It gives us great pleasure to introduce this collection of papers to be presented at the 2013 International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS’13), July 22 through 25, 2013, at The New Tropicana Hotel, Las Vegas, USA. An important mission of the World Congress in Computer Science, Computer Engineering, and Applied Computing (a federated congress to which this conference is affiliated with) includes "Providing a unique platform for a diverse community of constituents composed of scholars, researchers, developers, educators, and practitioners. The Congress makes concerted effort to reach out to participants affiliated with diverse entities (such as: universities, institutions, corporations, government agencies, and research centers/labs) from all over the world. The congress also attempts to connect participants from institutions that have teaching as their main mission with those who are affiliated with institutions that have research as their main mission. The congress uses a quota system to achieve its institution and geography diversity objectives." By any definition of diversity, this congress is among the most diverse scientific meeting in USA. We are proud to report that this federated congress has authors and participants from 82 different nations representing variety of personal and scientific experiences that arise from differences in culture and values.
Additional Info
  • Publisher: Laxmi Publications
  • Language: English
  • ISBN : 978-93-84872-08-3
  • Chapter 1

    Assessing Student Learning in Computer Science -– A Case Study Price 2.99  |  2.99 Rewards Points

    Student learning outcomes are statements that describe what students are expected to know and be able to do by the time of graduation. In order to assess the extent to which an outcome is met, it is necessary to define an outcome in terms of measurable performance indicators. Rubrics allow collection of relevant data and their consistent interpretation. Using just one outcome as an example, this paper presents the approach used by the College at Brockport, State University of New York to define appropriate performance indicators, construct a curriculum map, develop holistic rubrics, collect data, evaluate, and use the findings for continuous program improvement.

  • Chapter 2

    Using A Learning Management System to Facilitate Program Accreditation Price 2.99  |  2.99 Rewards Points

    In this paper we introduce AssessTrack, a web-based learning management system (LMS) that Assesses and Tracks key elements of engineering education. It is designed to (1) facilitate student learning, (2) ease the rigors of course management and (3) address the daunting task of collecting assessment data for engineering program accreditation. AssessTrack provides an individualized, tailored study guide generated by AssessTrack’s intelligent tutor. For educators, the system provides a paperless environment where they can easily post all the key components of the instructional process (course material, lectures, assessments, tutorials, surveys and grades). AssessTrack gives engineering program administrators and accreditation agencies (in our case, the Accreditation Board for Engineering and Technology, ABET) the ability to track the attainment of program objectives and course educational outcomes, both formatively and summatively. AssessTrack is accessible from personal computers, tablets and even smart phones.

     

  • Chapter 3

    A Bottom-Up Outcome-Based Learning Assessment Process for Accrediting Computing Programs Price 2.99  |  2.99 Rewards Points

    The push for a culture of evidence that guides improvement in higher-education has made outcome-based assessment a necessity. Furthermore, the recent move by ABET’s CAC into more rigorous assessment has caused anxiety among faculty and administrators. Assessment leaders face various challenges including process design and implementation, faculty buy-in, and resources availability. This paper presents a bottom-up outcome-based assessment approach that facilitates faculty participation while simplifying the assessment and reporting processes. The proposed approach has been implemented and used for the successful accreditation of a computer science program, and can be easily adapted to any higher education program.

  • Chapter 4

    Three First-Time Computer Engineering Program Accreditation Experiences Price 2.99  |  2.99 Rewards Points

    This paper describes the successful first-time accreditation experiences under the ABET EC2000 criteria with three Computer Engineering programs at The University of South Alabama in 1998, The University of Alabama in 2002, and Texas State University-San Marcos in 2012. The author was directly involved with each of these successful accreditation efforts and offers observations on the common elements underpinning their success.

  • Chapter 5

    Improving Academic Quality in a Computer Science Graduate Program Price 2.99  |  2.99 Rewards Points

    Building quality programs based on academic metrics are considered an effective means for recruitment and retention in higher education, especially in the areas of science, technology, and math. The aim of this paper is to share the academic review process of Nova Southeastern University and the results of the collegial, peer, and external review to continually build the quality of the Master of Science in Computer Science.

  • Chapter 6

    Student Assessment of Student Work Price 2.99  |  2.99 Rewards Points

    One of our goals is to graduate students who possess the skill sets necessary for success in both the workforce and in their graduate studies. Assessment plays a significant rolet in this – students who have learned how to assess not only the work of others, but their own work, have an advantage over those who must acquire this skill after graduation. This paper describes some of the ways we have incorporated assessment skills throughout our curriculum. It also includes samples of actual student self-assessment and student peer-assessment exercises.

  • Chapter 7

    Using a Dashboard as a Visualization Tool for Assessment Data Price 2.99  |  2.99 Rewards Points

    In this paper we describe the use of an instructional maturity model to develop a continuous improvement process for the Computer Science (COSC) and Computer Technology (CTEC) programs of the Computer Science Department of Bowie State University. This process was also used to meet ABET (Accreditation Board for Engineering and Technology) accreditation standards. The process involves the participation of stakeholders including faculty, students, alumni, employers, and external advisory board members. Data collected during the process is represented visually in a dashboard that identifies strengths and weaknesses of the programs. Objective, data-driven decisions are made at both the course and program levels to improve the effectiveness of the Department’s curricula.

  • Chapter 8

    A Heuristic Approach for Student-Outcomes Assessment Using Bloom’s Taxonomy Price 2.99  |  2.99 Rewards Points

    Assessment techniques constitute parts of program accreditation processes and are of enduring interest to all educators, including computer science educators. A repeating Heuristic Student-Outcome- Level Cycle (SOL- Cycle) that includes student outcome assessment according to Bloom’s Taxonomy, coupled with an enriching Course-Level cycle is introduced. Graphical analysis of selected topics as well as excerpts of student outcomes mapped with their performance indicators and related courses are discussed.

  • Chapter 9

    A General Course-Level Assessment Cycle for Computing Courses Price 2.99  |  2.99 Rewards Points

    Assessment techniques are of enduring interest to all educators, including computer science educators. They constitute parts of program accreditation processes. Course assessment is a core program assessment subset that is addressed comprehensively in this paper. A repeating course-level cycle is presented. For each component of the cycle, a survey of related methodologies and strategies including means and tools of assessments is introduced. Selection of processes that best fits the course under assessment including the use of multisource/ multi-method to maximize validity, reliability, and reduce bias of any approach is discussed.

  • Chapter 10

    Online detection of source-code plagiarism in undergraduate programming courses Price 2.99  |  2.99 Rewards Points

    Plagiarism in programming courses has increased in recent years. Therefore, courses need to be adapted in concept and organization. A relentless pursuit of plagiarizing or the ineffective attempt to completely suppress all communication in the classroom are certainly as inadequate approaches as the installation of an offline plagiarism detection tool without a proper feedback mechanism for the students. Ideally, teamwork is allowed, but each student submits her/ his own solution. A “real-time” plagiarism detection tool gives immediate feedback on a submitted solution during class time. Based on typical indicators, which course instructors use to manually detect plagiarism, a new software system is developed. This system allows submissions of programs, which are automatically tested for proper functionality and checked against other submissions. An evaluation of the system with data sets from an undergraduate C-programming course reveals a high rate of plagiarisms while false detection (coincident similarity) rarely occurred.

  • Chapter 11

    Some useful components of an effective class management system Price 2.99  |  2.99 Rewards Points

    This paper describes a simple and effective class management system I developed over the years using the Google family of applications, and use in all my classes. The components of the system help gather students’ information in constant time, create class mailing lists for discussions and announcements, organize students’ work in a class portfolio that persists after class, enable collaboration among professor and teaching assistants in keeping students’ performance record, provide students timely feedback of their course work, and allow them to provide feedback anonymously. While simple, it serves all my classes well, and offers functionalities such as grade reporting that complex systems such as Blackboard do not. Some components, such as the class portfolio and the mailing list can continue to be useful after semester ends.

  • Chapter 12

    Portal of Research Methods and Methodologies for Research Projects and Degree Projects Price 2.99  |  2.99 Rewards Points

    Research methods and methodologies are extremely important when conducting research and degree projects. The use and application of the methods and methodologies are considered to be “necessarily vicious” and, unfortunately, often applied after the research has been conducted. The need for applying methods before the actually research and the reasons for doing so are often stressed in the literature and courses for research and scientific writing. This includes the aspects of selecting, understanding and applying research methods for a selected project. Unfortunately, it is difficult to choose well-suited methods and too often the selected methods and methodologies do not match each other. Instead, methods are applied without knowing about the consequences the applied method have both on the other chosen methods and on the results of the work or research. This paper provides a portal of research methods and methodologies to help the students to choose and apply the most suitable methods by illustrating which methods belong together and the distinctions between the different methods.

  • Chapter 13

    Investigating Female Students’ Attitude towards Cheating and Plagiarism: A Study in King Saud University Price 2.99  |  2.99 Rewards Points

    During their studies, many students commit some form of academic dishonesty, such as cheating and plagiarism, often to obtain higher grades than they are capable of. The current widespread use of the Internet, mobile and wireless devices has made it easier for students to illegally access information, and at the same time it has become difficult for academic institutions to control and discover such instances. Hence, it is essential that students become aware of the seriousness of these offences, and be encouraged to avoid them. In this paper, we study the attitude towards cheating and plagiarism among female students in the College of Computer and Information Sciences (CCIS) at King Saud University, Riyadh, Saudi Arabia. We aim to highlight the most prevailing practices, the underlying reasons, the popular sources of illegal information, and the conception of students towards the ethicalness of such practices. The results of the study indicate that both cheating and plagiarism are common among our students. After having analyzed the results, we propose some recommendations that may help combat cheating and plagiarism among students in higher education.

  • Chapter 14

    Attendance Tracking Price 2.99  |  2.99 Rewards Points

    We believe that a student’s attendance in their university courses is important for the successful completion of their courses and that student attendance is a marker one can use to identify students in need. The problem this paper addresses is how to track student attendance in university courses in a fast and efficient manner, given class sizes can be as small as 10 students and as large as 300. Our approach uses easily found, inexpensive hardware and makes use of students’ smartphones to help with the attendance tracking process. Our applications for the server and client portions of our system use open source software to minimize development and maintenance costs and do not require end users or system administrators to perform any installation.

  • Chapter 15

    Breaking the Programming Obstacles using an Automatic Tool Price 2.99  |  2.99 Rewards Points

    There are some programming obstacles that the students have to deal when they are trying to solve a problem using a programming language, like the inexperience of the language, the unknowledge of some algorithms, and some cases the amateurishness of how to test a solution. The technological tools for developing programs and computer systems heavily explore the syntax and semantics of a program but do not provide support to determine its correctness and this is where students may failed by not exploring the correct scenarios and test cases. In this paper, we present the use of automatic evaluation tools as a way to help to remove these obstacles and improve learning experience, coding and testing skills in students.

  • Chapter 16

    International Computer Science Capstone Project Exchange Program: A Case Study Report Price 2.99  |  2.99 Rewards Points

    Real-world capstone projects that are done for regional industry are very important for computer science students. However, once the students leave for jobs in industry they often find themselves working on internationally distributed teams. Thus, it would be of great benefit for students to have the opportunity to work remotely on a project that is being done for a company in another country and mentored by employees of that company. For the past two years North Dakota State University (NDSU) has included capstone projects from Germany and Sweden in its computer science program. A new unique project exchange pooling concept has been used to set up the projects, which has worked very well. This paper will describe the exchange pool methodology and discuss in some detail the projects that were completed. Lessons learned as well as potential improvements and long term goals will also be described.

  • Chapter 17

    A JFLAP Extension for Checking Context-Free Grammars Price 2.99  |  2.99 Rewards Points

    JFLAP is a freely available and popular software package used in formal languages and automata courses. We develop a JFLAP extension for checking homework assignments involving the design of context-free grammars (CFGs). Determining the language equivalence of arbitrary CFGs is undecidable. As a result, instructors as well as students typically resort to manual checking that is slow and error-prone. For instructors, we automate this process by verifying that student CFGs match the instructor’s CFG for all strings of length up to L (an instructor-supplied parameter). Our tool is easy to use and is practical for large batches of students. It can also be used by students (e.g., to test whether two approaches to a particular problem are equivalent up to length L), giving valuable feedback quickly and reliably.

  • Chapter 18

    The Know-How Kit Software Price 2.99  |  2.99 Rewards Points

    The project presented here was born as an upgrade of the project presented by the same authors last year in Worlcomp 2012 entitled "New Active Learning Tools". Currently this project is being implemented through a partnership actually born during the Worldcomp 2012 - FECS session with the university URI - Univesidade Regional Integrada – Erechim, RS, Brazil, which submitted a project entitled "URI Online Judge: New Classroom Tool for Interactive Learning". So the very interesting element of development is the connection and mix of two papers subjected, approved and presented in FECS 2012.

  • Chapter 19

    Cluster Analysis of Chinese International Business Students Based on Learning Styles Price 2.99  |  2.99 Rewards Points

    Learning styles are important contributors to the characteristics and performance of students. Especially for the international business program which is newly developed in Chinese higher education system, it is vital to understand the learning styles of students so that courses and teachings can be well organized for this newly developed program. This study surveys students who are enrolled in the international business program, and researched their characteristics by cluster analysis based on their learning styles. This research can be helpful to educations and administrators of international business schools in their future management decisions.

     

  • Chapter 20

    Interactive Learning to Improve Student Success Rates in Teaching Programming: A Case Study Price 2.99  |  2.99 Rewards Points

    It is known that introductory computer programming courses are difficult and that failure rates are high [1, 2, and 3]. The aim of this project was to improve student success rates in learning to program. This paper presents a number of changes in module organization and instructional delivery system. Interactive lectures and laboratory sessions, online resources, timely feedback, and out of class help sessions and support were applied. The primary results indicate a positive evaluation of the modified instructional delivery system, overall satisfaction with the course and consequently, a higher success rate.

  • Chapter 21

    The Design of Open Learner Model to Improve Interaction of Peer Assessment in Learning Price 2.99  |  2.99 Rewards Points

    Peer assessment has been reported as an effective collaborative learning approach. However, it is very difficult to encourage students to engage in reviewing activities. This study puts forward an open learner model approach that helps students’ peer interaction in the context of online peer assessment. A framework is proposed which structures and represents the information of peer interaction including Issue, Position, Argument and Feedback. These characteristics aim to support students to recognize and target problem areas. Once targeted, on the one hand, the system can suggest strategies to help students collaborate more effectively with their peers, maximizing students’ learning performance. On the other hand, students can access peers’ learner models and look for feedback on their work in a group. The result will provide strategies and suggestions to encourage peer interaction in the context of online peer assessment effectively.

  • Chapter 22

    Games As A Proposal For Change In The Civil Engineering Learning Process Price 2.99  |  2.99 Rewards Points

    This work makes an academic contribution through revision of the educational activities in the higher level of engineering schools, in order to increase performance of Civil Engineering students, particularly in the Structures subject. For this purpose, learning elements were modified, focusing on the development of skills and confidence of every student. In like manner, learning strategies different from the traditional ones were fostered, resulting in acrostics, short stories, comics, games and songs created by the students, based, mainly, on the following topics: Statics, Isostatic Structures and Resistance of Materials. With this, the learning environment of students was improved and, at the same tame, learning was supported through teamwork and deeper knowledge on the subject.

  • Chapter 23

    Accessibility evaluation of Chats and Forums in elearning environments Price 2.99  |  2.99 Rewards Points

    Collaborative learning is useful for students in their learning process. Nowadays, most e-learning systems include Computer Supported Collaborative Learning (CSCL) tools like chats and forums; however, are they accessible for everybody? This paper presents a heuristic evaluation of accessibility of two CSCL tools (chat and forum) in four web-based, open-source Learning Content Management Systems (LCMS): Moodle, ATutor, dotLRN and Claroline. The evaluation results show that the CSCL tools evaluated present accessibility barriers which are a handicap for many students who want to use the LCMSs Moreover, some recommendations are offered in order to improve the accessibility of the evaluated tools. Considering these recommendations in the development of the evaluated tools, all students could participate actively in the collaborative tasks proposed by teachers.

  • Chapter 24

    802.11 Wireless Networks: Incorporating Hands-On Learning Experience into the Undergraduate Classroom Price 2.99  |  2.99 Rewards Points

    Wireless networking and communication systems are already fundamental in typical day-to-day use of the Internet. This usage is continuing to increase as newer wireless technologies such as 4G LTE, WiMAX, and 802.11s gain traction. As such, it is vital that current students learn both the theoretical concepts and the practical details of wireless networking. This paper describes a course that gives students that opportunity. Moreover, this course is targeted at undergraduates in computer science and computer networking whereas most wireless courses are only taught at the graduate level and often in computer or electrical engineering departments. Details are included on teaching methods for concepts in wireless technology through example lab assignments. Although the course will continue to evolve as new wireless standards emerge, we believe that the course provides a solid basis for teaching the theory and practice of wireless communication systems.

  • Chapter 25

    Blogging and Online Collaborative Discovery Learning Price 2.99  |  2.99 Rewards Points

    With the surge of digital native students entering classrooms, instructors worldwide have been trying hard to incorporate ICTs into their pedagogy in order to enhance student learning environment and prepare better graduates for the employment market. Among various shifts in paradigms, online collaborative discovery learning (OCDL) has become a coin phrase that instructors want to include in their many attempts at responding to the needs of the digital native students. With the increasing popularity of OCDL, researchers have studied issues related to OCDL such as instructor lack of understanding of OCDL and how it can or should be incorporated into pedagogy; studies have also highlighted issues with actual assessment of collaborative projects. However, few studies have actually studied or even recognized the issue of tracking these collaborative efforts of students, monitoring their progress, reducing conflicts and enhancing students’ overall collaborative experience.

  • Chapter 26

    A Learning Model of Simple Computing Machine Architecture Price 2.99  |  2.99 Rewards Points

    This work emerged from an independent study project, which involved building a simple machine with few registers and limited memory that could execute a program in the machine language of binary code. The purpose of this project is to learn the basic concepts and the fundamental logic design of a processor, the basic machine architecture is outlined. In order to fully understand how an instruction set gets executed, first the instruction format must be well defined and with implemented simplicity where we only limit our instruction types to the minimum to reduce size of the instruction set, which makes it easier to follow when analyzing and synthesizing the functionality of various components in a processor. For example, the arithmetic operations consist only of Addition, Subtraction, Multiplication, and Division. For data movement we have the Load and Store, and for logical operations only Compare is used. For Arithmetic operations only subtraction and addition are implemented. Multiplication and division can be achieved by repeated additions and subtractions respectively. Program flow control uses only the Jump. Furthermore, for memory management, we added a one-byte Cache. This project provides students with an easy learning experience, which is needed for their study at the introductory level of the computer architecture course, while getting a better understanding of how a processor works.

  • Chapter 27

    Learning computer programming with a COAC#. Price 2.99  |  2.99 Rewards Points

    The purpose of this work is to present a visual tool to support first-year programming courses. This interactive tool could be used by professors in class, or by students anytime, anywhere. It was formally developed and tested, and we found that a key to make this tool successful was its user interface; therefore special attention was set on the development of a good user interface. This tool has successfully used in the last three terms, starting with my own programming courses and now being used for at least other three lectures. The first experimental results show that it’s a very effective tool, allowing student to improve their programming course grade.

  • Chapter 28

    Implementing a Virtual Teaching and Learning Environment: a model proposed by UNNOBA (National University of the North West of the Province of Buenos Aires, Argentina) Price 2.99  |  2.99 Rewards Points

    This document discusses the design, creation and coordination of a virtual teaching and learning environment and the related information systems. At UNNOBA, we advocate for the design and implementation of a model to achieve the potential of IT tools, the geographical and time reach of the Internet and the management systems thus seeking to improve the quality of current teaching and learning methods. This model should consider the continuous improvement of management systems and encourage and facilitate the use of virtual classrooms and the training of human resources to fully benefit from the tools and services available on the environment.

  • Chapter 29

    What makes the difference, the active learning activities or the technology in the classroom? Price 2.99  |  2.99 Rewards Points

    In this paper we start by describing the active learning activities used in a CS1 course and how the course changed when we taught it in a classroom with technology. Then we describe the research done by comparing the grades of a test applied to the students who took this course on the technology classroom and on the traditional one. At the end we can conclude that the technology is motivating the students, who think they learn better thanks to the technology; however, we found that what makes the difference is not the technology, but the teaching strategies used.

  • Chapter 30

    Methodology strategies for a University entrance course: Coaching and tutoring, the experience at the National University of the North West of the Province of Buenos Aires, Argentina Price 2.99  |  2.99 Rewards Points

    This document is a description of the experience of UNNOBA in the teaching of an entrance course for the courses of studies of the School of Technology. It describes the different modes, the students’ interaction with the virtual teaching and learning environment used, the counseling provided by tutors, different experiences and the relevant analysis that allows us to develop as a public university in Argentina, with the aim of bringing more access opportunities to our community.

  • Chapter 31

    Improvements in Communication Process in Real Projects using Social Network Price 2.99  |  2.99 Rewards Points

    This paper presents an experimental study of integrating a social network to a virtual learning environment. This was done in a real project for a software factory as a tool for collaborative work, media and assist in monitoring and evaluation of activities. The social network organizes all the interactions of users, recording information about the process of serving customers and exchange experiences. A network system consists of technology to the academic environment and to the practice of software development. Students will be together in a virtual space developing projects with real clients.

  • Chapter 32

    ACM ICPC In China : Learning From Contests Price 2.99  |  2.99 Rewards Points

    ACM ICPC is widely famous programming contest in the world. With its unique feature, it attracts more and more students who are interesting in programming. In China, it plays an important role in improving the college education and students’ abilities. Taking HIT as an example, to explain how ACM ICPC has been developed in China and what they achieved by taking part in ACM ICPC. The experience of HIT shows that by taking part in ACM ICPC the students not only improve their algorithm and coding practice, but also promote their personalities, such as team spirit, learning mode, confidence, jobs, etc.

  • Chapter 33

    Software Development Educational Pathway: AS to BAS Price 2.99  |  2.99 Rewards Points

    A consortium of four state colleges and the University of Central Florida, has created a Bachelor of Applied Science (BAS) in Software Development. The colleges offer a well established Associate in Science (AS) 2- year degree in Computer Programming. Graduates of this AS degree have had no logical pathway to a bachelor’s degree until now. The bachelor’s degree in Computer Science at UCF provides a pathway to a bachelor’s degree for the Associate of Arts graduates, but is not appropriate, nor available, for the AS Computer Programming graduates. The missing link has been an applied bachelor’s degree articulated with the AS program. Graduates of the AS program at the four partner colleges are guaranteed admission to UCF to pursue the BAS degree. The AS can be completed online or in traditional classrooms. The BAS is offered exclusively online. The BAS Software Development curriculum was developed with direction from industry partners.

  • Chapter 34

    Analysis of suitable languages to teach Procedural Programming at the Universidad Nacional del Noroeste de la provincia de Buenos Aires Price 2.99  |  2.99 Rewards Points

    Based on the need to update the language and tools used to teach Procedural Programming during the first year of computer science careers, a cross descriptive research was conducted by assessing different programming languages. The analysis involved a total of twelve languages with different characteristics. A new methodology was proposed based on the conclusions obtained from this work. Teachers have considered this proposal highly appropriate and it has been implemented from the beginning of 2013.

  • Chapter 35

    Advanced Java Features for Using JUnit in CS1/CS2 Price 2.99  |  2.99 Rewards Points

    The Computer Science Curriculum 2008 [2] (CS2008) published jointly by ACM and IEEE includes “software testing” as one of the core topics in several areas of knowledge (Human-Computer Interaction, Social and Professional Issues, and Software Engineering). Out of 31 core hours of Software Engineering knowledge, CS2008 recommends a minimum of 3 hours dedicated to Software Verification and Validation. It is important that software testing is introduced early in the curriculum and we believe that CS1 is an appropriate course to do so. The first exposure to using testing tools in CS1 will prepare students to continue using automated testing tools when they work on larger projects in future classes. In this paper, we describe a few techniques in designing JUnit test cases to address some challenges commonly encountered in CS1 programming assignments. Some of these techniques are also applicable to programming assignments in CS2.

  • Chapter 36

    Fuzzy Logic Model for Predicting the Number of Online Courses Needed from Number of Students Enrolled in Higher Education Price 2.99  |  2.99 Rewards Points

    In Higher Education where online courses are offered, one need is to predict the number of courses to be open. At date, some types of models have been used for this goal, such as models based upon machine learning, statistical and soft computing approaches. Goal: To propose a soft computing model for predicting the number of online courses (NOC) needed from the number of students enrolled in Higher Education. Hypothesis: Prediction accuracy of a fuzzy model is better or equal than a statistical regression model. Results: Prediction accuracy of a fuzzy model was slightly better than that of a statistical regression model Conclusion: Fuzzy logic could be applied for predicting the NOC needed from the number of students enrolled in Higher Education.

  • Chapter 37

    An Empirical Study on Remote Lectures Using Video Conferencing Systems Price 2.99  |  2.99 Rewards Points

    We have been holding remote lectures among 5 universities in Japan using video conferencing systems sup- ported by Polycom. Initially, we connected Kyushu University, the center and information source of the remote lectures, with 4 other universities using the function of Multi-point Control Unit (MCU) located in Kyushu University. However, this setting was unstable and the quality of the lectures could not be guaranteed. Therefore, we tried later to employ a new set- up by utilizing dedicated equipment for MCU for enhancing the lecture quality. In this paper, we describe and report our experience on the remote lectures using MCU. In addition, we have conducted a survey of the students on the environment and the method of giving the remote lectures. The analysis results of the survey and our corresponding proposals will be presented as well in the paper.

  • Chapter 38

    Empirical Development of a Mobile Application: UVAWise Undergraduate Software Engineering Capstone Project Price 2.99  |  2.99 Rewards Points

    Capstone projects allow students to put to use the knowledge they have acquired in the classroom. Projects such as these will serve to reinforce the concepts that may otherwise seem vague or abstract to students when they first encounter them. Capstone projects in software engineering give students the full experience of developing a product from gathering requirements to testing the software to verify those requirements. This paper presents a software engineering capstone project conducted by students at the University of Virginia’s College at Wise. Their work and the methodology and tools that they used are recorded with a focus placed on the experience they have gained and additional methods which could be used to enhance the capstone experience.

  • Chapter 39

    Code Debugging Tool to Help Teach Mainframe Programming Languages Price 2.99  |  2.99 Rewards Points

    The purpose of testing activity is to discover errors in software and for this objective to be achieved many activities must be performed. There are several types of test and while some are generated and focused on functional verification of a component and incorporating components in the structure of the program, others are applied to point traceability requirements. There are systems tests designed to validate part of a software component, which is a part of software solution greater. Its function is only to be a small part of a more complex reality. The different types of tests are complementary and in most cases are applicable to all software developed. All aim to develop programs with the fewest mistakes as possible, allowing the product to deliver the desired quality. The activity of preparing professionals in the use of language for Mainframe environment is difficult mainly because the programs need to test both the online environment as batch. This work presents a modern tool for debugging source code developed in Mainframe platforms. It presents the tool and its installation. Its use in a teaching unit of the programming language for Mainframe environment becomes essential as it allows the student to know the procedures of preparation and test execution step by step. This activity will prepare students better for becoming a member of a team developing applications large and it allows to accurately meet the requirements presented by Software Quality area of any institution, whose intention is to deliver the final product with minimum possible errors meeting all the requirements generated by the final customer in the shortest time.

  • Chapter 40

    Game Programming for High School Mathematics Education Price 2.99  |  2.99 Rewards Points

    A short, four-hour course was given to high school students in game programming. It was observed that students were self motivated in solving the problems, even when no grade was involved, and that they took home work even when not required to. We hypothesize that such a course, if offered for a full semester, would be popular with students and improve math achievment.

  • Chapter 41

    Our Experience Teaching After-School Programming to Parents and Their Children Price 2.99  |  2.99 Rewards Points

    Many years ago, Prague’s sport clubs introduced courses of swimming, gymnastics, trekking as well as other physical training for parents and their children, in which parents and children are active participants who carry on the selected activities together. Compared to this thoroughly-explored problem, courses of programming for adults and children face a very different set of problems. We were inspired by the experience of after-school athletes and decided to examine how an interest group of afterschool programming for parents and their children might operate. This paper summarizes a two-year experience with running such courses.

  • Chapter 42

    Turtles, Robots, Sheep, Cats, Languages what is next to teach programming? A future developer’s crisis? Price 2.99  |  2.99 Rewards Points

    This paper narrates the process that our Computer Science department has followed to drastically change the introductory programming courses. Traditionally, our students were learning to program using the C language, but because of the high failure rate it was decided to first teach basic programming skills using two programming support tools: Raptor and Scratch. Although the passing rate has increased, it has not been possible to determine if this new teaching strategy has eased our students to learn programming in C or C++. We have also noticed that Raptor does not offer all the basic features required in the syllabus of our department, therefore an analysis of other programming support tools which may offer a richer set of characteristics is provided.

  • Chapter 43

    Requiring a Systems Analysis and Design Course for a Computer Science Major Price 2.99  |  2.99 Rewards Points

    A systems analysis and design course can be used successfully to replace the traditional introduction to software engineering course in a computer science curriculum. The systems analysis and design course can provide an improved design experience as students and faculty stay focused on learning analysis and design, rather than programming. Such a course also can enhance computer science students’ knowledge of project management, cost analysis, and business process flow analysis. Missing essential computer science knowledge outcomes must, however, be included in other required CS courses. Such a substitution all but requires that the instructor has significant software development and computer science backgrounds.

  • Chapter 44

    Including Computer Design in Early Hardware Study in Computer Science Price 2.99  |  2.99 Rewards Points

    Based on the ACM/IEEE-CS Computer Science recommendation, a typical curriculum may incorporate one or two classes in the hardware track computer organization, and computer architecture. With restrictions on the number of credit hours, a detailed study of computer design may have to be skipped. Instead, following digital design, the study may focus on the organizational level of the computer (single and multiple-core).

  • Chapter 45

    Cloud Computing in the Curriculum: A Current Perspective Price 2.99  |  2.99 Rewards Points

    Cloud computing is one of the most disruptive technologies for the near future, changing the way we think about things and the way we do business. We designed a project-driven course that pairs students and engineers from local industry to work together as early as possible in a mentoring hierarchy. Students learned the fundamental principles, skills, and paradigms of cloud computing by developing a project for solving industry-oriented problems. This paper describes the course goals, content, a sample student project and outcomes of this ongoing venture with a local company.

  • Chapter 46

    A Minor in Computational Statistics Price 2.99  |  2.99 Rewards Points

    Computational statistics methods enable statistical techniques, analysis, and interpretations through various computational techniques and processes. It helps in solving statistical problems both numerically and symbolically and automates various distributions and statistical procedures and inferences. The field of computational statistics is appealing to both statisticians and computer scientists. To contribute to the preparation of future computational statisticians, this paper proposes a minor in computational statistics. Curriculum design, objectives, outcomes, and assessment for this minor will be discussed in details.

  • Chapter 47

    A Writing Intensive, Oral Presentation, Ethics Course in Computer Science Price 2.99  |  2.99 Rewards Points

    This paper covers how one institution addresses the need to prepare computer science students to write well, present well, and understand the ethical issues associated with technology, all the same time.

  • Chapter 48

    Web-enhanced design of university curricula Price 2.99  |  2.99 Rewards Points

    Aspects of curriculum formation, supportive framework development and a scheme of delivery are introduced, using a web-semantically driven approach accompanied by a model of human perception, information delivery and assessment supportive schemes. Shown how semantic web research can help with monitoring of knowledge base, defining structural knowledge dependencies, detecting the change of knowledge state and estimating functional or structural deviations. The impact of Information and Communication Technology (ICT) and web-media on human perception and knowledge formation is analyzed to avoid use that might impair human development through brain/sensory/ perception models. The visual, textual and audio channels of information delivery are analyzed together. Shown how websemantic approach can be supported by modification of assessment process with better tuning to knowledge formation and student ability making assessment frameworks based on automated support for reliable and quality of knowledge delivery. Structure of further research is suggested.

  • Chapter 49

    A Curriculum Model for Preparing K-12 Computer Science Teachers Price 2.99  |  2.99 Rewards Points

    A comprehensive approach to preparing in-service and pre-service K-12 teachers to teach computer science and software engineering through an interdisciplinary masters level graduate program is proposed and is described herein. Consisting of traditional graduate-level courses, field-based classroom experiences, and industry mentorships, the proposed program is designed to prepare current (in-service) or prospective (pre-service) teachers to develop the practical, theoretical, and conceptual knowledge necessary to effectively teach computer science and software engineering in the K-12 classroom. Current trends in computer science K-12 teacher education are examined and our innovative model for comprehensive teacher preparation in the fields of computer programming, computer science, and software engineering instruction is described.

  • Chapter 50

    Development of ICT Curricula through Graduate Career Outcomes and Required Skills Price 2.99  |  2.99 Rewards Points

    Career outcomes are widely used by Universities to market their programs but there is scant evidence that they are attainable by graduates or if they inform curriculum design. This paper reports on a process for designing a University ICT curriculum that is directly informed by the career outcomes relevant to both local and national ICT industry. Outputs from this process are a set of classified attainable graduate career outcomes and a set of graduate skills that are the basis for the further stages of the curriculum development.

  • Chapter 51

    Firing Up All Cores While Introducing Parallel and Distributed Concepts Price 2.99  |  2.99 Rewards Points

    Our schools, like most Computer Science programs in the world, are still teaching most of concept in Computer Science under the old sequential execution assumption, even in an era where multicore computers are common place in the market. This paper presents our attempt of expanding our students' horizon by introducing them the concepts and skills in parallel programming and parallel processing.

  • Chapter 52

    Design of a Curriculum on Cloud Computing Price 2.99  |  2.99 Rewards Points

    In this paper, we provide an overview of a design of a course on cloud computing and candidate content of this course. Cloud computing is a set of pooled computing resources delivered over the Internet. The cloud delivers a hosting environment that does not limit an application to a specific set of resources. Depending on the platform, an application can scale dynamically and increase its share of resources on-the-fly. The cloud can quickly scale to thousands of servers to make resources available as they are needed.

  • Chapter 53

    Teaching Mobile Computing—Curriculum Design and Strategies Applied Price 2.99  |  2.99 Rewards Points

    Mobile learning represents exciting new frontiers in education and pedagogy. Webster University has recently started offering courses for Mobile Computing. The designed curriculum focuses on practical experiences, which includes designing, creating, and testing mobile applications on mobile devices. In this paper, we report the curriculum designs, teaching strategies and tools applied; Major feedback also showed students were able to learn programming skills necessary to become more proficient in developing mobile applications.

  • Chapter 54

    Integrating Games Into The Computer Science Curriculum: From General Education To The Graduate Level Price 2.99  |  2.99 Rewards Points

    The use of game-based projects in the computer science curriculum has the potential to make the teaching of numerous computing courses more effective and interesting. In this paper, approaches are presented for using computer games to teach computer science at different educational stages: from general education through the graduate level. In each case, we examine how the game project supports the goals of the course. Potential pitfalls and lessons learned from these teaching experiences are also addressed.

  • Chapter 55

    Android Control Application for Nao Humanoid Robot Price 2.99  |  2.99 Rewards Points

    In this paper we present the Nao Controller, a first of its kind application to control the Aldebaran Robotics Nao Humanoid Robot. Nao Controller is the only Android application that has been successful in controlling the commands sent to a Nao Robot without using any sort of middleware for communication. Using packet capturing and executing replay attacks on the Linux machine inside the Nao robot allowed us to build unique movements into our Android application that allows a user to easily control the Nao robot by simply using Wi-Fi and an Android phone. The Nao Controller features many controlling aspects of the robot including Battery Status, Battery Safe Mode, Video Feedback from Nao’s camera, Tilt Screen Mode, Manual Movement Mode, Saved Sequences, and a demonstration mode.

  • Chapter 56

    Evaluating a Prospective Student Mentoring Program Price 2.99  |  2.99 Rewards Points

    Although student enrollment in computing programs is rebounding, there are still not enough students in the pipeline to meet future demand for computing professionals. Mentoring programs play a role in the retention of existing students, but mentoring of prospective students can help to bridge the gap between secondary and post-secondary experiences. We describe a long-standing prospective student mentoring program at a Midwestern university in the United States and share the results of a two year evaluation of the program. We found that the program was more likely to influence the enrollment decisions of female students, that a majority of students were interested in continuing contact with their assigned faculty mentor, and that contact with a faculty mentor was correlated with positive enrollment decisions.

  • Chapter 57

    Transformative Pedagogy for Integrative Amelioration Price 2.99  |  2.99 Rewards Points

    In the changing global environment, there is a need to assess present learning outcomes. The current education system mainly focuses on academic instruction and not on personal development with learning. For a successful complete educational expertise, transformative education paves the way in acquiring academic learning and student development with increased cognitive understanding, personal maturity and interpersonal effectiveness. Transformative education is not only about acquiring knowledge and skills and socializing students to become professionals but also focuses on developing leadership attributes. By integrating several strands of analysis, a conceptual framework is developed on ‘transformative pedagogy’, which associates several properties to make the education system more pragmatic and bring forth a sustainable integrative human development. To support today’s learning outcome, the focus of education must shift from ‘information transfer’ to ‘identity development’. The core concept of this paper is that transformative education promotes integrative development for students as wholesome individuals.

  • Chapter 58

    Exploring Computer Science and a High School Program of Study in Computing Price 2.99  |  2.99 Rewards Points

    Starting from the Exploring Computer Science course, originally developed for high schools in Los Angeles, we have attacked the problem of spreading CS curricula into the high school level. In this paper we review the state of computing at the high school level; describe our project, the partnerships that make it possible, and the impact on students; then report the lessons learned and plans for developing a high school CS program of study beneficial to both students continuing to higher education and to those immediately entering the workforce.

  • Chapter 59

    Coaching Robotics Competitions with Tekkotsu Price 2.99  |  2.99 Rewards Points

    The robotics competitions held along with the Annual ARTSI Students Research Conferences were designed to encourage undergraduate students from non-traditional backgrounds in the study of robotics in areas that are relevant to society. The tasks in these competitions were challenging, including robot searching and localizing itself inside a maze, finding canisters and pushing them into pen with paddles, and finding canisters, pickup them up with grippers, and transport and drop them to a goal location. These tasks are involved in robot sensing, navigation, manipulation, localization, and etc. This paper will breakdown these tasks into pieces and present detailed steps to complete each task so that making these tasks accomplishable by our robotics team students and suitable for being major robot programming lab projects in an upper-level undergraduate robotics course for underrepresented students. Meanwhile, the Tekkotsu robot programming tool will be also introduced for programming the robot to accomplish these competition tasks.

     

  • Chapter 60

    Engaging Underrepresented Students in Computer Science: Examining the Effectiveness of a 5-week Computer Science Course in the SMASH Summer Academy Price 2.99  |  2.99 Rewards Points

    To alleviate barriers facing underrepresented students of color in pursuing computer science, the Level Playing Field Institute implemented a computer science course within its SMASH summer program, serving n=165 low-income, high school students of color. Aiming to examine the effectiveness of the intervention, this study utilized a preand post-program survey to measure student growth in computer science knowledge and aspirations. Results indicated that self-reported computer science skills and knowledge, and computer science aspirations significantly increased over the 5-week course. There were no significant differences by gender suggesting that the courses, curriculum, and instruction were effective for both males and females. Given current constraints within K-12 public education, this model for engagement and exposure to computer science in an out-of-school setting among students often marginalized from opportunities in computer science can inform strategies and interventions to increase participation, engagement, and retention in computer science among students of color.

  • Chapter 61

    Creating an Environment Supportive of Diversity in Computing Price 2.99  |  2.99 Rewards Points

    This paper describes the results of a PDE Keystone/Frederick Douglass Grant that the authors received to incorporate diversity into computing coursework in the areas of Computer Science, Information Systems, and Information Technology. Existing assignments created by professors from all three disciplines were examined for their inclusion of diversity, in its broadest sense. Where little or no diversity was found in course assignments, alternate assignments were proposed that included some degree of diversity.

  • Chapter 62

    Microsoft Kinect Interface for Children’s Education Price 2.99  |  2.99 Rewards Points

    The Microsoft Kinect is a motion sensing interface device developed by Microsoft that has nearly limitless potential real-world applications. It supports gesture, voice, and facial recognition by use of a range camera. We are interested in researching an application of the Kinect that will enhance child development games and create a more intuitive and fluid learning environment for users. We have collected data on similar applications of the Kinect (e.g. existing gesture recognition systems, didactics, and potential future applications) in order to learn from existing similar systems. We then propose a solution that is tailored to our problem of enhancing the usability of child development games. Our solution incorporates existing gesture recognition systems and modifies them to make them more accessible for children.

  • Chapter 63

    Engaging Preadolescent Females in Computer Science Through Robotic Art Price 2.99  |  2.99 Rewards Points

    Robotic competitions have become a popular and effective method for teaching science, technology, engineering, and math (STEM) topics. However, these contests remain decidedly male dominated despite efforts to engage females. Robotic art exhibitions were developed as a method for attracting females and other underrepresented groups to robotics. This paper quantifies the effectiveness of these exhibitions with preadolescent females, an age where most children are deciding whether or not they enjoy science. Also examined is the appropriateness of various technology products in conducting these exhibitions.

  • Chapter 64

    Teaching Hands-on Design in Systems Engineering Principles Price 2.99  |  2.99 Rewards Points

    Following a successful introduction of the first 100% hands-on course “ECE 3730 Principles of Embedded Systems Design” offered in the Department of Electrical Engineering in the winter term of the 2012-2013 year [1], a similar 100% hands-on course was implemented in the fall term of the 2012/2013 year in the Department of Computer Engineering at the University of Manitoba. Similar with the previous course, this course “ECE 3740 Systems Engineering Principles” was designed specifically to directly assess student performance particularly in the CEAB attributes of Design, Investigation, Problem Analysis, and Tools. Differently than the previous course, this course used the Digilent MX7cK microcontroller board [2] to design, develop, and implement a self-configuring clustered wireless sensor network (WSN). The assessment included in depth direct evaluation of student performance in 5 subprojects, consisting of three evaluative components and hands-on midterm test and final exam, which were performed in the laboratory in real-time.

  • Chapter 65

    The development an interactive iBook application to harness the next generation of ‘computer architecture’ educational experiences Price 2.99  |  2.99 Rewards Points

    Research shows that Higher Educational students have difficulties grasping a base knowledge of the subject Computer Architecture. In this paper we attempt to tackle some of the main challenges surrounding this issue. The authors present an interactive digital approach to the teaching of Computer Architecture; they feel that this approach is more aligned with their students’ lives and more intuitive to how they experience and learn. The focus of the research lies in triggering a student’s inner motivation for learning, designing for a new, engaging and interactive learning experience. The paper will describe the design and development of a Computer Architecture iBook application to enhance students learning of the subject. It will discuss the evaluation of the iBook and also the researchers’ plans to take this work further.

  • Chapter 66

    Using BDI-extended NetLogo Agents in Undergraduate CS Research and Teaching Price 2.99  |  2.99 Rewards Points

    This paper introduces both the subject and the research results of an undergraduate student project. The project focuses on an agent architecture that implements the beliefs desires- intentions (BDI) model. It proposes a new way to extend a BDI library in NetLogo based on a case study from Computational Economics. Furthermore, this work presents how such an undergraduate research supports Artificial Intelligence teaching activities at the Berlin School of Economics and Law.

  • Chapter 67

    A Problem Based Approach to Teaching Programming Price 2.99  |  2.99 Rewards Points

    Java Programming Laboratory (JPL) is a cloud based learning environment used for teaching object-oriented programming at Griffith University, Australia. JPL incorporates a number of features found in other successful programming learning environments and builds upon them with a range of innovative features. JPL provides a database that tracks individual students’ successes and progression through scaffolded programming exercises and assessment items and gives students immediate feedback on their use of programming language syntax and correctness of problem solutions. A data querying and visualisation facility allows analysis of the database to provide real-time performance indicators from the overall course / problem level down to the individual student / specific problem level. Programming instructors and curriculum designers will find that this facility allows a responsive approach to student engagement, assistance and progression; as well as course problem tuning in a just-in-time manner. 

  • Chapter 68

    Computing Education and Research for High School Students through Subject Modularization and Basic Software Price 2.99  |  2.99 Rewards Points

    It is interesting to construct a research environment which allows high school (HS) students to make significant contributions to interdisciplinary research. A project is launched by introducing two new denoising models as variants of the Bregman model, for three HS students. To help them learn the denoising models and C++ effectively, the mathematical subjects are partitioned into easy-to-solve small modules (subject modularization), and two sets of basic software are implemented for the Bregman model: one in Matlab and the other in C++. The students are requested to implement a code for the new models by adding functions in Matlab first and then in C++. All the students could finish given assignments successively. It has been found that HS students can learn C++ more easily when they begin with an easy language and that they can make significant research contributions when the subjects are modularized appropriately and a basic software is provided.

  • Chapter 69

    Incorporating Output Interface in Studying Computer Graphics in Computer Science Price 2.99  |  2.99 Rewards Points

    The concepts of digital design in the hardware track of computer science often skip the input and output interface requirements. These are due to constraints placed on the number of classes offered in the track. As a result, the coverage is often limited to discussions at the gates and registers levels. In order to study input and output requirements, a student may need additional classes from electrical and computer engineering.

  • Chapter 70

    A Real-World Project to Apply Discrete Structures Price 2.99  |  2.99 Rewards Points

    There is a rising effort to design interesting and appealing applications to teach data structures and discrete structures. Common themes include games, animations, and robotics. While these applications are fun to work with, many students perceive these applications as toy problems that do not relate to real-world applications as they occur in a commercial setting. We describe a course project that is concerned with access control. Access control is of crucial importance in commercial applications. The project requires applying a variety of data structures as well as concepts from discrete mathematics. Thus, the project also addresses the increasing aspiration to integrate these areas in the classroom. An instructor can adopt the project in different ways: as a single course project, as a sequence of several projects, or as individual, independent assignments.

  • Chapter 71

    A Monitored Student Testing Application Using Cloud Computing Price 2.99  |  2.99 Rewards Points

    This paper presents the design and implementation of a prototype online monitored testing application which has been deployed in the Amazon Web Services Cloud using Amazon’s Elastic Compute Cloud platform. The interactive application allows students to take tests online for their courses while the instructors are logged in simultaneously and conduct the tests. The application allows the students to request hints from the responsible instructor during the test and also enables the instructor to provide the hints if so desired. The prototype application was developed using Apache Tomcat web server, Adobe Flash Builder for the user front-ends, and MySQL for the back-end database. The application logic was implemented primarily in Java 1.6 using Eclipse IDE for Java EE Developers. The application was developed and runs on Microsoft Windows platforms.

  • Chapter 72

    Research of Computational Thinking-driven Teaching and Innovative Practice Pattern Price 2.99  |  2.99 Rewards Points

    With the improvement of computer technology, the previous methods of teaching and innovation practice aren’t conformable in current information age . It is difficult for students to understand computational thinking (CT) and improve their innovation ability. The study propose a new pattern of computer course system based on computational thinking, which consists of modules, including computational thinking module, foundation teaching module, innovation practice module, ACM train module and information literacture module. The results of the study indicate that the new teaching system is very effective and validate. Student engaging in this study achieve good performance in the application ability contest of the computer in China and Shanghai city.

  • Chapter 73

    An Overview on Big Data Price 2.99  |  2.99 Rewards Points

    With the development of the Internet, cloud computing, Internet of Things and mobile devices, Big Data has become very important and crucial. Hence, in this paper, we Introduce the basic application, define Big Data ,describe the characteristics of Big Data and processing steps, discuss the development trend of Big Data, and summarize the major representative data application platform. Finally, we believe that the Big Data will benefit mankind in various fields.

  • Chapter 74

    Using an Insurance Company Database Example to Teach Database Design and Data Mining Principles Price 2.99  |  2.99 Rewards Points

    This project involves using an insurance company's data to illustrate database design principles. Students are told to suppose they are designing a new database system for an insurance company. The insurance company provides auto, homeowners, renters, and life insurance policies to its customers. Students must identify what kinds of data to place in database tables, what data types to use, what primary and secondary keys to use, and what relationships to enforce between database tables. To complete this task, it is necessary to understand the insurance company's business model, as well as to consider how the database might later be used as an analytical tool and as a data repository.

  • Chapter 75

    An Analytical Study of Data Structure, Algorithm and Link Utilization of Perfect Difference Network Price 2.99  |  2.99 Rewards Points

    A study of topology and its use in PDN architecture is the purpose of this paper. Graph theory methodology has been followed for network communication. The rich connectivity of PDN’s made it possible to circumvent faulty nodes and links with little or no increase in routing distance with less or negligible performance impact. The topological properties of PDN are reviewed and some lemmas are developed which may be beneficial for the future research. The simulation result of network interconnection for link utilization is decisive for the cost and profitability of installation of such network for parallel and serial computation. A parallel data structure for PDN architecture has been developed for perfection to test the robustness of PDN the link utilization during normal course and link failure has been properly studied. An approach is devised to form chordal PDN and Bipartite PDN and various interconnection between different nodes. A technique to form cyclic code PDN mapping of nodes in the algorithm form and drawing of simulation in pictorial form has been presented for consideration.

  • Chapter 76

    Modeling of Gravity Anomalies of Folds with Depth- Dependent Density Contrast Price 2.99  |  2.99 Rewards Points

    This paper documents a pilot undergraduate research project undertaken by a group of senior students mentored by a faculty of the Earth Sciences Department at KFUPM in Saudi Arabia. The objective of the project was to develop a mathematical gravity model of deep-seated structural folds (anticlines and synclines) with depth dependent density. These structures are important in hydrocarbon exploration. At completion of the project, the participating students have gained first-hand experience with computational topics and tools that are not normally introduced in the undergraduate curriculum including: the use of computer algebra, semiautomatic differentiation tools, basic theory of nonlinear least squares, error propagation and quantification of uncertainty in parameters estimation.

  • Chapter 77

    Assessment Agent based ABET Criterions Price 2.99  |  2.99 Rewards Points

    Assessment is the important process for testing the ability of the institution program to meet the required criterions to get the accreditation. In this work we deals with ABET quality assurance agency dedicated with applied science, computing, engineering and technology education and we concerned with computer science program. A software agent, which provide difference facilities developed to achieve the assessment function. The developed agent(Assessment Agent) perceive the current institution program status from the system environment, then perform sequence control instructions included two cycles of verifications to generate the Self-Assessment Report(SAR) and advices for getting accreditation.

  • Chapter 78

    Haskell as an Introduction to Parallel Computing for Undergraduates Price 2.99  |  2.99 Rewards Points

    As computing manufacturers increasingly rely on the use of multiple cores instead of improved clock speeds, programming in parallel has become an essential skill for computer scientists. Insufficient effort has been made to introduce the concept of parallel computing to the undergraduate curricula. We explored the pedagogical potential of a functional programming language, Haskell, in the context of parallel computing education. We extended previous work by providing both sequential and parallel Haskell implementations of a program that uses Riemann integration to calculate.

  • Chapter 79

    Computing Education on Cloud Price 2.99  |  2.99 Rewards Points

    Guided by the vision of engaging diverse student populations, especially students from the underrepresented groups, in an increasingly computationally empowered workforce, we launched a “Computing Education on Cloud (CEC)”. The CEC project aims to deliver critical computing education as cloud services, which can be accessed anywhere, anytime, by any registered user with minimum requirement of resources. In this paper, we identified three categories of critical computing education and describe the solutions towards some challenging issues in delivering open courseware in the identified categories as cloud services.

  • Chapter 80

    Using A Multidisciplinary Research Project To Strengthen Learning In Software Engineering Price 2.99  |  2.99 Rewards Points

    It is our premise that a single experience, even in an in-depth project based course, is not adequate for students to transfer all required software engineering knowledge and skills to other situations. The project we described allows us to instill an engineering attitude in the curriculum and the academic computing environment. Through flexibility and responsiveness to change, this approach prepares students to adapt to rapid change in the field by teaching enduring principles in the context of current practice. Exposing computer science students to the convergence of multiple disciplines strengthens a student’s ability to manipulate and automate different levels of abstraction simultaneously and develop new conceptual frameworks to address current and future challenges in hardware and software engineering.

  • Chapter 81

    Evaluating a tool to Support Programming Learning Price 2.99  |  2.99 Rewards Points

    The problem of teaching and learning computer programming is far from being solved. In this context, the purpose of this paper is identifying the success factors related to systems used to support the learning process of computer programming. In this paper, it is presented a model supported in the literature review (especially Delone & McLean success model). The empirical work consists of evaluating the model. .

  • Chapter 82

    Effects of Group Learning in Programming Class Price 2.99  |  2.99 Rewards Points

    In this paper, the effects of group learning were investigated when group learning and self-study are applied to programming language classes in computer science area. C programming language course and Data Structures course were selected for experiments as a beginner’s level class and intermediate level class. Havruta method consisting of 2 or 3 members and group activity method consisting of 8 to 12 members were applied for a group self-learning. This paper focused on the adequate number of group activities, the extent of students’ preference to group activities, and the difficulties that students feel as obstacles in group activity. Mediocre class compared to the beginner class preferred group activity in a great extent. But students show higher preferences for some topics rather than they show the even interest in all the topics. So instructors need to develop the adequate topics for the group activity according to the level of students.

  • Chapter 83

    A Process for Updating Computer Science Curriculum for Non-Majors Price 2.99  |  2.99 Rewards Points

    Computers permeate society deeper and more thoroughly as computer science and adjacent fields progress. Students who graduate from institutions of higher education are expected to adapt to and utilize computer technologies, regardless of major. Many universities already offer computer science courses for non-majors, but little research exists on methods to continuously update existing curriculum. We propose a method for updating computer science curriculum for non-majors by identifying course objectives that are directly tied to those recommended by the ACM and IEEE Joint Task Force for Computing Curricula. This process addresses how to identify and bridge the gaps between existing and new course objectives and how we measure the impact of the course using computer attitude surveys. Our research finds that universities may be able to utilize the methods outlined in this paper to update their computer science curriculum for non-majors with confidence.

  • Chapter 84

    Should College Algebra be a Co requisite for Computer Science 1? FECS: Position Paper Price 2.99  |  2.99 Rewards Points

    It has long been thought that mathematics background is a factor in a student’s success in introductory computer science courses. At our university, College Algebra is a co requisite for Engineering Computer Science I. For some students, meeting this co requisite means that they have to delay taking Computer Science and Computer Engineering courses by one or more semesters until they have achieved the necessary mathematics preparation. We conducted an initial investigation into whether the College Algebra co requisite is actually beneficial, and found mixed results. This prompted us to embark on a larger study. In this paper we discuss the history behind mathematics prerequisites for introductory computer science and computer engineering courses, present the findings from our initial study, and describe our current larger study.

About the Author

D.M.D., has a passion for dentistry and provides excellent dental care for her patients. Dr. Bahrami graduated from the University of Mississippi in 1994 and has been practicing dentistry for 22 years. Dr. Bahrami prides herself on patient education and presenting the patient with all possible treatment view complete profile

[email protected] Phone: 617-989-4142 Campus Address: 145 Dobbs Hall view complete profile

Professor of Computer Science view complete profile

The University of Georgia (Tbilisi) · Physics Department. Spacial Department view complete profile

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