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Usability Issues in Mobile-Wireless Information Systems




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Analysing Socio-Demographic Differences in Access and Use of ICTs in Nigeria Using the Capability Approach




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Name-display Feature for Self-disclosure in an Instant Messenger Program: A Qualitative Study in Taiwan




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Technology Enhanced Learning: Utilizing a Virtual Learning Environment to Facilitate Blended Learning




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Student Marketability: Enhancing Software Skills




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WWW Image Searching Delivers High Precision and No Misinformation: Reality or Ideal?




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Quality Measures that Matter




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Society’s Level of Literacy: A Cross Cultural Study




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Responding to the Employability Challenge: Final Projects for IT-based Organizational Training




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A Research Study for the Development of a SOA Middleware Prototype that used Web Services to Bridge the LMS to LOR Data Movement Interoperability Gap for Education




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Thinking in the Digital Era: A Revised Model for Digital Literacy




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Facilitating Linguistic Integration of Immigrants: An Overview of ICT Tools




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Exploring the Impact of Decision Making Culture on the Information Quality – Information Use Relationship: An Empirical Investigation of Two Industries




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The Need for Qualitative Methods in Undergraduate IS Education




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Evaluation of a Team Project Based Learning Module for Developing Employability Skills




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Applying a Modified Technology Acceptance Model to Qualitatively Analyse the Factors Affecting E-Portfolio Implementation for Student Teachers’ in Field Experience Placements




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Course Quality Starts with Knowing Its C-Index




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Critical Design Factors of Developing a High-quality Educational Website: Perspectives of Pre-service Teachers




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Unraveling the Digital Literacy Paradox: How Higher Education Fails at the Fourth Literacy




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Campus Event App - New Exploration for Mobile Augmented Reality




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Requirements Elicitation Problems: A Literature Analysis

Requirements elicitation is the process through which analysts determine the software requirements of stakeholders. Requirements elicitation is seldom well done, and an inaccurate or incomplete understanding of user requirements has led to the downfall of many software projects. This paper proposes a classification of problem types that occur in requirements elicitation. The classification has been derived from a literature analysis. Papers reporting on techniques for improving requirements elicitation practice were examined for the problem the technique was designed to address. In each classification the most recent or prominent techniques for ameliorating the problems are presented. The classification allows the requirements engineer to be sensitive to problems as they arise and the educator to structure delivery of requirements elicitation training.




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Usability and Pedagogical Assessment of an Algorithm Learning Tool: A Case Study for an Introductory Programming Course for High School

An algorithm learning tool was developed for an introductory computer science class in a specialized science and technology high school in Japan. The tool presents lessons and simple visualizations that aim to facilitate teaching and learning of fundamental algorithms. Written tests and an evaluation questionnaire were designed and implemented along with the learning tool among the participants. The tool’s effect on the learning performance of the students was examined. The differences of the two types of visualizations offered by the tool, one with more input and control options and the other with fewer options, were analyzed. Based on the evaluation questionnaire, the scales with which the tool can be assessed according to its usability and pedagogical effectiveness were identified. After using the algorithm learning tool there was an increase in the posttest scores of the students, and those who used the visualization with more input and control options had higher scores compared to those who used the one with limited options. The learning objectives used to evaluate the tool correlated with the test performance of the students. Properties comprised of learning objectives, algorithm visualization characteristics, and interface assessment are proposed to be incorporated in evaluating an algorithm learning tool for novice learners.




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Comparing Social Isolation Effects on Students Attrition in Online Versus Face-to-Face Courses in Computer Literacy

This paper compares the effect of social isolation on students enrolled in online courses versus students enrolled in on campus courses (called in this paper Face-to-Face or F2F). Grade data was collected from one online section and two F2F sections of a computer literacy course that was recently taught by one of the authors of this study. The same instructor taught all sections thereby providing a controlled comparison between the two forms of teaching (F2F and online). This paper first introduces the plan and the limitation of this study. It provides a literature review and notes the trend of social isolation found in online courses. This paper then presents a summary of the collected data; and offers a conclusion based on the collected data.




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Digital Learning Literacies – A Validation Study

This paper presents a validation research of seven Digital Learning Domains (DLDs) and sixty-five performance statements (PSs) as perceived by students with experience in learning via ICT. The preliminary findings suggest a statistical firmness of the inventory. The seven DLDs identified are Social Responsibility, Team-based Learning, Information Research and Retrieval, Information Management, Information Validation, Processing and Presentation of Information, and Digital Integrity. The 65 PSs will enable a teacher to identify the level of competency the learner has in each DLD, thus identifying students’ strengths and weaknesses that must be addressed in order to facilitate learning in the current era. As can be concluded from the findings, most of the participants evaluate themselves as digitally literate with regard to the basic information research and retrieval skills, validation and information management. But when it comes to PSs that require complex decision making or higher order thinking strategies, it seems that a large number of participants lack these skills. Also, social responsibility and digital integrity domains are perceived as known by the participants but not very well taken in terms of pro-active action to enforce appropriate digital behavior, or avoiding illegally obtained music or movies.




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Using Office Simulation Software in Teaching Computer Literacy Using Three Sets of Teaching/Learning Activities

The most common course delivery model is based on teacher (knowledge provider) - student (knowledge receiver) relationship. The most visible symptom of this situation is over-reliance on textbook’s tutorials. This traditional model of delivery reduces teacher flexibility, causes lack of interest among students, and often makes classes boring. Especially this is visible when teaching Computer Literacy courses. Instead, authors of this paper suggest a new active model which is based on MS Office simulation. The proposed model was discussed within the framework of three activities: guided software simulation, instructor-led activities, and self-directed learning activities. The model proposed in the paper of active teaching based on software simulation was proven as more effective than traditional.




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Assessing the Affordances of SimReal+ and their Applicability to Support the Learning of Mathematics in Teacher Education

Aim/Purpose: Assess the affordances and constraints of SimReal+ in teacher education Background There is a huge interest in visualizations in mathematics education, but there is little empirical support for their use in educational settings Methodology: Single case study with 22 participants from one class in teacher education. Quantitative and qualitative methods to collect students’ responses to a survey questionnaire and open-ended questions Contribution: The paper contributes to the understanding of affordances and constraints of visualization tools in mathematics education Findings: The visualization tool SimReal+ has potential for learning mathematics in teacher education, but the user interface should be improved to make it more usable for different users. Teachers need to consider technological and pedagogical affordances of SimReal+ at the student, classroom, and mathematics subject level Recommendations for Practitioners: Address technological and pedagogical affordances of SimReal+ Recommendation for Researchers: Improve the design of SimReal+ to make it technologically and pedagogically more usable Impact on Society: Understand the affordances and constraints of visualization tools in education Future Research: Implement a next cycle of experimentation with SimReal+ in teacher education to ensure more validity and reliability




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Authentic Assessment Design in Accounting Courses: A Literature Review

Aim/Purpose: Authentic assessments offer students the opportunity to develop skills that implement the formal learning they receive in the classroom. Although there is a need for accounting graduates to possess a plethora of skills to equip them for success, there is a shortage of literature that focuses on authentic assessment design for accounting courses. This paper aims to address this gap by compiling a toolkit for accounting educators aspiring to design and implement authentic assessments. Background: This paper reviews examples of authentic assessments that are available and have been used by accounting educators and educators in general. It highlights the skills that might be developed with each assessment Methodology: A review of 182 articles on authentic assessment design and examples of authentic assessments like portfolios, reflective journals, presentations, reports, peer and self-assessment was conducted. Contribution: A toolkit with examples of authentic assessment to ease the task of authentic assessment design for those new to authentic assessment and seasoned authentic assessment practitioners alike. Findings: Authentic assessments are a form of learning. They help graduates develop skills and attributes that will make them work-ready and capable of handling a lot of real life practical work situations. Rubrics are an important part of authentic assessment implementation and their use is mandated by business school accrediting bodies like AACSB. Recommendations for Practitioners: Accounting educators may find guidelines in this paper which will help them understand authentic assessments and enlighten them on the challenges they may encounter when implementing the assessments. Recommendation for Researchers: There is a need for future researchers to contribute more to this topic so as to increase the variety and amount of literature available for those wishing to engage with authentic curriculum design in accounting. Future researchers could also focus on the perceptions of authentic assessments of accounting educators, students and employers. Impact on Society: This paper may also be of use to prospective employers wishing to gain a clear understanding of the skills inherent in prospective graduates who may have been exposed to authentic assessments. Accounting students and graduates may find this paper useful as it will help them comprehend the importance of some the assessments with the backing and assurance from the literature. Future Research: Future research may focus on the challenges in implementing authentic assessments. It would also be great to see more research addressing the perceptions of educators towards authentic assessments.




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The Role of Informing Systems in Securing Sanity and Wisdom of the Globalizing Society in the Context of Civilization Sustainability in the 21st Century: The Case of Poland

Aim/Purpose: To monitor Sustainability Development Goals (SDG) established by the United Nations through the hierarchical architecture of informing systems Background: The paper discusses the case of Poland and its Gdansk region Contribution: The solution combines the big-picture of civilization with small-picture of a nation, regions, cities, and firms Findings: The presented solution can be implemented if the political will can be secured. Recommendations for Practitioners: Take the main idea of this paper and adapt to your local case. Recommendation for Researchers: Develop some prototypes of presented informing systems and test in your local environment Impact on Society: The success of the sustainability of globalizing society can be secured if the coherent informing systems can be applied to the planning, monitoring, and implementation of the UN's universal SDG. Future Research: Work on the modeling of costs and benefits of the presented solution.




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Emoji Identification and Prediction in Hebrew Political Corpus

Aim/Purpose: Any system that aims to address the task of modeling social media communication need to deal with the usage of emojis. Efficient prediction of the most likely emoji given the text of a message may help to improve different NLP tasks. Background: We explore two tasks: emoji identification and emoji prediction. While emoji prediction is a classification task of predicting the emojis that appear in a given text message, emoji identification is the complementary preceding task of determining if a given text message includes emojies. Methodology: We adopt a supervised Machine Learning (ML) approach. We compare two text representation approaches, i.e., n-grams and character n-grams and analyze the contribution of additional metadata features to the classification. Contribution: The task of emoji identification is novel. We extend the definition of the emoji prediction task by allowing to use not only the textual content but also meta-data analysis. Findings: Metadata improve the classification accuracy in the task of emoji identification. In the task of emoji prediction it is better to apply feature selection. Recommendations for Practitioners: In many of the cases the classifier decision seems fitter to the comment content than the emoji that was chosen by the commentator. The classifier may be useful for emoji suggestion. Recommendation for Researchers: Explore character-based representations rather than word-based representations in the case of morphologically rich languages. Impact on Society: Improve the modeling of social media communication. Future Research: We plan to address the multi-label setting of the emoji prediction task and to investigate the deep learning approach for both of our classification tasks




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Transition to First Year University Study: A Qualitative Descriptive Study on the Psychosocial and Emotional Impacts of a Science Workshop

Aim/purpose The purpose of this article is to discuss the psychosocial and emotional outcomes of an introductory health science workshop designed to support and assist incoming health science students before starting their university study.   Background For the past two decades, a South Australian university offered an on-campus face to face workshop titled ‘Preparation for Health Sciences’ to incoming first-year students from eleven allied health programs such as Nursing, Physiotherapy and Medical Imaging. While many were locals, a good number came from regional and rural areas, and many were international students also. They consisted of both on-campus and off-campus students.   The workshop was created as a new learning environment that was available for students of diverse age groups, educational and cultural backgrounds to prepare them to study sciences. The content of the four-day workshop was developed in consultation with the program directors of the allied health programs. The objectives were to: introduce the assumed foundational science knowledge to undertake health sciences degree; gain confidence in approaching science subjects; experience lectures and laboratory activities; and become familiar with the University campus and its facilities. The workshop was delivered a week before the orientation week, before first-year formal teaching weeks. The topics covered were enhancing study skills, medical and anatomical terminology, body systems, basic chemistry and physics, laboratory activities, and assessment of learning.   Methodology In order to determine the outcomes of the workshop, a survey was used requiring participants to agree or disagree about statements concerning the preparatory course and answer open-ended questions relating to the most important information learned and the best aspects of the workshop. Several students piloted this questionnaire before use in order to ascertain the clarity of instructions, terminology and statements. The result of the 2015-2018 pre- and post-evaluation showed that the workshop raised confidence and enthusiasm in commencing university and that the majority considered the workshop useful overall. The findings of the survey are drawn upon to examine the psychosocial and emotional impacts of the workshop on participants. Using secondary qualitative analysis, the researchers identified the themes relating to the psychosocial and emotional issues conveyed by the participants.   Contribution The contributions of the article are in the areas of improving students’ confidence to complete their university degrees and increasing the likelihood of academic success. Findings Of the 285 students who participated in the workshops from 2015 to 2018, 166 completed the survey conducted at the conclusion of the initiative, representing a 58% response rate. The workshops achieved the objectives outlined at the outset. While there were many findings reported (Thalluri, 2016), the results highlighted in this paper relate to the psychosocial and emotional impacts of the workshop on students. Three themes emerged, and these were Increased preparedness and confidence; Networking and friendships that enhanced support, and Reduced anxiety to study sciences. Some drawbacks were also reported including the cost, time and travel involved. Recommendations for practitioners Students found the introductory workshop to be psychosocially and emotionally beneficial. It is recommended that the same approach be applied for teaching other challenging fields such as mathematics and physics within the university and in other contexts and institutions. Recommendations for researchers Improving and extending the workshop to provide greater accessibility and autonomy is recommended. A longitudinal study to follow up the durability of the workshop is also proposed. Impact on society The impacts in the broader community include: higher academic success for students; improved mental health due to social networking and friendship groups and reduced anxiety and fear; reduced dropout rate in their first year; greater potential to complete educational degrees; reduced wastage in human and financial resources; and increased human capital. Future research Addressing the limitations of cost, time and travel involved, and following-up with the participants’ academic and workplace performance are future directions for research.




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Assessing the Graphic Questionnaire Used in Digital Literacy Training

Aim/Purpose: To capture digital training experiences, the paper introduces a novel data collection method – a graphic questionnaire. It aims to demonstrate the opportunities and limitations of this tool for collecting feedback from socially disadvantaged participants of digital literacy training about their progress. Background: In training of digital skills for disadvantaged audiences through informal educational interventions, it is important to get sufficient knowledge on factors that lead to their progress in the course of training. There are many tools to measure the achievements of formal education participants, but assessing the effectiveness of informal digital skills training is researched less. The paper introduces a small-scale case study of the training programme aimed at the developing of reading and digital skills among the participants from three socially disadvantaged groups – people with hearing impairments, children from low income families, and elderly persons. The impact of the training on participants was evaluated using different tools, including a short graphic questionnaire to capture the perceptions of the participants after each training. Methodology: We performed a thematic analysis of graphic questionnaires collected after each training session to determine how the students perceived their progress in developing literacy and digital skills. Contribution The findings of the paper can assist in designing assessment of digital literacy programmes that focus not only on final results, but also on the process of gaining digital skills and important factors that facilitate progress. Findings: The graphic questionnaire allowed the researchers to get insights into the perception of acquired skills and progressive achievements of the participants through rich self-reports of attitudes, knowledge gained, and activities during training sessions. However, the graphic questionnaire format did not allow the collection of data about social interaction and cooperation that could be important in learning. Recommendations for Practitioners: Graphic questionnaires are useful and easy-to-use tools for getting rich contextual information about the attitudes, behaviour, and acquisition of knowledge in digital literacy training. They can be used in applied assessments of digital literacy training in various settings. Their simplicity can appeal to respondents; however, in the long-run interest of respondents in continuing self-reports should be sustained by additional measures. Recommendations for Researchers: Researcher may explore the variety of simple and attractive research instruments, such as “honeycomb” questionnaires and similar, to facilitate data collection and saturate feedback with significant perception of personal experiences in gaining digital literacy skills. Impact on Society: Designing effective digital literacy programmes, including engaging self-assessment methods and tools, aimed at socially disadvantaged people will contribute to their digital inclusion and to solving the issues of digital divide. Future Research: Exploration of diverse research methods and expanding the research toolset in assessing digital literacy training could advance our understanding of important processes and factors in gaining digital skills.




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Implications of Updating Digital Literacy – A Case Study in an Optometric Curriculum

Aim/Purpose: The aim of this project was to explore a method to enable an updated under-standing of digital literacy to be implemented in curricula in an environment of an existing, but outdated, understanding of digital literacy. . Background: The changing healthcare environment increasingly emphasizes the importance of digital literacy skills; therefore academics in the optometry discipline at Deakin University sought to better understand where digital literacy skills were taught in their program, and whether delivery was implicit or explicit. Methodology: This case study describes a systematic review of the optometric curriculum to first identify where and what digital literacy skills are currently being addressed in the curriculum, identify the gaps, and develop a strategy to address the gaps. Contribution: The main outcome of this work is the development of a spiraling curriculum to support the development of digital literacy skills required in later units of the program and for clinical practice post-graduation. Findings: Although the definition of digital literacy may be outdated, the digital literacy capabilities being addressed in the curriculum had grown as digital technology use by staff and students had expanded. This, together with the realization that students were not as digitally capable as expected, indicated that teaching digital literacy skills needed to be made overt throughout the curriculum. Recommendations for Practitioners: The process developed through this case study provides a strong foundation for course teams, curriculum developers and educational designers to efficiently analyze digital literacy expectations in existing, accredited health-related curricula and improve the curricula by more overtly embedding digital literacy teaching into it. Impact on Society: Graduates of the amended program of study are expected to be better prepared to undertake their future careers in a digitally enhanced and disrupted environment. Future Research: The framework will be used to explore digital literacy teaching practices in other disciplines. A systematic evaluation will be undertaken to identify the benefits and short comings of using the framework. The elements that make up the new definition of digital literacy need to be better articulated to allow curriculum developers to be better informed as to how to interpret the framework in their context.




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A Classification Schema for Designing Augmented Reality Experiences

Aim/Purpose: Designing augmented reality (AR) experiences for education, health or entertainment involves multidisciplinary teams making design decisions across several areas. The goal of this paper is to present a classification schema that describes the design choices when constructing an AR interactive experience. Background: Existing extended reality schema often focuses on single dimensions of an AR experience, with limited attention to design choices. These schemata, combined with an analysis of a diverse range of AR applications, form the basis for the schema synthesized in this paper. Methodology: An extensive literature review and scoring of existing classifications were completed to enable a definition of seven design dimensions. To validate the design dimensions, the literature was mapped to the seven-design choice to represent opportunities when designing AR iterative experiences. Contribution: The classification scheme of seven dimensions can be applied to communicating design considerations and alternative design scenarios where teams of domain specialists need to collaborate to build AR experiences for a defined purpose. Findings: The dimensions of nature of reality, location (setting), feedback, objects, concepts explored, participant presence and interactive agency, and style describe features common to most AR experiences. Classification within each dimension facilitates ideation for novel experiences and proximity to neighbours recommends feasible implementation strategies. Recommendations for Practitioners: To support professionals, this paper presents a comprehensive classification schema and design rationale for AR. When designing an AR experience, the schema serves as a design template and is intended to ensure comprehensive discussion and decision making across the spectrum of design choices. Recommendations for Researchers: The classification schema presents a standardized and complete framework for the review of literature and AR applications that other researchers will benefit from to more readily identify relevant related work. Impact on Society: The potential of AR has not been fully realized. The classification scheme presented in this paper provides opportunities to deliberately design and evaluate novel forms of AR experience. Future Research: The classification schema can be extended to include explicit support for the design of virtual and extended reality applications.




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Digital Literacy in the Core: The Emerging Higher Education Landscape

Aim/Purpose: Digital literacy is critical to participation in a contemporary knowledge-based society and is requisite to both academic success and career development. Institutions of higher education have been slow to define, assess, and amplify digital literacy in parallel with advances in the enhancement of reading, writing, and arithmetic literacy. Perhaps as a consequence of the pandemic, awareness appears to be growing of the need to infuse digital literacy at both institutional and individual levels. The purpose of this paper is to investigate the promotion and amplification of digital literacy within top universities around the globe. Background: For years, the role of higher education in the amplification of digital literacy among college students has been debated, but efforts have been limited primarily to ad hoc, unsystematic attempts to rectify disparities between students’ exposure and understanding. The impacts of COVID-19 exposed the reality that many institutions, professors, and college students were under-prepared for the surge in reliance on digital technologies. Methodology: This paper explores the prevalence of digital literacy in the top public and private universities around the globe by conducting a qualitative examination on compulsory requirements, digital literacy offerings, university identified digital literacy initiatives, and university strategic plans. Contribution: This paper contributes to the body of knowledge by providing evidence for the need to expand the constructs of what it means to be digitally literate to address the ever-expanding range of emerging technologies and the impact of those technologies on society. Findings: The review of digital literacy amplification at top universities showed that none of the universities' admissions requirements required students to demonstrate digital competence and compulsory digital literacy was uncommon. However, a majority of universities undertook some form of initiative to promote digital literacy. These initiates included a focus on developing digitally literate society and workforce or developing innovative approaches to digital literacy education. Recommendations for Practitioners: The pandemic has generated a greater sense of urgency for institutions of higher education to ensure access to and understanding of digital technologies by students, faculty, and staff. Educational institutions will have to adapt their methodologies to promote explicit and intentionally reasoned digital literacy strategies that combine the competencies possessed by users of technology with the generation of new competencies required to successfully participate in the digital transformation of education, business, and society. Recommendations for Researchers: This paper examined the top 50 universities around the globe. Additional re-search is needed to examine national, regional and local efforts in the quest to address the need for a digitally literate citizenry. Impact on Society: COVID-19 has thrust us into a new normal wherein digital competence is foundational to success in an ever digitally reliant world. Institutions of higher education are best positioned to carry out the initiatives, programs and re-search needed to enhance the digital literacy of all citizens, not just students and employees. Future Research: Societal impacts of the COVID-19 pandemic continue to emerge and will resonate for decades to come. Continued investigation, exploration and dis-semination of information related to effort to enhance and amplify digital literacy is necessary to ensure momentum to reimagine digital literacy education is maintained.




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Gen Z Self-Portrait: Vitality, Activism, Belonging, Happiness, Self-Image, and Media Usage Habits

Aim/Purpose. This study examined the self-perception of adolescents and young people aged 17-21 – how they perceived their personal characteristics, self-image, vitality, belonging to a local and global (glocal) society, happiness index and activity, media usage habits in general and smartphones in particular – in other words, it sought to produce a sketch of their character. Background. Different age groups are influenced by various factors that shape them, including living environment, technological developments, experiences, common issues, events of glocal significance, and more. People belonging to Gen Z were born at the end of the previous century and the beginning of the 21st century (up to 2010). This generation was born into the digital technological age and is the first one born into the environment defined by smartphones, and social media. Its members are referred to as “digital natives” because they were born after the widespread adoption of digital technology in the Western world. They entered an environment characterized by the widespread daily use of smartphones, the Internet, and technology in general. Methodology. This was a quantitative study based on a sample of 418 Israeli adolescents and young people aged 17-21. The following questionnaires were administered anonymously and disseminated online to an audience of youths aged 17-21 across Israel: A demographic questionnaire; Self-esteem; Vitality; Belonging vs. alienation; Social-emotional aspects; Usage habits in digital environments; Usage habits of learning on a smartphone; Open questions. Contribution. The current study tried to define clusters to characterize adolescents and youth aged 17-21. Findings Results show that study participants had high self-esteem and vitality, felt be-longing, happy, and satisfied with their life, and perceived themselves as active and enterprising at an average level or above. The study identified two clusters. Participants in Cluster 1 were characterized by higher parameter averages than those in Cluster 2 on the self-image, vitality, belonging, happiness, and activism scales. Participants in Cluster 1 felt that using a smartphone made life easier, helped them solve everyday problems, made everyday conduct easier, and allowed them to express themselves, keep up to date with what is happening with their friends, disseminate information conveniently, be involved in social life, and establish relationships with those around them. They thought that it was easy to collaborate with others and to plan activities and events. Recommendations for Practitioners. When examining cluster correlations with data in relation to other variables, it is apparent that participants in Cluster 1 had more options to reach out for help, report more weekly hours spent talking and meeting with friends and feel that using a smartphone makes everyday life easier and facilitates their day-to-day conduct than did participants in Cluster 2. The smartphone allows them to express themselves, keep updated regarding what is happening with their friends and disseminate information easily, helps them be involved in social life and establish connections with those around them. They find it easy to communicate and cooperate with others and to plan activities and events. By contrast, participants in Cluster 2 felt that the smartphone complicates things for them and creates problems in their daily lives. They feel that the use of social networks burdens them and that the smartphone prevents them from being more involved in their social life, and from establishing relationships with those around them. They felt that communication by smartphone creates more problems in understanding messages. Recommendations for Researchers. One of the challenges of this generation is forming an independent identity and self-regulation in a digital, global, across-the-border era that offers a variety of possibilities and communities. They must examine the connection between the digital and personal spaces, to be able to enjoy virtual communities and a sense of togetherness, and at the same time maintain privacy, autonomy, and individuality. Many studies point to the blurring of boundaries between the private-personal and the public, at numerous problems in social networks, including social problems, shaming, and exclusion from various groups and activities. The fear of shaming and the desire to keep up with everything that is happening create a state of mental stress, and adolescents often feel that they urgently need to check their smartphones. Sharing with others can help them deal with negative content and experiences and avoid the dangers lurking in their web surfing. Yet sharing, especially with friends, often causes intimate content to become public and leads to shaming and invasion of privacy. Impact on Society. Gen Z was born into an environment where smartphones, the Internet, and technology in general, are widely used in everyday routine, and they make extensive use of technological means in all areas of life. One of the characteristics of this generation is “globalization.” The present study showed that about 84% of participants felt to a moderate degree or higher that they were citizens of the world. Future Research. The findings of this study revealed a significant difference in self-image between males and females. An attempt was made to explain the findings in light of previous studies, but the need arose for studies on the self-image of young people of Gen Z that would shed light on the subject.




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Mandatory Gamified Security Awareness Training Impacts on Texas Public Middle School Students: A Qualitative Study

Aim/Purpose. The problem statement in the proposed study focuses on that, despite the growing recognition that teenagers need to undergo security awareness training, little is known about the impacts security training experts believe implementing a mandatory gamified security awareness training curriculum in public middle schools will have on the long-term security behavior of students in Texas. Background. This study was guided by the research question: What are the impacts security training experts believe implementing a mandatory gamified security aware-ness training curriculum in public middle schools will have on the long-term security behaviors of students in Texas? The study gathers opinions from experts on the impacts of security awareness training on students. Methodology. Our research used semi-structured interviews with twelve experts chosen through the use of purposive sampling. The population for the study consisted of experts in the fields of security awareness training for and teaching middle school-aged children. Candidates were recruited through the Cyber-Texas Foundation and snowball sampling techniques. Contribution. The research contributed to the body of knowledge by using interviews to explore the impacts of security awareness training on middle school students based on the opinions and views of the teachers and instructors who work with middle school students. Findings. The findings of this study demonstrate that middle school is an ideal time to provide cybersecurity training and will impact student behaviors by making them more conscious of cyber threats and preparing them to be more tech-savvy professionals. The research also showed that well-designed cybersecurity games with real-world application combined with traditional teaching techniques can help students develop positive habits. The research also suggests that teachers possess the skills to teach cybersecurity classes and the classes can be integrated into the current school day without the need for any significant changes to existing daily schedules. Recommendations for Practitioners. A well-design gamification-based curriculum implemented in Texas Middle Schools, combined with traditional teaching techniques and repeated over an extended time period, will impact students’ behaviors by making them more able to recognize and respond to cyber risks and will transform them into more secure and tech-savvy members of society. Recommendations for Researchers. The research shows middle school instructors and technology experts believe the implementation of a security awareness training program in middle schools is both possible and practical, while also beneficial to the students. The recommendation is to encourage researchers to explore ways to build curricula and games capable of appealing to students and implementing the instruction into school programs. Impact on Society. Demonstrating that training provided in middle school will make lasting impacts and improvements to student behaviors benefits children and their families in the short-term and workplaces in the long-term. The development of a more security-conscious workforce can reduce the significant number of data breaches and cyber attacks resulting from the poor security habits of companies’ users. Future Research. Future research that will add significant value to the body of knowledge includes testing the effectiveness of habit-shaping games to determine whether existing long-term games maintain student interest. Qualitative studies could interview parents of teenagers using habit-shaping games to determine the effectiveness of the applications. Another qualitative study could interview teachers to determine how teachers’ ages affect their comfort level teaching technology classes. Both studies could provide valuable insights into how to implement security awareness training in schools.




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The Role of the Discipline of Information Technology: A Systematic Literature Review

Aim/Purpose. The goal of this publication is to explore methods for advancing student success in technology related disciplines via improved program classification and selection within higher education. Background. Increased demand for information technology (IT) professionals has been cited as a challenge in many fields including cybersecurity and software development. Many highlight the challenge as not just a numbers gap but a skills gap when comparing industry needs to the curricula in traditional disciplines within higher education. Closing the gap by increasing the number of skilled graduates remains a critical challenge we must address. Methodology. This publication leverages a systematic literature review to identify factors that classify existing higher education programs within the discipline of information technology. Contribution. Research in this area can act as a catalyst to increase relevance of IT related programs as well as graduation rates in technology and engineering. Findings. Authors analyzed forty-four primary studies and found that 56.8% of the publications referenced programs that meet the IT framework definition although they were not classified as IT programs. The findings and further analysis highlight direct challenges between program classification and the potential impact on student success. Recommendations for Practitioners. Research in this area is relevant for academic administrators, private sector executives and others working to increase the technology pipeline. Recommendations for Researchers. Researchers may benefit by exploring thematic analysis as a means of generating relevant classifications and taxonomies that highlight opportunities for improvement in a broad set of subject areas. Impact on Society. Research in this area can serve as a catalyst to increase graduation rates in programs related to technology and engineering. Future Research. This area would benefit from further research by comparing program success rates within varied disciplines. Future research may also produce a classification process.




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The Academic Discipline of Information Technology: A Systematic Literature Review

Aim/Purpose. This paper aims to answer the research question, “What are the development phases of the academic discipline of information technology in the United States?” This is important to understand the reason for the growing talent gap in the information technology (IT) industry by reviewing the evolution of information technology across time, how the discipline was formed, evolved, and gained independence from other information and computing disciplines. Background. The COVID-19 pandemic has increased the shortage of IT professionals in the workplace. The root reason for this talent shortage requires understanding from both industry and academic perspectives in order to implement effective initiatives to prepare, recruit, and retain diverse IT professionals at an early stage. Methodology. This paper used a systematic literature review methodology and retrieved 143 primary studies from the ACM and IEEE Xplore digital libraries to review the development phases of the IT discipline as a contributing factor in understanding why, when, and how the population of professionals in IT and other relevant computing disciplines has changed and continues to fluctuate. Thematic analysis was applied to the abstracts of the primary studies, which spanned the period of 1982 to 2021. Contribution. This paper contributes to the understanding of the discipline of IT in the US and contributes foundations to researchers and educators who are working on strategies to fill the talent gap. Findings. Based on the thematic analysis in this paper, the academic discipline of IT has evolved over four phases across a timeline from 1982 to 2021. These phases were: Phase 1 (1982-1991) – Advent of Information Technology; Phase 2 (1992-2001) – Industry IT & DevOps; Phase 3 (2002-2011) – Information Technology and Management in Evolving Industry, Academia, and Research Areas; and Phase 4 (2011-2021) – Information Technology Research & Education. Recommendations for Practitioners. IT occupies an independent disciplinary space from computer science, computer engineering, and information systems. The paper suggests that practitioners seeking to fill the talent gap in IT invest in enabling its academic programs. Recommendations for Researchers. The depth of the IT disciplinary space and its continued evolution over time is ready for exploration. Continued research in this area may yield a better understanding of its role in society, the skills needed to succeed, and how to build programs to empower students with these skills. Impact on Society. Examining the discipline of IT and understanding its independence and interrelated connection with other computing disciplines will help address the shortfalls in academia across the nation by identifying the distinction between each discipline and creating comprehensive programs, degrees, and curricula suitable for various students and professionals across all educational levels. Future Research. Future research will integrate papers’ introductions and conclusions in addition to abstracts, increase the number of databases and reviewers, as well as incorporate papers that focus on other information and computing disciplines such as computer science and information systems to explore the possibility that IT as a discipline was initially practiced in an existing information or computing discipline before it gained independence.




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Evolution of Information Technology in Industry: A Systematic Literature Review

Aim/Purpose. This study addresses the research question: “What are the developmental phases of Information Technology in the industry?” Existing research has explored the impact of Information Technology (IT) on specific industries. However, it is essential to understand the evolution of IT within industries, its influence on the workforce, and technological advancements. Addressing this knowledge gap will enhance future workforce development and IT integration across diverse sectors. Background. IT can significantly transform industries and drive innovation to meet client demands. Understanding IT phases in industry through literature helps governments and businesses worldwide recognize its importance. This knowledge can guide strategies to address the shortage of highly skilled workers by prioritizing education and training programs to meet future demands. Methodology The methodology involved a systematic literature review of 110 IEEE Xplore, ACM Digital Library, and Google Scholar articles. Thematic analysis was used to understand the development of IT in distinct phases since the 1990s. This development has resulted in a continuous demand for new workforce skills and evolving customer expectations. Contribution. This study aims to fill the knowledge gap by enhancing our understanding of how evolving IT influences the industry and shapes IT jobs and skills. It provides a historical perspective, illustrating how IT advancements have led to new applications to meet changing needs. Additionally, the study identifies patterns in the evolving IT skill requirements due to technological advancements and discusses implications for curriculum development and higher education. Findings. The study identified three significant phases through a systematic literature review and thematic analysis. The first phase, “Advent of Industry IT” (1990-2000), established the digital framework and built essential systems and infrastructure. The second phase, “Connectivity & Information Revolution” (2000-2010), saw exponential internet growth, transforming information access and communication. The third phase, “Emerging Industry IT” (2010-present), focuses on artificial intelligence, automation, and data-driven insights, continuing to disrupt and transform industries. Recommendations for Practitioners. The changing phases of IT within the industry should inform the development of innovative programs. These programs should address diverse skill sets across eras, preparing the workforce for evolving job roles in various sectors, such as healthcare in North America, automotive manufacturing in Japan, telecommunications in Africa, and innovations in other parts of the world. Recommendations for Researchers. Researchers can conduct longitudinal studies to explore the ongoing evolution of IT, tracking its trajectory beyond current delineated phases to understand future trends. Comparative studies across various industries can assess how IT evolution varies among sectors and delve deeper into its practical implications. Researchers can also conduct impact assessment studies to determine how various IT phases directly affect organizational strategy, worker dynamics, and organizational structures across industries. Examples include logistics in the Netherlands, retail in the United Kingdom, and agriculture in Brazil. Impact on Society. Policymakers and planners can use knowledge of these phases to predict technological shifts and industry trends. This knowledge helps develop strategies and policies supporting entrepreneurship, education and training alignment, technical innovation, economic growth, and job creation in line with the changing IT landscape. Examples of policies include Singapore’s Smart Nation initiative, Germany’s Industry 4.0 strategy, Ghana’s digitization efforts, and India’s Digital India campaign. Future Research. Future research can provide a thorough understanding of the evolutionary patterns of IT within sectors by validating the study through various datasets and conducting in-depth examinations of individual industries. This will contribute to a deeper understanding of sector-specific IT evolution and their varying impact on societal interactions and industry dynamics. Comparative studies across various sectors, such as logistics in the Netherlands, retail in the United Kingdom, and agriculture in Brazil, can assess how IT evolution varies.




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The Impact of IT Evolution on Industries and Workforce Skills: A Systematic Literature Review

Aim/Purpose: To investigate the impact of the evolution of Information Technology on global workforce skills and explore emerging approaches that address the IT talent shortage faced by diverse companies in finding skilled IT workers. Background: This paper explores diverse approaches to bridge the skilled IT workers shortage gap, especially in the context of the widening gap following the impact of the COVID-19 pandemic. The study emphasizes the need to consistently leverage business and information technology strategies for competitive advantage. Methodology: This study followed the systematic literature review methodology on 809 articles from ACM, IEEE Xplore, and Scopus digital libraries by utilizing an integrative mixed methods approach with topic modeling and manual content analysis. Contribution: This paper aims to understand and describe the impact of the evolution of the IT industry on its workforce. It contributes additional evidence to our understanding of IT workforce development to support researchers and educators working towards developing effective strategies to bridge the IT talent gap. Findings: On the one hand, the study finds that the evolution of the IT industry produces a shift in required skills and knowledge, resulting in workers needing to adapt and embrace lifelong learning. On the other hand, the evolution of IT creates new opportunities for workers and results in a more globalized and interconnected workforce. Recommendations for Practitioners: Practitioners are recommended to adapt to the shifting skills landscape, encourage lifelong learning, explore new opportunities for workers, and embrace a more globalized workforce. Recommendations for Researchers: Researchers are encouraged to further explore the identified themes and delve into the nuances of the evolving impact of information technology on workforce skills. Impact on Society: The findings have implications for industry growth, emphasizing the importance of aligning business and IT strategies to address the shortage of skilled IT workers on a global scale. Future Research: Future research should focus on the continuous evolution of information technology and its impact on workforce skills, considering the identified themes as a foundation for further exploration.




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Information Technology in Healthcare: A Systematic Literature Review

Aim/Purpose. The aim of this study is to recognize the factors that contributed to the development of IT in the healthcare industry. Background. The healthcare Information Technology (IT) solutions market has experienced remarkable growth, with the healthcare sector emerging as a $303 billion industry. However, despite its substantial size, the healthcare industry has faced criticism for its slow adoption of innovative technologies. This study aims to explore factors driving the evolution of IT in the healthcare sector. Methodology. The researchers conducted a systematic literature review, searching the PubMed and Emerald databases for relevant peer-reviewed articles. After filtering based on defined criteria, 433 articles were included for analysis. Thematic analysis was applied to the abstract of articles which spanned the period of 1997 to 2023. Contribution. This study provides a conceptual framework elucidating the key factors driving the evolution of IT in the healthcare industry. By systematically analyzing the existing literature, the research identifies four overarching themes – government policies, technological potentials, healthcare delivery needs, and organizational motivations – that have propelled the development and adoption of healthcare IT solutions. Provide a conceptual model for understanding, and design of the healthcare it solutions. Findings. Based on the analysis in this paper, four themes emerged: government policies promoting IT adoption through initiatives like incentives for electronic health records; technological breakthroughs enabling new healthcare IT capabilities; healthcare delivery needs to drive IT integration for improved quality and safety; and patient experience and organizational motivations to leverage IT for streamlining processes and knowledge management. Recommendations for Practitioners. The conceptual model can guide practitioners in developing IT solutions aligned with policy drivers, technological capabilities, care delivery needs, and organizational imperatives. Recommendations for Researchers. The conceptual framework developed in this study offers a lens for researchers across disciplines to continue investigating the role of information technology in the healthcare industry. Impact on Society. Examining the evolution of IT in the healthcare industry revealed the importance of information technology in enhancing the delivery and affordability of healthcare services and addressing issues of accessibility and inequality. Future Research. Future research will explore global perspectives showcasing the successful impact of IT on healthcare, as emerging technologies impact healthcare delivery and patient outcomes.




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Applicability of Process Maps for Simulation Modeling in Business Process Change Projects




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An Improved Assessment of Personality Traits in Software Engineering




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Framework for Quality Metrics in Mobile-Wireless Information Systems




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Information Quality and Absorptive Capacity in Service and Product Innovation Processes




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The Relationship among Organizational Knowledge Sharing Practices, Employees' Learning Commitments, Employees' Adaptability, and Employees' Job Satisfaction: An Empirical Investigation




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Generativity: The New Frontier for Information and Communication Technology Literacy




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Assessment of Quality of Warranty Policy




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Locating the Weak Points of Innovation Capability before Launching a Development Project




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The Effects of Knowledge Sharing and Absorption on Organizational Innovation Performance – A Dynamic Capabilities Perspective