have not yet been well investigated. A major problem with the use of instructional video has been lack of interactivity [1]. It's difficult manage video, students cannot directly jump to a particular part of a video or add some explanations...
This paper presents a new online collaboration system for capstone projects and other project-oriented courses. Unique features such as project grading, social media integration, and document review are proposed. This project is developed based on the open sourced project management system, Redmine. The Ruby on Rails in Redmine provides a fast and effortless development tool for added features. Our...
In this panel, we will address questions regarding the development and execution of one type of industry-academic collaboration - corporate-sponsored projects. As representatives of programs at both public and private institutions, we will address a set of questions related to these programs. We have prepared an initial list that will be augmented with questions submitted and voted on by conference...
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