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A Template-Based Short Course Concept on Android Application Development




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Professional Development in Higher Education: A Model for Meaningful Technology Integration

While many institutions provide centralized technology support for faculty, there is a lack of centralized professional development opportunities that focus on simultaneously developing instructors’ technological, pedagogical, and content knowledge (TPACK) in higher education. Additionally, there are few professional development opportunities for faculty that continue throughout the practice of teaching with technology. We propose a model of continuing professional development that provides instructors with the ability to meaningfully integrate technology into their teaching practices through centralized support for developing TPACK. In doing so, we draw upon several theoretical frameworks and evidence based practices.




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Penetration Testing Curriculum Development in Practice

As both the frequency and the severity of network breaches have increased in recent years, it is essential that cybersecurity is incorporated into the core of business operations. Evidence from the U.S. Bureau of Labor Statistics (Bureau of Labor Statistics, 2012) indicates that there is, and will continue to be, a severe shortage of cybersecurity professionals nationwide throughout the next decade. To fill this job shortage we need a workforce with strong hands-on experience in the latest technologies and software tools to catch up with the rapid evolution of network technologies. It is vital that the IT professionals possess up-to-date technical skills and think and act one step ahead of the cyber criminals who are constantly probing and exploring system vulnerabilities. There is no perfect security mechanism that can defeat all the cyber-attacks; the traditional defensive security mechanism will eventually fail to the pervasive zero-day attacks. However, there are steps to follow to reduce an organization’s vulnerability to cyber-attacks and to mitigate damages. Active security tests of the network from a cyber-criminal’s perspective can identify system vulnerabilities that may lead to future breaches. “If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. But if you know the enemy and know yourself, you need not fear the result of hundred battles” (Sun, 2013). Penetration testing is a discipline within cybersecurity that focuses on identifying and exploiting the vulnerabilities of a network, eventually obtaining access to the critical business information. The pentesters, the security professionals who perform penetration testing, or ethical hackers, break the triad of information security - Confidentiality, Integrity, and Accountability (CIA) - as if they were a cyber-criminal. The purpose of ethical hacking or penetration testing is to know what the “enemy” can do and then generate a report for the management team to aid in strengthening the system, never to cause any real damages. This paper introduces the development of a penetration testing curriculum as a core class in an undergraduate cybersecurity track in Information Technology. The teaching modules are developed based on the professional penetration testing life cycle. The concepts taught in the class are enforced by hands-on lab exercises. This paper also shares the resources that are available to institutions looking for teaching materials and grant opportunities to support efforts when creating a similar curriculum in cybersecurity.




development

Browser App Approach: Can It Be an Answer to the Challenges in Cross-Platform App Development?

Aim/Purpose: As smartphones proliferate, many different platforms begin to emerge. The challenge to developers as well as IS educators and students is how to learn the skills to design and develop apps to run on cross-platforms. Background: For developers, the purpose of this paper is to describe an alternative to the complex native app development. For IS educators and students, the paper provides a feasible way to learn and develop fully functional mobile apps without technical burdens. Methodology: The methods used in the development of browser-based apps is prototyping. Our proposed approach is browser-based, supports cross-platforms, uses open-source standards, and takes advantage of “write-once-and-run-anywhere” (WORA) concept. Contribution: The paper illustrates the application of the browser-based approach to create a series of browser apps without high learning curve. Findings: The results show the potentials for using browser app approach to teach as well as to create new apps. Recommendations for Practitioners : Our proposed browser app development approach and example would be useful to mobile app developers/IS educators and non-technical students because the source code as well as documentations in this project are available for downloading. Future Research: For further work, we discuss the use of hybrid development framework to enhance browser apps.




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The Development of Computational Thinking in Student Teachers through an Intervention with Educational Robotics

Aim/Purpose: This research aims to describe and demonstrate the results of an intervention through educational robotics to improve the computational thinking of student teachers. Background: Educational robotics has been increasing in school classrooms for the development of computational thinking and digital competence. However, there is a lack of research on how to prepare future teachers of Kindergarten and Elementary School in the didactic use of computational thinking, as part of their necessary digital teaching competence. Methodology: Following the Design-Based Research methodology, we designed an intervention with educational robots that includes unplugged, playing, making and remixing activities. Participating in this study were 114 Spanish university students of education. Contribution: This research helps to improve the initial training of student teachers, especially in the field of educational robotics. Findings: The student teachers consider themselves digital competent, especially in the dimensions related to social and multimedia aspects, and to a lesser extent in the technological dimension. The results obtained also confirm the effectiveness of the intervention through educational robotics in the development of computational thinking of these students, especially among male students. Recommendations for Practitioners: Teacher trainers could introduce robotics following these steps: (1) initiation and unplugged activities, (2) gamified activities of initiation to the programming and test of the robots, (3) initiation activities to Scratch, and (4) design and resolution of a challenge. Recommendation for Researchers: Researchers could examine how interventions with educational robots helps to improve the computational thinking of student teachers, and thoroughly analyze gender-differences. Impact on Society: Computational thinking and robotics are one of the emerging educational trends. Despite the rise of this issue, there are still few investigations that systematize and collect evidence in this regard. This study allows to visualize an educational intervention that favors the development of the computational thinking of student teachers. Future Research: Researchers could evaluate not only the computational thinking of student teachers, but also their didactics, their ability to teach or create didactic activities to develop computational thinking in their future students.




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Using Design-Based Research to Layer Career-Like Experiences onto Software Development Courses

Aim/Purpose: This research aims to describe layering of career-like experiences over existing curriculum to improve perceived educational value. Background: Feedback from students and regional businesses showed a clear need to increase student’s exposure to career-like software development projects. The initial goal was to develop an instructor-optional project that could be used in a single mid-level programming course; however, the pilot quickly morphed into a multi-year study examining the feasibility of agile projects in a variety of settings. Methodology: Over the course of four years, an agile project was honed through repeated Design Based Research (DBR) cycles of design, implementation, testing, communication, and reflective analysis. As is common with DBR, this study did not follow single methodology design; instead, analysis of data coupled with review of literature led to exploration and testing of a variety of methodologies. The review phase of each cycle included examination of best practices and methodologies as determined by analysis of oral and written comments, weekly journals, instructor feedback, and surveys. As a result of participant feedback, the original project was expanded to a second project, which was tested in another Software Engineering (SE) course. The project included review and testing of many academic and professional methodologies, such as Student Ownership of Learning, Flipped Classroom, active learning, waterfall, agile, Scrum, and Kanban. The study was homogenous and quasi-experimental as the population consisted solely of software engineering majors taking required courses; as based on validity of homogenous studies, class sizes were small, ranging from 8 to 20 students. Close interactions between respondents and the instructor provided interview-like settings and immersive data capture in a natural environment. Further, the iterative development practices of DBR cycles, along with the inclusion of participants as active and valued stakeholders, was seen to align well with software development practitioner practices broadly known as agile. Contribution: This study is among the first to examine layering a career-like software development project on top of a course through alteration of traditional delivery, agile development, and without supplanting existing material. Findings: In response to industry recommendations for additional career-like experiences, a standalone agile capstone-like project was designed that could be layered over an existing course. Pilot data reflected positive perceptions of the project, although students did not have enough time to develop a working prototype in addition to completing existing course materials. Participant feedback led to simultaneous development of a second, similar project. DBR examination of both projects resulted in a simplified design and the ability to develop a working prototype, if and only if the instructor was willing to make adjustments to delivery. After four years, a solution was developed that is both stable and flexible. The solution met the original charge in that it required course delivery, not course material, to be adjusted. It is critical to note that when a working prototype is desired, a portion of the lecture should be flipped allowing more time for guided instruction through project-focused active learning and study group requirements. The results support agile for standalone software development projects, as long as passive delivery methods are correspondingly reduced. Recommendations for Practitioners: Based on the findings, implementation of a career-like software development project can be well received as long as active learning components are also developed. Multiple cycles of DBR are recommended if future researchers wish to customize instructional delivery and develop complex software development projects. Programming instructors are recommended to explore hybrid delivery to support development of agile career-like experiences. Small class sizes allowed the researchers to maintain an interview-like setting throughout the study and future studies with larger classes are recommended to include additional subject matter experts such as graduate students as interaction with a subject matter expert was highly valued by students. Recommendation for Researchers: Researchers are recommended to further examine career-like software development experiences that combine active learning with agile methods; more studies following agile and active learning are needed to address the challenges faced when complex software development is taught in academic settings. Further testing of standalone agile project development has now occurred in medium sized in person classes, online classes, independent studies, and creative works research settings; however, further research is needed. Future research should also examine the implementation of agile projects in larger class sizes. Increasing class size should be coupled with additional subject matter experts such as graduate students. Impact on Society: This study addresses professional recommendations for development of agile career-like experiences at the undergraduate level. This study provides empirical evidence of programming projects that can be layered over existing curriculum, with no additional cost to the students. Initial feedback from local businesses and graduates, regarding agile projects with active learning, has been positive. The area business that refused to hire our underprepared SE graduates has now hired several. Future Research: Future research should explore layering agile projects over a broader range of software development courses. Feedback from hiring professionals and former students has been positive. It is also recommended that DBR be used to develop career-like experiences for online programming courses.




development

Generating a Template for an Educational Software Development Methodology for Novice Computing Undergraduates: An Integrative Review

Aim/Purpose: The teaching of appropriate problem-solving techniques to novice learners in undergraduate software development education is often poorly defined when compared to the delivery of programming techniques. Given the global need for qualified designers of information technology, the purpose of this research is to produce a foundational template for an educational software development methodology grounded in the established literature. This template can be used by third-level educators and researchers to develop robust educational methodologies to cultivate structured problem solving and software development habits in their students while systematically teaching the intricacies of software creation. Background: While software development methodologies are a standard approach to structured and traceable problem solving in commercial software development, educational methodologies for inexperienced learners remain a neglected area of research due to their assumption of prior programming knowledge. This research aims to address this deficit by conducting an integrative review to produce a template for such a methodology. Methodology: An integrative review was conducted on the key components of Teaching Software Development Education, Problem Solving, Threshold Concepts, and Computational Thinking. Systematic reviews were conducted on Computational Thinking and Software Development Education by employing the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) process. Narrative reviews were conducted on Problem Solving and Threshold Concepts. Contribution: This research provides a comprehensive analysis of problem solving, software development education, computational thinking, and threshold concepts in computing in the context of undergraduate software development education. It also synthesizes review findings from these four areas and combines them to form a research-based foundational template methodology for use by educators and researchers interested in software development undergraduate education. Findings: This review identifies seven skills and four concepts required by novice learners. The skills include the ability to perform abstraction, data representation, decomposition, evaluation, mental modeling, pattern recognition, and writing algorithms. The concepts include state and sequential flow, non-sequential flow control, modularity, and object interaction. The teaching of these skills and concepts is combined into a spiral learning framework and is joined by four development stages to guide software problem solving: understanding the problem, breaking into tasks, designing, coding, testing, and integrating, and final evaluation and reflection. This produces the principal finding, which is a research-based foundational template for educational software development methodologies. Recommendations for Practitioners: Focusing introductory undergraduate computing courses on a programming syllabus without giving adequate support to problem solving may hinder students in their attainment of development skills. Therefore, providing a structured methodology is necessary as it equips students with essential problem-solving skills and ensures they develop good development practices from the start, which is crucial to ensuring undergraduate success in their studies and beyond. Recommendation for Researchers: The creation of educational software development methodologies with tool support is an under-researched area in undergraduate education. The template produced by this research can serve as a foundational conceptual model for researchers to create concrete tools to better support computing undergraduates. Impact on Society: Improving the educational value and experience of software development undergraduates is crucial for society once they graduate. They drive innovation and economic growth by creating new technologies, improving efficiency in various industries, and solving complex problems. Future Research: Future research should concentrate on using the template produced by this research to create a concrete educational methodology adapted to suit a specific programming paradigm, with an associated learning tool that can be used with first-year computing undergraduates.




development

A novel IoT-enabled portable, secure automatic self-lecture attendance system: design, development and comparison

This study focuses on the importance of monitoring student attendance in education and the challenges faced by educators in doing so. Existing methods for attendance tracking have drawbacks, including high costs, long processing times, and inaccuracies, while security and privacy concerns have often been overlooked. To address these issues, the authors present a novel internet of things (IoT)-based self-lecture attendance system (SLAS) that leverages smartphones and QR codes. This system effectively addresses security and privacy concerns while providing streamlined attendance tracking. It offers several advantages such as compact size, affordability, scalability, and flexible features for teachers and students. Empirical research conducted in a live lecture setting demonstrates the efficacy and precision of the SLAS system. The authors believe that their system will be valuable for educational institutions aiming to streamline attendance tracking while ensuring security and privacy.




development

Development and validation of scale to measure minimalism - a study analysing psychometric assessment of minimalistic behaviour! Consumer perspective

This research aims to establish a valid and accurate measurement scale and identify consumer-driven characteristics for minimalism. The study has employed a hybrid approach to produce items for minimalism. Expert interviews were conducted to identify the items for minimalism in the first phase followed by consumer survey to obtain their response in second phase. A five-point Likert scale was used to collect the data. Further, data was subjected to reliability and validity check. Structural equation modelling was used to test the model. The findings demonstrated that there are five dimensions by which consumers perceive minimalism: decluttering, mindful consumption, aesthetic choices, financial freedom, and sustainable lifestyle. The outcome also revealed a high correlation between simplicity and well-being. This study is the first to provide a reliable and valid instrument for minimalism. The results will have several theoretical and practical ramifications for society and policymakers. It will support policymakers in gauging and encouraging minimalistic practices, which enhance environmental performance and lower carbon footprint.




development

Exploring the impact of monetary policy on sustainable development with mediation of e-banking services and moderation of financial risk awareness

Monetary policy is essential for sustainable growth where effective monetary policies can improve investment, employment, and consumption by fostering a balanced and resilient economy. However, sustainable development is vital for harmonising economic growth, social equity, and environmental preservation. A number of factors have been discussed in the literature that impact sustainable development. However, this study explicitly tries to investigate the nexus among the monetary policy (MP) toward sustainable development (SD) with the mediation of e-banking services (e-BS) and moderation of financial risk management (FRM) from China drawing on stakeholder theory. It discovered a significant connection between monetary policy and sustainable development along with sub-dimensions of SD. Likewise, this study confirmed a positive mediating influence of e-BS between monetary policy and sustainable development. Finally, the study additionally ensured a positive moderation of financial risk between monetary policy and sustainable development, respectively. These outcomes bestow several interesting insights into monetary policy, e-banking services, financial risk management, and sustainable development.




development

Entrepreneurship vs. mentorship: an analysis of leadership modes on sustainable development with moderation of innovation management

This study explores the connection between mentorship and sustainable development (SD) within three major perspectives of sustainable development, such as social, environmental, and economic perspectives from China. Second, the study revealed the relationship between entrepreneurship and SD. Third, a moderation influence of innovation management (IM) was observed among the proposed nexuses of mentorship, entrepreneurship, and SD. To this end, a total of 535 questionnaires were eventually utilised with the support of SmartPLS and the structure equation modelling (SEM) approach. A positive connection was confirmed between mentorship and SD. The outcome uncovered a positive correlation between entrepreneurship and SD. In addition, a moderation of IM was found between mentorship, entrepreneurship, and SD. The study enlists several interesting lines about mentorship, entrepreneurship, and IM that might help to improve SD in terms of social, environmental, and economic perspectives. Besides, the study provides various implications for management and states the weaknesses along with the future directions for worldly researchers.




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Logical Soft Systems Methodology for Education Programme Development




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Do Project Manager’s Utilise Potential Customers in E-Commerce Developments?




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Insights into Using Agile Development Methods in Student Final Year Projects




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The SWIMS CD-ROM Pilot: Using Community Development Principles and Technologies of the Information Society to Address Identified Informational Needs




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Behavioural Issues in Software Development: The Evolution of a New Course Dealing with the Psychology of Computer Programming




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Software Development: Informing Sciences Perspective




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Information Systems Development Methodologies and all that Jazz




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Making a CASE for Using the Students Choice of Software or Systems Development Tools




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Development and Validation of an Instrument for Assessing Users’ Views about the Usability of Digital Libraries




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Design, Development and Deployment Considerations when Applying Native XML Database Technology to the Programme Management Function of an SME




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An Overview: Approaches for the Development of Basic IT Skills




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Exploring the Key Informational, Ethical and Legal Concerns to the Development of Population Genomic Databases for Pharmacogenomic Research




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Modeling Human Activity Systems for Collaborative Project Development: An IS Development Perspective




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Integrating Industrial Practices in Software Development through Scenario-Based Design of PBL Activities: A Pedagogical Re-Organization Perspective




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Effectiveness of Self-selected Teams: A Systems Development Project Experience




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Development of Scoring Rubrics for Projects as an Assessment Tool across an IS Program




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M-Learning Management Tool Development in Campus-Wide Environment




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Principals, Agents and Prisoners: An Economical Perspective on Information Systems Development Practice




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Information Access for Development: A Case Study at a Rural Community Centre in South Africa




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The Development, Use and Evaluation of a Program Design Tool in the Learning and Teaching of Software Development




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Practical IT Education. Deepening of Technology, Expansion of Work, and Development into Headwaters: A Systematic Effort to Achieve Higher Levels




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Development of the Web Users Self-Efficacy Scale (WUSE)




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Developing a Business Simulation Game: Integrating Multiple Development Tools




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How an “Imperative” IS Development was Saved from a Failing Course of Action – A Case Study




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Design, Development, and Implementation of an Open Source Learning Object Repository (OSLOR)




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The Development of Students Geometrical Thinking through Transformational Processes and Interaction Techniques in a Dynamic Geometry Environment




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Does the Customer Know Best? The Results of a Survey on E-Commerce Development




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Development of Electronic Money and Its Impact on the Central Bank Role and Monetary Policy




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IT Systems Development: An IS Curricula Course that Combines Best Practices of Project Management and Software Engineering




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The Information Society Development Strategy on a Regional Level




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The Effects of Student Syndrome, Stress, and Slack on Information Systems Development Projects




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Collaboration of Two Service-Learning Courses: Software Development and Technical Communication




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Knowledge Management Curriculum Development: Linking with Real Business Needs




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Reflections on the Gestation of Polymorphic Innovation: The Exploitation of Emergence in Social Network Development via Text Messaging




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Team Syntegrity in a Triple Loop Learning Model for Course Development




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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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Cross-Platform Mobile App Software Development in the Curriculum




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Teaching Undergraduate Software Engineering Using Open Source Development Tools




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Navigating the Framework Jungle for Teaching Web Application Development