Group Report

 

Southeast Region Invitational NSF WORKSHOP on “Integrative Computing Education and Research (ICER): Preparing IT Graduates for 2010 and Beyond”

 

 

Models for transforming comuputing education

 

Group No. 3

 

John Antonio

Mike Doran

Vladan Jovanovic

Han Reichgelt (Group Leader)

Domingo Rodríguez

Ramón Vásquez

 

October 27-28, 2005

 

 


Table of Contents

1    introduction.. 1

2    Computing  baccalaraute profile.. 2

3    matching the abilities of the net generation with the profile.. 3

4    computing core.. 3

5    delivery mechanism.. 4

6    Conclusion.. 4

 


1           introduction

While it may be impossible to “predict” the precise role of computing in society in ten or even five years, our objective is to develop a model that itself is adaptable. In the proposed model, we define first a desired profile for students graduating with a computing baccalaureate degree.  We believe that these proposed desired qualities will remain relevant for some time, although we do not want to rule out adjustment and even revolutionary changes to this initial proposed list. The second component of the model is to attempt to match the characteristics (both strengths and weaknesses) of students entering the program, with the desired qualities of graduating students. This exercise provides some clarity related to where more, or less, emphasis may be required in achieving the desired outcome. This process informs the delivery mechanisms that are used to implement the learning process. In particular, we encourage the use of techniques that resonate with the current generation of incoming students. Finally, any program, we believe, should have a core upon which the entire program relies. We have proposed a list of topics for a core. In summary, a key innovation of our proposed model is to leverage the characteristics of incoming students instead of force fitting mechanisms on current students that they perceive as irrelevant, while still meeting program outcomes.


2           baccalaraute profile in computing

This document presents recommendations as a suggested model for transforming computing education at the baccalaureate level.  We believe that any graduate from a baccalaureate program in computing must display the following attributes:

u    (a) An ability to apply knowledge of computing, mathematics, the humanities, and social sciences appropriate to the discipline;

u     (b) An ability to analyze a problem, and identify and define the computing requirements appropriate to its solution;

u    (c) An ability to design, evolve, implement, and evaluate a computer-based system, process, component, or program to meet desired needs;

u    (d) An ability to function effectively on teams to accomplish a common goal, display leadership, and mentor;

u    (e) An understanding of  professional, ethical and social responsibilities including the ability for self-evaluation;

u    (f) An ability to communicate effectively with a range of audiences;

u    (g) An ability to analyze the impact of computing on individuals, organizations and society, including ethical, legal, security and global policy issues;

u    (h) Recognition of the need for, and an ability to engage in, continuing professional development and develop intellectual maturity;

u    (i) An ability to use current techniques, skills, and tools necessary for computing practice;

u    (j) An ability to create new products, services, processes, and jobs and for innovation and entrepreneurship;

u    (k) General problem solving, critical/logical thinking

u    (l) Personal insight

 


3           matching the abilities of the net generation with the profile

The attributes in second 2 have been formulated with longevity in mind; however, the way in which programs are designed to allow students to achieve the objectives has to depend critically on the attributes of the incoming students.

We have identified certain characteristics of net generation that can be leveraged when they reach campus. These include team work, social interests, general technology skills, excellent communication skills albeit limited to peer to peer, and the use of technology to solve problems albeit in an ad hoc manner.

There are certain limitations that have to be overcome in order for students to successfully achieve programs outcomes. Examples include weak math skills and formal problem solving methodology.

 

4           Architectural Framework for Computing Curricula

Any curriculum model in computing must cover following areas

4.1 Computing Core

It is important that any program cover the core of computing, although different computing programs may vary as to the level of detail to which the core concepts are covered. We offer the following as suggested preliminary list of core topics

We recommend that further inputs to any effort to define the core of computing be sought from the Ontology project: http://what.csc.villanova.edu/twiki/bin/view/Main/OntologyProject

 

4.2         Components

Every computing program must cover a set of components, that is, artifacts, resources, such as software, information, hardware, communication, people and organizations, and their interactions, as well concerns such as security and quality that transcend individual components.  Again, the type of components covered and the depth to which they are covered will vary from computing discipline to computing discipline.

4.3         Methods

Any program must also cover appropriate methods provide depth of know-how and currency in the discipline.

4.4         System level integrative experience within selected application domain

Finally, the program must allow students the opportunity to integrate the knowledge that they have gathered, and include work on systems development, evaluation and integration in application domains.

 

5           delivery mechanism

We have tentatively identified two delivery mechanisms for achieving the program outcomes.  We believe that both build on the strengths of the net generation, while addressing their weaknesses.

5.1         Continuing interesting and realistic project-based experiences

Project sequences begin in the initial course to introduce core topics. Later courses continue to utilize this project while reinforcing and expanding core topics.  Appropriately planned projects will allow “situated learning” in which students are exposed to core concepts as and when needed. Students should also be allowed to repeatedly complete and improve projects under the guidance of a mentor, as this will enable students to develop reflective and self-assessment skills.  Ideally, projects involve students from different levels in the program and from different disciplines.

The following barriers must be overcome to implement this learning experience:

 

5.2         K-12 Outreach

These students will visit K-12 schools to demonstrate and explain their projects. This allows these students to utilize existing skills that they bring to the program while at the same time building and expanding other necessary skills.  In particular, appropriate presentation skills including the creation of websites will be addressed. It provides an indication to prospective students of the excitement of computing and the expectations of students enrolled in computing programs.  It therefore is likely to prove a highly successful recruitment tool.

 

 

6           Conclusion

This report has presented recommendations for transforming computing education at the baccalaureate level.