ni

Reinforcing and Enhancing Understanding of Students in Learning Computer Architecture




ni

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




ni

Virtual Campuses, Groupware and University Evolution




ni

Building Computer Games as Effective Learning Tools for Digital Natives – and Similars




ni

Reflections on a Trial Implementation of an E-Learning Solution in a Libyan University




ni

Playing it Safe: Approaching Science Safety Awareness through Computer Game-Based Training




ni

Improving Teaching and Learning in an Information Systems Subject: A Work in Progress




ni

Team Syntegrity in a Triple Loop Learning Model for Course Development




ni

Contents and Architecture of Nigerian Universities’ Websites




ni

Modeling, Training, and Mentoring Teacher Candidates to Use SMART Board Technology




ni

Building a Regional Structure of an Information Society on the Basis of e-Administration




ni

Student Attitudes Towards E-Learning: The First Year Accounting Experience




ni

Twitter as a Platform for an Israeli Community of Information Science Professionals




ni

An Innovative Marketing Strategy to Promote our College of IT: Zayed University Case Study




ni

The Potential of E-Learning in Assisting Post-Crisis Countries in Re-Building Their Higher Education Systems: The Case of Libya




ni

Distributed Collaborative Learning in Online LIS Education: A Curricular Analysis




ni

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




ni

Measuring up to ICT Teaching and Learning Standards




ni

The Impact of Peer Assessment and Feedback Strategy in Learning Computer Programming in Higher Education




ni

Strengthening the Online Auction Culture of the Philippines




ni

Informing via Websites: Comparative Assessment of University Websites




ni

Towards a Method for Mobile Learning Design




ni

Transitioning from Data Storage to Data Curation: The Challenges Facing an Archaeological Institution




ni

A Packet Sniffer (PSniffer) Application for Network Security in Java




ni

Practicing M-Application Services Opportunities with Special Reference to Oman




ni

Securing the Information and Communications Technology Global Supply Chain from Exploitation: Developing a Strategy for Education, Training, and Awareness




ni

Investigating Ways to Use Facebook at the University Level: A Delphi Study




ni

Implications of Voluntary Communication Based on Gender, Education Level and Cultural Issues in an Online Environment




ni

Defining and Classifying Learning Outcomes: A Case Study




ni

Gamification in a Social Learning Environment




ni

Planning and Financing Continuing and Non-Formal Education in Nigeria




ni

Planning an Iron Ore Mine: From Exploration Data to Informed Mining Decisions




ni

Learning Community or Community of Practice: Preliminary Findings of a Transfer of Learning Study




ni

InkBlog: A Pen-Based Blog Tool for e-Learning Environments




ni

Analyzing Computer Programming Job Trend Using Web Data Mining




ni

Analysis of Student Attitudes towards E-learning: The Case of Engineering Students in Libya




ni

Effectiveness of Combining Algorithm and Program Animation: A Case Study with Data Structure Course




ni

The Use of Mobile Phones by South African University Students




ni

Enterprise Resource Planning (ERP) Systems – Is Botswana Winning? A Question on Culture Effects




ni

Learning and Assessment Practices of Doctoral Studies of Developing and Developed Countries: A Case Study of Doctoral Studies in Bangladesh




ni

IT Teachers’ Experience of Teaching–Learning Strategies to Promote Critical Thinking

Information Technology (IT) high school learners are constantly struggling to cope with the challenges of succeeding in the subject. IT teachers, therefore, need to be empowered to utilize appropriate teaching–learning strategies to improve IT learners’ success in the subject. By promoting critical thinking skills, IT learners have the opportunity to achieve greater success in the most difficult part of the curriculum, which is programming. Participating IT teachers received once-off face-to-face professional development where some teachers received professional development in critical thinking strategies while other IT teachers received professional development in critical thinking strategies infused into pair programming. To determine how teachers experience these suggested strategies, teachers participated in initial interviews as well as follow-up interviews after they had implemented the suggested strategies. From the interviews, it became evident that teachers felt that their learners benefited from the strategies. Teachers in the pair programming infusing critical thinking strategies focused more on the pair programming implementation than on the totality of pair programming infused with critical thinking. Although teachers were initially willing to change their ways, they were not always willing to implement new teaching–learning strategies.




ni

The Use of Computer Simulation to Compare Student performance in Traditional versus Distance Learning Environments

Simulations have been shown to be an effective tool in traditional learning environments; however, as distance learning grows in popularity, the need to examine simulation effectiveness in this environment has become paramount. A casual-comparative design was chosen for this study to determine whether students using a computer-based instructional simulation in hybrid and fully online environments learned better than traditional classroom learners. The study spans a period of 6 years beginning fall 2008 through spring 2014. The population studied was 281 undergraduate business students self-enrolled in a 200-level microcomputer application course. The overall results support previous studies in that computer simulations are most effective when used as a supplement to face-to-face lectures and in hybrid environments.




ni

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

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




ni

Technological Entrepreneurship Framework for University Commercialization of Information Technology

One effective way of accelerating the commercialization of university innovations (inventions) is to execute a “Technological Entrepreneurship” framework that helps the execution of agreements between universities and industry for commercialization. Academics have been encouraged to commercialize their research and findings yet the level of success of commercialization of inventions (innovations) in industry is questionable. As there is no agreed commercialization framework to guide the execution of processes to support inventions moving from laboratories to the right market. The lack of capabilities of appropriate processes have undermined the turning of innovation and products into wealth. The research questions are designed to identify the constraints and hindrances of commercialization and the characteristics of successful processes built from framework based on selected case studies of incubation capabilities within universities commercialization program.




ni

University Procurement Officers’ Use of Technology When Seeking Information

The transition from printed to electronic sources of information has resulted in a profound change to the way procurement officers seek information. Furthermore, in the past decade there have been additional technological revolutions that are expected to further affect the procurement process. In this paper, we conduct a survey among forty nine university procurement officers in Israel to examine to what extent procurement officers have adapted to smartphones and tablets by testing how frequently officers use notebooks, smartphones, and tablets for work-related and leisure purposes. We find that while officers prefer electronic sources of information over printed sources of information, officers have not yet adapted to the later technological advances (i.e., smartphones and tablets). Notebooks are more frequently used than either smartphones or tablets for work-related and leisure purposes. One explanation behind this result is that officers are not skilled in using smartphone and tablets applications. This implies that training officers in the use of these devices may improve their performance.




ni

Training Librarians for 21st Century Repository Services: Emerging Trends

The paper reviewed the emerging roles of the 21st century librarians, charged with the responsibility to manage repository services across libraries in present-day information technology environment. Librarians need to be trained and empowered with requisite skills and knowledge needed for successful management of the ICT driven repository initiatives that the 21st century demands. Literature was reviewed on the roles and responsibilities of librarians, training needs and opportunities, career path and recruitment of librarians, and community support necessary for effective and efficient implementation and management of repository initiatives. This entails the ability to comprehend trends and change patterns which are essential for providing research focused and user-friendly models in open repository services that are based on thorough analytical understanding of the challenges of emerging trends. To achieve this requires the training and retraining of librarians to reposition them as information specialists in their career path. The role of the library as an integral part of its social environment is to educate the community about the existence of an open repository by building partnership with community-oriented research centres through seminars, workshops, symposium, training, and awareness programmes. The study recommends that librarians should strategize and collaborate with researchers to make open repository an essential research tool.




ni

Digital Learning Literacies – A Validation Study

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




ni

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

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




ni

Win-Win-Win: Reflections from a Work-Integrated Learning Project in a Non-Profit Organization

This paper reports on the educational aspects of an information systems work-integrated learning (WIL) capstone project for an organization which operates to alleviate homelessness in the Australian non-profit sector. The methodology adopted for the study is Action Design Research (ADR) which draws on action research and design research as a means for framing a project's progress. Reflective insights by the project stakeholders, namely, students, academics, and the non-profit client, reveal a curriculum at work through internal features of the organization; personal features of the participants and features of the external environment. Preliminary findings suggest that students in a WIL project for a non-profit are highly engaged, especially when they become aware of the project’s social value. As well, the improvement of professional skills and emotional intelligence by students is more likely in real-life practice settings than in other less authentic WIL activities, equipping graduates for the workforce with both strong disciplinary and generic skills. Win-win-win synergies through project collaboration represent worthwhile outcomes to education, industry and research.




ni

The Use, Impact, and Unintended Consequences of Mobile Web-Enabled Devices in University Classrooms

The impact that mobile web-enabled devices have had on the lives and behavior of university students has been immense. Yet, many of the models used in the classrooms have remained unchanged. Although a traditional research approach of examining the literature, developing a methodology, and so on is followed, this paper’s main aim is to inform practitioners on observations and examples from courses which insist on and encourage mobiles in the classroom. The paper asked three research questions regarding the use, impact, and unintended consequences of mobile web-enabled devices in the classroom. Data was collected from observing and interacting with post graduate students and staff in two universities across two continents: Africa and Europe. The paper then focuses on observations and examples on the use, impact, and unintended consequences of mobile web-enabled devices in two classrooms. The findings are that all students used mobile web-enabled devices for a variety of reasons. The use of mobile devices did not negatively impact the class, rather students appeared to be more engaged and comfortable knowing they were allowed to openly access their mobile devices. The unintended consequences included the use of mobiles to translate text into home languages.