scholarly journals Integrated Outreach: Increasing Engagement in Computer Science and Cybersecurity

2020 ◽  
Vol 10 (12) ◽  
pp. 353
Author(s):  
Shaya Wolf ◽  
Andrea Carneal Burrows ◽  
Mike Borowczak ◽  
Mason Johnson ◽  
Rafer Cooley ◽  
...  

Research on innovative, integrated outreach programs guided three separate week-long outreach camps held across two summers (2018 and 2019). These camps introduced computer science through real-world applications and hands-on activities, each dealing with cybersecurity principles. The camps utilized low-cost hardware and free software to provide a total of 84 students (aged 10 to 18 years) a unique learning experience. Based on feedback from the 2018 camp, a new pre/post survey was developed to assess changes in participant knowledge and interest. Student participants in the 2019 iteration showed drastic changes in their cybersecurity content recall (33% pre vs. 96% post), cybersecurity concept identification within real-world scenarios, and exhibited an increased ability to recognize potential cybersecurity threats in their every-day lives (22% pre vs. 69% post). Finally, students’ self-reported interest-level before and after the camp show a positive increase across all student participants, with the number of students who where highly interested in cybersecurity more than doubling from 31% pre-camp to 65% post-camp. Implications for educators are large as these activities and experiences can be interwoven into traditional schooling as well as less formal camps as pure computer science or through integrated STEM.

Author(s):  
Nazmul Islam

Most of the engineering courses focus more on theory and very little on hands-on, project-based learning in the classroom. Integration of real-world engineering problems and applications in lower division engineering courses will produce engineering students, who will be technically sound and be able to execute and manage real-world projects, when they will do senior design projects in their final year of engineering study. To overcome the engineering design challenges we have developed iHOP (Ingenieŕia Hands on Project) and integrate it with our lower division engineering courses. iHOP has been developed to emphasis the design component at the University of Texas at Brownsville (UTB) Engineering Physics curriculum and the project is now an integral part of Introduction to Engineering class. The iHOP project is one that is challenging, fun, requires teamwork, associated with the engineering material being studied, low cost, and doable in a limited amount of time. The experience from iHOP project motivates our freshman students to choose a better senior design project in senior year of their college career. The objectives of the iHOP projects are — to have students develop teamwork skills, and to teach students basic engineering design concepts in a complementary format to the traditional lecture. Various techniques related to team selection, encouraging teamwork, incorporation of engineering topics, keeping costs down, project results presentations, and gathering feedback from students will also be presented in this paper. Integrating iHOP Project with Introduction to Engineering class helped us to improve our retention effort in the engineering department.


2017 ◽  
Vol 59 (9) ◽  
pp. 990-1006 ◽  
Author(s):  
Roger Pizarro Milian ◽  
Marc Gurrisi

Purpose The purpose of this paper is to empirically examine how entrepreneurship education is being marketed to students within the Canadian university sector. Design/methodology/approach A content analysis of the webpages representing 66 entrepreneurship education programs in Canada is performed. Findings Entrepreneurship education is found to be framed as providing students with a collaborative learning experience, useful hands-on skills with real world applications and an entrepreneurial mindset. Research limitations/implications This study looks at only one type of promotional material, and thus, further research is needed to triangulate its findings. Originality/value This is the first study that empirically examines the marketing of entrepreneurship education in Canada.


Author(s):  
Kelly S. Moreira ◽  
Diana Lermen ◽  
Leandra P. dos Santos ◽  
Fernando Galembeck ◽  
Thiago A. L. Burgo

Converting humidity into useful electrical energy was only recently demonstrated and the improvements presented in this work are not only highly energy efficient, but also contributes to the development of scalable, real-world applications.


2021 ◽  
Vol 15 ◽  
Author(s):  
Rafael Casas ◽  
Melissa Sandison ◽  
Diane Nichols ◽  
Kaelin Martin ◽  
Khue Phan ◽  
...  

We have developed a passive and lightweight wearable hand exoskeleton (HandSOME II) that improves range of motion and functional task practice in laboratory testing. For this longitudinal study, we recruited 15 individuals with chronic stroke and asked them to use the device at home for 1.5 h per weekday for 8 weeks. Subjects visited the clinic once per week to report progress and troubleshoot problems. Subjects were then given the HandSOME II for the next 3 months, and asked to continue to use it, but without any scheduled contact with the project team. Clinical evaluations and biomechanical testing was performed before and after the 8 week intervention and at the 3 month followup. EEG measures were taken before and after the 8 weeks of training to examine any recovery associated brain reorganization. Ten subjects completed the study. After 8 weeks of training, functional ability (Action Research Arm Test), flexor tone (Modified Ashworth Test), and real world use of the impaired limb (Motor Activity Log) improved significantly (p < 0.05). Gains in real world use were retained at the 3-month followup (p = 0.005). At both post-training and followup time points, biomechanical testing found significant gains in finger ROM and hand displacement in a reaching task (p < 0.05). Baseline functional connectivity correlated with gains in motor function, while changes in EEG functional connectivity paralleled changes in motor recovery. HandSOME II is a low-cost, home-based intervention that elicits brain plasticity and can improve functional motor outcomes in the chronic stroke population.


2021 ◽  
Vol 3 (4) ◽  
pp. 2288-2296
Author(s):  
Allison Lopes De Oliveira ◽  
Willian Antonio Gonçalves ◽  
Raphael Magalhães Hoed

RESUMO Este artigo apresenta uma proposta diferenciada de uma nova metodologia de ensino, apoiada por ferramentas computacionais que podem contribuir para a melhoria do aprendizado dos alunos do Curso Técnico em Informática do Instituto Federal do Norte de Minas Gerais (IFNMG), Campus Arinos. As dificuldades encontradas pelos alunos na elaboração de um raciocínio estruturado para a solução de um problema computacional, de compreensão de conceitos, e a complexidade dos ambientes de desenvolvimento são, frequentemente, obstáculos ao aprendizado. Tais problemas podem ser amenizados pelo uso didático de novas plataformas, construídas para facilitar à aprendizagem pela experimentação. Com o intuito de tornar as aulas atrativas, objetivas e com o foco no aluno, pretende-se aplicar a Plataforma Arduino que é uma excelente ferramenta para o ensino de conceitos de Lógica de Programação, além de ser um vasto repositório de recursos para experimentação prática, e um laboratório de baixo custo para testes de programas em C/C++. O Arduino une essas ferramentas, resultando num ambiente de aprendizado fácil, com recursos de interfaceamento para sensores e atuadores. A aplicação coordenada do Arduino, no contexto da disciplina Algoritmos, pode conduzir o aluno a um aprendizado facilitado, consistente e voltado a aplicações práticas.   ABSTRACT This article presents a differentiated proposal of a new teaching methodology, supported by computational tools that can contribute to the improvement of the learning process of students of the Technical Course in Computer Science of the Federal Institute of Northern Minas Gerais (IFNMG), Arinos Campus. The difficulties faced by students in developing a structured reasoning to solve a computational problem, understanding concepts, and the complexity of development environments are often obstacles to learning. These problems can be alleviated by the didactic use of new platforms, built to facilitate learning through experimentation. In order to make the classes attractive, objective and student focused, we intend to apply the Arduino platform, which is an excellent tool for teaching Logic Programming concepts, besides being a vast repository of resources for practical experimentation, and a low cost laboratory for testing C/C++ programs. Arduino brings these tools together, resulting in an easy learning environment with interfacing capabilities for sensors and actuators. The coordinated application of Arduino, in the context of the Algorithms course, can lead the student to a facilitated, consistent, and practical learning experience.  


2020 ◽  
Vol 21 (2) ◽  
pp. 243-267
Author(s):  
Luke Jai Wood ◽  
Kerstin Dautenhahn ◽  
Austen Rainer ◽  
Ben Robins ◽  
Hagen Lehmann ◽  
...  

Abstract In recent years the possibility of using humanoid robots to perform interviews with children has been explored in a number of studies. This paper details a study in which a potential real-world user trialled a Robot-Mediated Interviewing system with children to establish if this approach could realistically be used in a real-world context. In this study a senior educational psychologist used the humanoid robot Kaspar to interview ten primary school children about a video they had watched prior to the interview. We conducted a pre and post interview with the educational psychologist before and after using the system to establish how the system worked for him and the perceived potential for real-world applications. The educational psychologist successfully used the system to interview the children and believed that principally using a small humanoid robot to interview children could be useful in a real-world setting provided the system was developed further.


1998 ◽  
Vol 4 (3) ◽  
pp. 237-257 ◽  
Author(s):  
Moshe Sipper

The study of artificial self-replicating structures or machines has been taking place now for almost half a century. My goal in this article is to present an overview of research carried out in the domain of self-replication over the past 50 years, starting from von Neumann's work in the late 1940s and continuing to the most recent research efforts. I shall concentrate on computational models, that is, ones that have been studied from a computer science point of view, be it theoretical or experimental. The systems are divided into four major classes, according to the model on which they are based: cellular automata, computer programs, strings (or strands), or an altogether different approach. With the advent of new materials, such as synthetic molecules and nanomachines, it is quite possible that we shall see this somewhat theoretical domain of study producing practical, real-world applications.


Author(s):  
Myounghoon Jeon

To understand and apply Human Factors’ core knowledge more effectively, it is essential to provide a cohesive learning experience to students based on real-world applications. Researchers have developed ample ways to bring real-world examples to the classroom, but it is not always possible to obtain and demonstrate all the new technologies in the class. Specifically, it is even more difficult to discuss the design of novel technologies, which do not exist yet. To address this issue, in the present paper I introduce approaches to using Science Fiction (SF) movie analysis in Human Factors (HF) and Human-Computer Interaction (HCI) courses. After providing components and procedure of this activity, the implications of each component and examples are presented. Brief evaluation and pedagogical benefits are also discussed with movie references. I hope this can spark more discussions on innovative learning practices in the Human Factors community.


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