ul

Digital Forensics Curriculum in Security Education




ul

Developing Cross-Cultural Awareness in IT: Reflections of Australian and Chinese Students




ul

Using Adult Learning Principles as a Framework for Learning ICT Skills Needed for Research Projects




ul

Implementing a Robotics Curriculum in an Early Childhood Montessori Classroom




ul

Self-regulated Mobile Learning and Assessment: An Evaluation of Assessment Interfaces




ul

A Multi-Pronged Approach to Work Integrated Learning for IT Students




ul

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.




ul

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.




ul

Enhancing Privacy Education with a Technical Emphasis in IT Curriculum

The paper describes the development of four learning modules that focus on technical details of how a person’s privacy might be compromised in real-world scenarios. The paper shows how students benefited from the addition of hands-on learning experiences of privacy and data protection to the existing information technology courses. These learning modules raised students’ awareness of potential breaches of privacy as a user as well as a developer. The demonstration of a privacy breach in action helped students to design, configure, and implement technical solutions to prevent privacy violations. The assessment results demonstrate the strength of the technical approach.




ul

Investigating the Use and Design of Immersive Simulation to Improve Self-Efficacy for Aspiring Principals

Aim/Purpose: Improving public schools is a focus of federal legislation in the United States with much of the burden placed on principals. However, preparing principals for this task has proven elusive despite many changes in programming by institutions of higher learning. Emerging technologies that rely on augmented and virtual realities are posited to be powerful pedagogical tools for closing this gap. Background: This study investigated the effects of immersive simulation technologies on principals’ self-efficacy after treatment and the perceived significance of the design of the immersive simulation experience as an effective tool for adult learners. Methodology: The investigator employed a multiple-methods study that relied on a purposive sample of graduate students enrolled in educational leadership programs at two small universities in the southeastern United States. Participants completed a two-hour module of immersive simulation designed to facilitate transfer of knowledge to skills thereby increasing their self-efficacy. Contribution: This paper contributes to a small body of literature that examines the use of immersive simulation to prepare aspiring principals. Findings: The findings indicate moderate effect sizes in changes in self-efficacy, positive attitudes toward immersive simulation as a pedagogical tool, and significance in the design of immersive simulation modules. This suggests that immersive simulation, when properly designed, aids principals in taking action to improve schools. Recommendations for Practitioners: Educational leadership programs might consider the use of immersive simulations to enhance principals’ ability to meet the complex demands of leading in the 21st century. Impact on Society: Principals may be more adept at improving schools if preparation programs provided consistent opportunities to engage in immersive simulations. Future Research: Future research should be conducted with larger sample sizes and longitudinally to determine the effectiveness of this treatment.




ul

The Impact of Hands-On Simulation Laboratories on Teaching of Wireless Communications

Aim/Purpose: To prepare students with both theoretical knowledge and practical skills in the field of wireless communications. Background: Teaching wireless communications and networking is not an easy task because it involves broad subjects and abstract content. Methodology: A pedagogical method that combined lectures, labs, assignments, exams, and readings was applied in a course of wireless communications. Contribution: Five wireless networking labs, related to wireless local networks, wireless security, and wireless sensor networks, were developed for students to complete all of the required hands-on lab activities. Findings: Both development and implementation of the labs achieved a successful outcome and provided students with a very effective learning experience. Students expressed that they had a better understanding of different wireless network technologies after finishing the labs. Recommendations for Practitioners: Detailed instructional lab manuals should be developed so that students can carry out hands-on activities in a step-by-step fashion. Recommendation for Researchers: Hands-on lab exercises can not only help students understand the abstract technical terms in a meaningful way, but also provide them with hands-on learning experience in terms of wireless network configuration, implementation, and evaluation. Impact on Society: With the help of a wireless network simulator, students have successfully enhanced their practical skills and it would benefit them should they decide to pursue a career in wireless network design or implementation. Future Research: Continuous revision of the labs will be made according to the feedback from students. Based on the experience, more wireless networking labs and network issues could be studied in the future.




ul

Learning by Doing: Twenty Successful Active Learning Exercises for Information Systems Courses

Aim/Purpose: This paper provides a review of previously published work related to active learning in information systems (IS) courses. Background: There are a rising number of strategies in higher education that offer promise in regards to getting students’ attention and helping them learn, such as flipped classrooms and offering courses online. These learning strategies are part of the pedagogical technique known as active learning. Active learning is a strategy that became popular in the early 1990s and has proven itself as a valid tool for helping students to be engaged with learning. Methodology: This work follows a systematic method for identifying and coding previous research based on an aspect of interest. The authors identified and assessed research through a search of ABI/Inform scholarly journal abstracts and keywords, as well as additional research databases, using the search terms “active learning” and “information systems” from 2000 through June 2016. Contribution: This synthesis of active learning exercises provides guidance for information technology faculty looking to implement active learning strategies in their classroom by demonstrating how IS faculty might begin to introduce more active learning techniques in their teaching as well as by presenting a sample teaching agenda for a class that uses a mix of active and passive learning techniques to engage student learning. Findings: Twenty successful types of active learning exercises in IS courses are presented. Recommendations for Practitioners : This paper offers a “how to” resource of successful active learning strategies for IS faculty interested in implementing active learning in the classroom. Recommendation for Researchers: This work provides an example of a systematic literature review as a means to assess successful implementations of active learning in IS. Impact on Society: An updated definition of active learning is presented as well as a meaningful list of exercises that encourage active learning both inside and outside of the IS classroom. Future Research: In relation to future research, this study highlights a number of opportunities for IS faculty in regards to new active learning activities or trends to study further.




ul

A Fully Online Research Portal for Research Students and Researchers

Aim/Purpose: This paper describes the context, development, implementation, and the potential transferability of an integrated online research environment that allows its users to conduct all aspects of research online. Background: While the content of most traditional courses can be delivered online and learning outcomes can be achieved by adopting equivalents to face-to-face pedagogic approaches, certain courses, such as those that require a substantial research component, present significant constraints for delivery online. To overcome these limitations, Australia’s largest university developed and implemented a Research Portal. Methodology: The development team conducted a functional requirements analysis, identified the components that would be necessary to meet user needs, and reviewed existing solutions. The Monash University Psychology Research Portal was designed, tested, developed, tested for user experience, implemented, and reviewed. The Research Portal is structured according to the usual research sequence and provides users with access to supporting information and integrated capacities including research supervision, participant acquisition, and data collection, analysis, and storage. Contribution: This integrated online research environment is equivalent to and, in some ways, superior to an on campus/non-online research capacity. Findings: The usage of the Research Portal has grown rapidly and has satisfied the requirements and met the research needs of students of an online course that includes a research project, providing a common, ubiquitously accessible, and integrated online research environment. Recommendations for Practitioners: Further refinement, personalization, and expanded implementation and dissemination of the Research Portal components are required. The formation of networks and working partnerships to operate, maintain, and promote Research Portal initiatives is recommended to reduce operational costs, increase access, and create an impact. Impact on Society: The Research Portal is an efficient resource that provides easy access to a standard interface at any time and from anywhere and can potentially be used by other online research courses, as well as by online and non-online researchers.




ul

Constructed Response or Multiple-Choice Questions for Assessing Declarative Programming Knowledge? That is the Question!

Aim/Purpose: This paper presents a data mining approach for analyzing responses to advanced declarative programming questions. The goal of this research is to find a model that can explain the results obtained by students when they perform exams with Constructed Response questions and with equivalent Multiple-Choice Questions. Background: The assessment of acquired knowledge is a fundamental role in the teaching-learning process. It helps to identify the factors that can contribute to the teacher in the developing of pedagogical methods and evaluation tools and it also contributes to the self-regulation process of learning. However, better format of questions to assess declarative programming knowledge is still a subject of ongoing debate. While some research advocates the use of constructed responses, others emphasize the potential of multiple-choice questions. Methodology: A sensitivity analysis was applied to extract useful knowledge from the relevance of the characteristics (i.e., the input variables) used for the data mining process to compute the score. Contribution: Such knowledge helps the teachers to decide which format they must consider with respect to the objectives and expected students results. Findings: The results shown a set of factors that influence the discrepancy between answers in both formats. Recommendations for Practitioners: Teachers can make an informed decision about whether to choose multiple-choice questions or constructed-response taking into account the results of this study. Recommendation for Researchers: In this study a block of exams with CR questions is verified to complement the area of learning, returning greater performance in the evaluation of students and improving the teaching-learning process. Impact on Society: The results of this research confirm the findings of several other researchers that the use of ICT and the application of MCQ is an added value in the evaluation process. In most cases the student is more likely to succeed with MCQ, however if the teacher prefers to evaluate with CR other research approaches are needed. Future Research: Future research must include other question formats.




ul

Improving Workgroup Assessment with WebAVALIA: The Concept, Framework and First Results

Aim/Purpose: The purpose of this study is to develop an efficient methodology that can assist the evaluators in assessing a variable number of individuals that are working in groups and guarantee that the assessment is dependent on the group members’ performance and contribution to the work developed. Background: Collaborative work has been gaining more popularity in academic settings. However, group assessment needs to be performed according to each individual’s performance. The problem rests on the need to distinguish each member of the group in order to provide fair and unbiased assessments. Methodology: Design Science Research methodology supported the design of a framework able to provide the evaluator with the means to distinguish individuals in a workgroup and deliver fair results. Hevner’s DSR guidelines were fulfilled in order to describe WebAVALIA. To evaluate the framework, a quantitative study was performed and the first results are presented. Contribution: This paper provides a methodological solution regarding a fair evaluation of collaborative work through a tool that allows its users to perform their own assessment and peer assessment. These are made accordingly to the user’s perspectives on the performance of each group member throughout the work development. Findings: The first analysis of the results indicates that the developed method provides fairness in the assessment of group members, delivering a distinction amongst individuals. Therefore, each group member obtains a mark that corresponds to their specific contribution to the workgroup. Recommendations for Practitioners: For those who intend to apply this workgroup assessment method, it is relevant to raise student awareness about the methodology that is going to be used. That is, all the functionalities and steps in WebAVALIA have to be thoroughly explained before beginning of the project. Then, the evaluators have to decide about the students’ intermediate voting, namely if the evaluator chooses or not to publish student results throughout the project’s development. If there is the decision to display these intermediate results, the evaluator must try to encourage collaboration among workgroup members, instead of competition. Recommendation for Researchers: This study explores the design and development of an e-assessment tool – WebAVALIA. In order to assess its feasibility, its use in other institutions or contexts is recommended. The gathering of user opinions is suggested as well. It would then be interesting to compare the findings of this study with the results from other experimentations Impact on Society: Sometimes, people develop a rejection of collaborative work because they feel exploited due to the biased evaluation results. However, the group members assessment distinction, according to each one’s performance, may give each individual a sense of fairness and reward, leading to an openness/willingness towards collaborative work. Future Research: As future work, there are plans to implement the method in other group assessment contexts – such as sports and business environments, other higher education institutions, technical training students – in other cultures and countries. From this myriad of contexts, satisfaction results would be compared. Other future plans are to further explore the mathematical formulations and the respective WebAVALIA supporting algorithms.




ul

Novice Programmers’ Coping with Multi-Threaded Software Design

Aim/Purpose: Multi-threaded software design is considered to be difficult, especially to novice programmers. In this study, we explored how students cope with a task that its solution requires a multi-threaded architecture to achieve optimal runtime. Background: An efficient exploit of multicore processors architecture requires computer programs that use parallel programming techniques. However, parallel programming is difficult to understand and apply by novice programmers. Methodology: The students had to address a two-stage problem: (1) design an optimal runtime solution to a given problem with no additional instructions; and (2) provide an optimal runtime multi-threaded design to the same problem. Interviews were conducted with a representative group of students to understand the underlying causes of their provided designs. We used qualitative research methods to gain refined insights regarding the students’ decision making during the design process. To analyze the gained data, we used content analysis tools. Contribution: The case study presented in this paper will help the teacher to stress the merits and limitations of various parallel architectures and confront students with the consequences of their solutions via performances’ benchmark. Findings: Analysis of the student’s solutions to the first stage revealed that the majority of them did not provide a multi-threaded solution ignoring the optimal runtime requirement. At the second stage, seven various architectures were provided differing in the number of involved threads, the data structures used, and the synchronization mechanism employed. The majority of the solutions were sub-optimal and only a few students provided an optimal one. Recommendations for Practitioners: We recommend conducting class discussions that will follow a task similar to the one used in this study. Recommendation for Researchers: To be able to generalize the received results this research should be repeated with larger study participant groups from various academic institutions. Impact on Society: Understanding the difficulties of novice programmers may lead to quality software systems. Future Research: To be able to generalize the received results this research should be repeated with larger study participant groups from various academic institutions.




ul

E- Assessment with Multiple-Choice Questions: A 5 Year Study of Students’ Opinions and Experience

Aim/Purpose: The aim of this study is to understand student’s opinions and perceptions about e-assessment when the assessment process was changed from the traditional computer assisted method to a multiple-choice Moodle based method. Background: In order to implement continuous assessment to a large number of students, several shifts are necessary, which implies as many different tests as the number of shifts required. Consequently, it is difficult to ensure homogeneity through the different tests and a huge amount of grading time is needed. These problems related to the traditional assessment based on computer assisted tests, lead to a re-design of the assessment resulting in the use of multiple-choice Moodle tests. Methodology: A longitudinal, concurrent, mixed method study was implemented over a five-year period. A survey was developed and carried out by 815 undergraduate students who experienced the electronic multiple-choice questions (eMCQ) assessment in the courses of the IS department. Qualitative analyses included open-ended survey responses and interviews with repeating students in the first year. Contribution: This study provides a reflection tool on how to incorporate frequent moments of assessment in courses with a high number of students without overloading teachers with a huge workload. The research analysed the efficiency of assessing non-theoretical topics using eMCQ, while ensuring the homogeneity of assessment tests, which needs to be complemented with other assessment methods in order to assure that students develop and acquire the expected skills and competencies. Findings: The students involved in the study appreciate the online multiple-choice quiz assessment method and perceive it as fair but have a contradictory opinion regarding the preference of the assessment method, throughout the years. These changes in perception may be related to the improvement of the question bank and categorisation of questions according to difficulty level, which lead to the nullification of the ‘luck factor’. Other major findings are that although the online multiple-choice quizzes are used with success in the assessment of theoretical topics, the same is not in evidence regarding practical topics. Therefore, this assessment needs to be complemented with other methods in order to achieve the expected learning outcomes. Recommendations for Practitioners: In order to be able to evaluate the same expected learning outcomes in practical topics, particularly in technology and information systems subjects, the evaluator should complement the online multiple-choice quiz assessment with other approaches, such as a PBL method, homework assignments, and/or other tasks performed during the semester. Recommendation for Researchers: This study explores e-assessment with online multiple-choice quizzes in higher education. It provides a survey that can be applied in other institutions that are also using online multiple-choice quizzes to assess non-theorical topics. In order to better understand the students’ opinions on the development of skills and competencies with online multiple-choice quizzes and on the other hand with classical computer assisted assessment, it would be necessary to add questions concerning these aspects. It would then be interesting to compare the findings of this study with the results from other institutions. Impact on Society: The increasing number of students in higher education has led to a raised use of e-assessment activities, since it can provide a fast and efficient manner to assess a high number of students. Therefore, this research provides meaningful insight of the stakeholders’ perceptions of online multiple-choice quizzes about practical topics. Future Research: An interesting study, in the future, would be to obtain the opinions of a particular set of students on two tests, one of the tests using online multiple-choice quizzes and the other through a classical computer assisted assessment method. A natural extension of the present study is a comparative analysis regarding the grades obtained by students who performed one or another type of assessment (online multiple-choice quizzes vs. classical computer assisted assessment).




ul

New Findings on Student Multitasking with Mobile Devices and Student Success

Aim/Purpose: This paper investigates the influence of university student multitasking on their learning success, defined as students’ learning satisfaction and performance. Background: Most research on student multitasking finds student multitasking problematic. However, this research is generally from 2010. Yet, today’s students are known to be digital natives and they have a different, more positive, relationship with mobile technologies. Based on the old findings, most instructors ban mobile technology use during instruction, and design their online courses without regard for the mobile technology use that happens regardless of their ban. This study investigates whether today’s instructors and learning management system interface designers should take into account multitasking with mobile technologies. Methodology: A quasi-experimental design was used in this study. Data were collected from 117 students across two sections of an introductory Management Information Systems class taught by the first author. We took multiple approaches and steps to control for confounding factors and to increase the internal validity of the study. We used a control group as a comparison group, we used a pre-test, we controlled for selection bias, and we tested for demographic differences between groups. Contribution: With this paper, we explicated the relationship between multitasking and learning success. We defined learning success as learning performance and learning satisfaction. Contrary to the literature, we found that multitasking involving IT texting does not decrease students’ learning performance. An explanation of this change is the change in the student population, and the digital nativeness between 2010s and 2020 and beyond. Findings: Our study showed that multitasking involving IT texting does not decrease students’ performance in class compared to not multitasking. Secondly, our study showed that, overall, multitasking reduced the students’ learning satisfaction despite the literature suggesting otherwise. We found that attitude towards multitasking moderated the relationship between multitasking and learning satisfaction as follows. Individuals who had a positive attitude towards multitasking had high learning satisfaction with multitasking. However, individuals who had positive attitude toward multitasking did not necessarily have higher learning performance. Recommendations for Practitioners: We would recommend both instructors and the designers of learning management systems to take mobile multitasking into consideration while designing courses and course interfaces, rather than banning multitasking, and assuming that the students do not do it. Furthermore, we recommend including multitasking into relevant courses such as Management Information Systems courses to make students aware of their own multitasking behavior and their results. Recommendation for Researchers: We recommend that future studies investigate multitasking with different instruction methods, especially studies that make students aware of their multitasking behavior and its outcomes will be useful for next generations. Impact on Society: This paper investigates the role of mobile multitasking on learning performance. Since mobile technologies are ubiquitous and their use in multitasking is common, their use in multitasking affects societal performance. Future Research: Studies that replicate our research with larger and more diverse samples are needed. Future research could explore research-based experiential teaching methods, similar to this study.




ul

Innovative Pedagogical Strategies of Streaming, Just-in-Time Teaching, and Scaffolding: A Case Study of Using Videos to Add Business Analytics Instruction Across a Curriculum

Aim/Purpose: Business analytics is a cross-functional field that is important to implement for a college and has emerged as a critically important core component of the business curriculum. It is a difficult task due to scheduling concerns and limits to faculty and student resources. This paper describes the process of creating a central video repository to serve as a platform for just in time teaching and the impact on student learning outcomes. Background: Industry demand for employees with analytical knowledge, skills, and abilities requires additional analytical content throughout the college of business curriculum. This demand needs other content to be added to ensure that students have the prerequisite skills to complete assignments. Two pedagogical approaches to address this issue are Just-in-Time Teaching (JiTT) and scaffolding, grounded in the Vygoskian concept of “Zone of Proximal Development. Methodology: This paper presents a case study that applies scaffolding and JiTT teaching to create a video repository to add business analytics instruction to a curriculum. The California Critical Thinking Skills Test (CCTST) and Major Field Test (MFT) scores were analyzed to assess learning outcomes. Student and faculty comments were considered to inform the results of the review. Contribution: This paper demonstrates a practical application of scaffolding and JiTT theory by outlining the process of using a video library to provide valuable instructional resources that support meaningful learning, promote student academic achievement, and improve program flexibility. Findings: A centrally created library is a simple and inexpensive way to provide business analytics course content, augmenting standard content delivery. Assessment of learning scores showed an improvement, and a summary of lessons learned is provided to guide implications. Recommendations for Practitioners: Pedagogical implications of this research include the observation that producing a central library of instructor created videos and assignments can help address knowledge and skills gaps, augment the learning of business analytics content, and provide a valuable educational resource throughout the college of business curriculum. Recommendation for Researchers: This paper examines the use of scaffolding and JiTT theories. Additional examination of these theories may improve the understanding and limits of these concepts as higher education evolves due to the combination of market forces changing the execution of course delivery. Impact on Society: Universities are tasked with providing new and increasing skills to students while controlling the costs. A centrally created library of instructional videos provides a means of delivering meaningful content while controlling costs. Future Research: Future research may examine student success, including the immediate impact of videos and longitudinally using video repositories throughout the curriculum. Studies examining the approach across multiple institutions may help to evaluate the success of video repositories. Faculty acceptance of centrally created video libraries and assignments should be considered for the value of faculty recruiting and use in the classroom. The economic impact on both the university and students should be evaluated.




ul

Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation

Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.




ul

Impact of a Digital Tool to Improve Metacognitive Strategies for Self-Regulation During Text Reading in Online Teacher Education

Aim/Purpose: The aim of the study is to test whether the perception of self-regulated learning during text reading in online teacher education is improved by using a digital tool for the use of metacognitive strategies for planning, monitoring, and self-assessment. Background: The use of self-regulated learning is important in reading skills, and for students to develop self-regulated learning, their teachers must master it. Therefore, teaching strategies for self-regulated learning in teacher education is essential. Methodology: The sample size was 252 participants with the tool used by 42% or the participants. A quasi-experimental design was used in a pre-post study. ARATEX-R, a text-based scale, was used to evaluate self-regulated learning. The 5-point Likert scale includes the evaluation of five dimensions: planning strategies, cognition management, motivation management, comprehension assessment and context management. A Generalized Linear Model was used to analyse the results. Contribution: Using the tool to self-regulate learning has led to an improvement during text reading, especially in the dimensions of motivation management, planning management and comprehension assessment, key dimensions for text comprehension and learning. Findings: Participants who use the app perceive greater improvement, especially in the dimensions of motivation management (22,3%), planning management (19.9%) and comprehension assessment (24,6%), which are fundamental dimensions for self-regulation in text reading. Recommendations for Practitioners: This tool should be included in teacher training to enable reflection during the reading of texts, because it helps to improve three key types of strategies in self-regulation: (1) planning through planning management, (2) monitoring through motivation management and comprehension assessment, and (3) self-assessment through comprehension assessment. Recommendation for Researchers: The success of the tool suggests further study for its application in other use cases: other student profiles in higher education, other teaching modalities, and other educational stages. These studies will help to identify adaptations that will extend the tool’s use in education. Impact on Society: The use of Metadig facilitates reflection during the reading of texts in order to improve comprehension and thus self-regulate the learning of content. This reflection is crucial for students’ knowledge construction. Future Research: Future research will focus on enhancing the digital tool by adding features to support the development of cognition and context management. It will also focus on how on adapting the tool to help other types of learners.




ul

Faculty Perspectives on Web Learning Apps and Mobile Devices on Student Engagement

Aim/Purpose: The digital ecosystem has contributed to the acceleration of digital and mobile educational tools across institutions worldwide. The research displays educators’ perspectives on web applications on mobile devices that can be used to engage and challenge students while impacting their learning. Background: Explored are elements of technology in education and challenges and successes reported by instructors to shift learning from static to dynamic. Methodology: Insights for this study were gained through questionnaires and focus groups with university educators in the United Arab Emirates. Key questions addressed are (1) challenges/benefits, (2) types of mobile technology applications used by educators, and (3) strategies educators use to support student learning through apps. The research is assisted by focus groups and a sample of 42 completed questionnaires. Contribution: The work contributes to web/mobile strategic considerations in the classroom that can support student learning and outcomes. Findings: The results reported showcase apps that were successfully implemented in classrooms and provide a perspective for today’s learning environment that could be useful for instructors, course developers, or any educational institutions. Recommendations for Practitioners: Academics can integrate suggested tools and explore engagement and positive associations with tools and technologies. Recommendation for Researchers: Researchers can consider new learning applications, mobile devices, course design, learning strategies, and student engagement practices for future studies. Impact on Society: Digitization and global trends are changing how educators teach, and students learn; therefore, gaps need to be continually filled to keep up with the pace of ever-evolving digital technologies that can engage student learning. Future Research: Future research may focus on interactive approaches toward mobile devices in higher education learning and shorter learning activities to engage students.




ul

AI Chatbot Adoption in Academia: Task Fit, Usefulness and Collegial Ties

Aim/Purpose: This mixed-methods study aims to examine factors influencing academicians’ intentions to continue using AI-based chatbots by integrating the Task-Technology Fit (TTF) model and social network characteristics. Background: AI-powered chatbots are gaining popularity across industries, including academia. However, empirical research on academicians’ adoption behavior is limited. This study proposes an integrated model incorporating TTF factors and social network characteristics like density, homophily, and connectedness to understand academics’ continuance intentions. Methodology: A qualitative study involving 31 interviews of academics from India examined attitudes and the potential role of social network characteristics like density, homophily, and connectedness in adoption. Results showed positive sentiment towards chatbots and themes on how peer groups accelerate diffusion. In the second phase, a survey of 448 faculty members from prominent Indian universities was conducted to test the proposed research model. Contribution: The study proposes and validates an integrated model of TTF and social network factors that influence academics’ continued usage intentions toward AI chatbots. It highlights the nuanced role of peer networks in shaping adoption. Findings: Task and technology characteristics positively affected academics’ intentions to continue AI chatbot usage. Among network factors, density showed the strongest effect on TTF and perceived usefulness, while homophily and connectedness had partial effects. The study provides insights into designing appropriate AI tools for the academic context. Recommendations for Practitioners: AI chatbot designers should focus on aligning features to academics’ task needs and preferences. Compatibility with academic work culture is critical. Given peer network influences, training and demonstrations to user groups can enhance adoption. Platforms should have capabilities for collaborative use. Targeted messaging customized to disciplines can resonate better with academic subgroups. Multidisciplinary influencers should be engaged. Concerns like plagiarism risks, privacy, and job impacts should be transparently addressed. Recommendation for Researchers: More studies are needed across academic subfields to understand nuanced requirements and barriers. Further studies are recommended to investigate differences across disciplines and demographics, relative effects of specific network factors like size, proximity, and frequency of interaction, the role of academic leadership and institutional policies in enabling chatbot adoption, and how AI training biases impact usefulness perceptions and ethical issues. Impact on Society: Increased productivity in academia through the appropriate and ethical use of AI can enhance quality, access, and equity in education. AI can assist in mundane tasks, freeing academics’ time for higher-order objectives like critical thinking development. Responsible AI design and policies considering socio-cultural aspects will benefit sustainable growth. With careful implementation, it can make positive impacts on student engagement, learning support, and research efficiency. Future Research: Conduct longitudinal studies to examine the long-term impacts of AI chatbot usage in academia. Track usage behaviors over time as familiarity develops. Investigate differences across academic disciplines and roles. Requirements may vary for humanities versus STEM faculty or undergraduate versus graduate students. Assess user trust in AI and how it evolves with repeated usage, and examine trust-building strategies. Develop frameworks to assess pedagogical effectiveness and ethical risks of conversational agents in academic contexts.




ul

Android malware analysis using multiple machine learning algorithms

Currently, Android is a booming technology that has occupied the major parts of the market share. However, as Android is an open-source operating system there are possibilities of attacks on the users, there are various types of attacks but one of the most common attacks found was malware. Malware with machine learning (ML) techniques has proven as an impressive result and a useful method for malware detection. Here in this paper, we have focused on the analysis of malware attacks by collecting the dataset for the various types of malware and we trained the model with multiple ML and deep learning (DL) algorithms. We have gathered all the previous knowledge related to malware with its limitations. The machine learning algorithms were having various accuracy levels and the maximum accuracy observed is 99.68%. It also shows which type of algorithm is preferred depending on the dataset. The knowledge from this paper may also guide and act as a reference for future research related to malware detection. We intend to make use of Static Android Activity to analyse malware to mitigate security risks.




ul

Influence of nostalgic behaviour on the consumption patterns of adults: a conceptual framework

Nostalgia has an intrinsic association with consumer behaviour. Retrieval of memories drives emotions among consumers and reinforces experience-led buying decisions. Despite nostalgia, and consumption being a common practice at various times in life, issues regarding the nostalgia stimuli on customers' perceptions and buying decisions remain less explored. This article aims at exploring the consumption pattern of adult consumers by analysing the influence of nostalgic behaviour referring to the autobiographic memories and social motivations. It describes the purchase intentions and consumption pattern among adult consumers in the context of self-reference criteria based on nostalgic memories and social motivations. This article offers constructive understanding on establishing relationship between nostalgic memories and consumption pattern over the temporal framework and establishing the brand loyalty and hedonic satisfaction. It contributes to the existing literature by critically examining the theoretical concepts and empirical findings of previous studies on perceptions of consumers on nostalgic emotions and their role in making buying decisions.




ul

Numerical simulation of financial fluctuation period based on non-linear equation of motion

The traditional numerical simulation method of financial fluctuation cycle does not focus on the study of non-linear financial fluctuation but has problems such as high numerical simulation error and long time. To solve this problem, this paper introduces the non-linear equation of motion to optimise the numerical simulation method of financial fluctuation cycle. A comprehensive analysis of the components of the financial market, the establishment of a financial market network model and the acquisition of relevant financial data under the support of the model. Based on the collection of financial data, set up financial volatility index, measuring cycle, the financial wobbles, to establish the non-linear equations of motion, the financial wobbles, the influence factors of the financial volatility cycle as variables in the equation of motion, through the analysis of different influence factors under the action of financial volatility cycle change rule, it is concluded that the final financial fluctuation cycle, the results of numerical simulation. The simulation results show that, compared with the traditional method, the numerical simulation of the proposed method has high precision, low error and short time, which provides relatively accurate reference data for the stable development of regional economy.




ul

Learning behaviour recognition method of English online course based on multimodal data fusion

The conventional methods for identifying English online course learning behaviours have the problems of low recognition accuracy and high time cost. Therefore, a multimodal data fusion-based method for identifying English online course learning behaviours is proposed. Firstly, the analytic hierarchy process is used for decision fusion of multimodal data of learning behaviour. Secondly, based on the fusion results of multimodal data, weight coefficients are set to minimise losses and extract learning behaviour features. Finally, based on the extracted learning behaviour characteristics, the optimal classification function is constructed to classify the learning behaviour of English online courses. Based on the transfer information of learning behaviour status, the identification of online course learning behaviour is completed. The experimental results show that the recognition accuracy of the proposed method is above 90%, and its recognition accuracy is and can shorten the recognition time of learning behaviour, with high practical application reliability.




ul

A method for evaluating the quality of college curriculum teaching reform based on data mining

In order to improve the evaluation effect of current university teaching reform, a new method for evaluating the quality of university course teaching reform is proposed based on data mining algorithms. Firstly, the optimal data clustering criterion was used to select evaluation indicators and a quality evaluation system for university curriculum teaching reform was established. Next, a reform quality evaluation model is constructed using BP neural network, and the training process is improved through genetic algorithm to obtain the model weight and threshold of the optimal solution. Finally, the calculated parameters are substituted into the model to achieve accurate evaluation of the quality of university curriculum teaching reform. Selecting evaluation accuracy and evaluation efficiency as evaluation indicators, the practicality of the proposed method was verified through experiments. The experimental results showed that the proposed method can mine teaching reform data and evaluate the quality of teaching reform. Its evaluation accuracy is higher than 96.3%, and the evaluation time is less than 10ms, which is much better than the comparison method, fully demonstrating the practicality of the method.




ul

Multiplication complexity in education activities with fair use principle of copyright in Indonesia

Copying and duplicating papers for educational purposes is a violation form of copyright in Indonesia. The principle of fair use in education is a form of structured violation. Copying and duplicating the papers of the authors for educational purposes has provided commercial (business) benefits for libraries and universities. The research method is conducted using the observation method in libraries and universities that duplicate papers. The method also uses the normative juridical method that connects duplication of the papers in libraries and universities with the fair use principle. The results explain the authors' loss from copying and duplicating of papers in libraries and universities. Therefore, copying and duplicating the papers can only be done by implementing the responsibility system. Copying and duplicating the papers of the authors' in libraries and universities can be allowed if they fulfil the elements of copyright protection in the new concept.




ul

The performance evaluation of teaching reform based on hierarchical multi-task deep learning

The research goal is to solve the problems of low accuracy and long time existing in traditional teaching reform performance evaluation methods, a performance evaluation method of teaching reform based on hierarchical multi-task deep learning is proposed. Under the principle of constructing the evaluation index system, the evaluation indicator system should be constructed. The weight of the evaluation index is calculated through the analytic hierarchy process, and the calculation result of the evaluation weight is taken as the model input sample. A hierarchical multi-task deep learning model for teaching reform performance evaluation is built, and the final teaching reform performance score is obtained. Through relevant experiments, it is proved that compared with the experimental comparison method, this method has the advantages of high evaluation accuracy and short time, and can be further applied in relevant fields.




ul

Research on fast mining of enterprise marketing investment databased on improved association rules

Because of the problems of low mining precision and slow mining speed in traditional enterprise marketing investment data mining methods, a fast mining method for enterprise marketing investment databased on improved association rules is proposed. First, the enterprise marketing investment data is collected through the crawler framework, and then the collected data is cleaned. Then, the cleaned data features are extracted, and the correlation degree between features is calculated. Finally, according to the calculation results, all data items are used as constraints to reduce the number of frequent itemsets. A pruning strategy is designed in advance. Combined with the constraints, the Apriori algorithm of association rules is improved, and the improved algorithm is used to calculate all frequent itemsets, Obtain fast mining results of enterprise marketing investment data. The experimental results show that the proposed method is fast and accurate in data mining of enterprise marketing investment.




ul

General Data Protection Regulation: new ethical and constitutional aspects, along with new challenges to information law

The EU 'General Data Protection Regulation' (GDPR) marked the most important step towards reforming data privacy regulation in recent years, as it has brought about significant changes in data process in various sectors, ranging from healthcare to banking and beyond. Various concerns have been raised, and as a consequence of these, certain parts of the text of the GDPR itself have already started to become questionable due to rapid technological progress, including, for example, the use of information technology, automatisation processes and advanced algorithms in individual decision-making activities. The road to GDPR compliance by all European Union members may prove to be a long one and it is clear that only time will tell how GDPR matters will evolve and unfold. In this paper, we aim to offer a review of the practical, ethical and constitutional aspects of the new regulation and examine all the controversies that the new technology has given rise to in the course of the regulation's application.




ul

A study on value chain of mushroom for value addition: challenges, opportunities and prospects of cultivation of mushroom

This research was carried out with an objective of studying the existing mushroom value chain, identifying demand-supply gap, carrying out SWOT analysis to explore challenges, proposing action plan and presenting finally standard operating procedure for enhancing value chain effectiveness. Data was collected from 71 actors identified in the oyster mushroom value chain in Tumakuru Taluk, Karnataka State, India and analysed. Analysis showed that there were five different models of value chain, and the shortest value chain was the most profitable one. Based on the respondents' perceptions, mushroom cultivation offers many opportunities such as creating employment, improving economic condition and diet. Meanwhile they face challenges like, pest attack, hike in input materials' prices, lack of technical guidance during farming, finance support, inefficient marketing system. There is a need to address demand-supply gap, invest more in facilities and related research, integrate all the actors in value chain to enhance productivity.




ul

Building the Hydra Together: Enhancing Repository Provision through Multi-Institution Collaboration

In 2008 the University of Hull, Stanford University and University of Virginia decided to collaborate with Fedora Commons (now DuraSpace) on the Hydra project. This project has sought to define and develop repository-enabled solutions for the management of multiple digital content management needs that are multi-purpose and multi-functional in such a way as to allow their use across multiple institutions. This article describes the evolution of Hydra as a project, but most importantly as a community that can sustain the outcomes from Hydra and develop them further. The data modelling and technical implementation are touched on in this context, and examples of the Hydra heads in development or production are highlighted. Finally, the benefits of working together, and having worked together, are explored as a key element in establishing a sustainable open source solution.




ul

Agricultural informatics: emphasising potentiality and proposed model on innovative and emerging Doctor of Education in Agricultural Informatics program for smart agricultural systems

International universities are changing with their style of operation, mode of teaching and learning operations. This change is noticeable rapidly in India and also in international contexts due to healthy and innovative methods, educational strategies, and nomenclature throughout the world. Technologies are changing rapidly, including ICT. Different subjects are developed in the fields of IT and computing with the interaction or applications to other fields, viz. health informatics, bio informatics, agriculture informatics, and so on. Agricultural informatics is an interdisciplinary subject dedicated to combining information technology and information science utilisation in agricultural sciences. The digital agriculture is powered by agriculture informatics practice. For teaching, research and development of any subject educational methods is considered as important and various educational programs are there in this regard viz. Bachelor of Education, Master of Education, PhD in Education, etc. Degrees are also available to deal with the subjects and agricultural informatics should not be an exception of this. In this context, Doctor of Education (EdD or DEd) is an emerging degree having features of skill sets, courses and research work. This paper proposed on EdD program with agricultural informatics specialisation for improving healthy agriculture system. Here, a proposed model core curriculum is also presented.




ul

ICT Education and Training in Sub-Saharan Africa: Multimode versus Traditional Distance Learning




ul

A Computer Hardware/Software/Services Planning and Selection Course for the CIS/IT Curriculum




ul

Challenge or Chaos: A Discourse Analysis of Women’s Perceptions of the Culture of Change in the IT Industry




ul

A Framework for Student Assessment using Applied Simulation




ul

Integrating E-Learning Content into Enterprise Resource Planning (ERP) Curriculum




ul

Concept Mapping as a Tool for Curriculum Quality




ul

Automatically Generating Questions in Multiple Variables for Intelligent Tutoring




ul

System Analysis Education Using Simulated Case Studies




ul

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




ul

Web Triad: the Impact of Web Portals on Quality of Institutions of Higher Education - Case Study of Faculty of Economics, University of Ljubljana, Slovenia




ul

Understanding Intention to Use Multimedia Information Systems for Learning




ul

Analysis of Information Systems Management (post)Graduate Program: Case Study of Faculty of Economics, University of Ljubljana, Slovenia




ul

Defining the IT Curriculum: The Results of the Past 3 Years




ul

Understanding Information Technology:   What do Graduates from Business-oriented IS Curricula Need to Know?




ul

Computer Network Simulation and Network Security Auditing in a Spatial Context of an Organization