scholarly journals Promoting Privacy Considerations in Real-World Projects in Capstone Courses with Ideation Cards

2021 ◽  
Vol 21 (4) ◽  
pp. 1-28
Author(s):  
Ying Tang ◽  
Morgan L. Brockman ◽  
Sameer Patil

Nearly all software built today impinges upon end-user privacy and needs to comply with relevant regulations. Therefore, there have been increasing calls for integrating considerations of compliance with privacy regulations throughout the software engineering lifecycle. However, software engineers are typically trained in the technical fields and lack sufficient knowledge and support for sociotechnical considerations of privacy. Privacy ideation cards attempt to address this issue by making privacy compliance understandable and actionable for software developers. However, the application of privacy ideation cards in real-world software projects has not yet been systemically investigated. The effectiveness of ideation cards as a pedagogical tool has not yet been examined either. We address these gaps by studying how teams of undergraduate students applied privacy ideation cards in capstone projects that involved building real-world software for industry sponsors. We found that privacy ideation cards fostered greater consideration and understanding of the extent to which the projects aligned with privacy regulations. We identified three main themes from student discussions of privacy compliance: (i) defining personal data; (ii) assigning responsibility for privacy compliance; and (iii) determining and exercising autonomy. The results suggest that application of the cards for real-world projects requires careful consideration of intersecting factors such as the stage at which the cards are used and the autonomy available to the developers. Pedagogically, ideation cards can facilitate low-level cognitive engagement (especially the cognitive processes of meaning construction and interpretation) for specific components within a project. Higher-level cognitive processes were comparatively rare in ideation sessions. These findings provide important insight to help enhance capstone instruction and to improve privacy ideation cards to increase their impact on the privacy properties of the developed software.

10.28945/4516 ◽  
2020 ◽  
Author(s):  
Christine Bakke

Aim/Purpose: To examine crowd-sourced programming as an experiential learning, instructional medium. The goal is to provide real-time, real-world, artificial intelligence programming without textbook instructional materials. Background: Open source software has resulted in loosely knit communities of global software developers that work together on a software project. Taking open source software development to another level, current trends have expanded into crowd sourced development of Artificial Intelligence (AI). This project explored the use of Amazon Alexa’s tools and web resources to learn AI software development. Methodology: This project incorporated experiential and inquiry educational methods that combined direct experience with crowd-sourced programming while requiring students to take risks, solve problems, be creative, make mistakes and resolve them. The instructor facilitated the learning experience through weekly meetings and structured reports that focused on goal setting and analysis of problems. This project is part of ongoing research into small group creative works research that provides students with real-world coding experience. Contribution: Undergraduate students successfully programmed an introductory level social bot using experiential learning methods and a crowd-sourced programming project (Amazon Alexa social bot). Findings: A of the experience and findings will be included with final paper release summary Recommendations for Practitioners: Crowd sourced programming provides opportunities and can be harnessed for semester long coding projects to develop student programming skills through direct involvement in real open sourced projects. Recommendation for Researchers: There is a high rate of failure associated with software projects, yet pro-gramming courses continue to be taught as they have been for decades. More research needs to be done and instructional materials developed for the undergraduate level that use real programming projects. Can we improve the rate of success for software projects by requiring expe-riential education in our courses? Impact on Society: Crowd-sourced programming is an opportunity for students to learn to program and build their portfolio with real world experience. Students participating in crowd-sourced programming are involved in creative works research and gain experience developing real-world software. Future Research: Future research will explore experiential learning such as crowd-sourced and other open source programming opportunities for undergraduate students to participate in real software development.


Author(s):  
Matthew Treskon

The Loyola Notre Dame Library provides authentic learning environments for undergraduate students by serving as “client” for senior capstone projects. Through the creative application of IoT technologies such as Arduinos and Raspberry Pis in a library setting, the students gain valuable experience working through software design methodology and create software in response to a real-world challenge. Although these proof-of-concept projects could be implemented, the library is primarily interested in furthering the research, teaching, and learning missions of the two universities it supports. Whether the library gets a product that is worth implementing is not a requirement; it is a “bonus.”


2021 ◽  
pp. 095042222110365
Author(s):  
Gordon R. Elwell ◽  
Thad E. Dickinson ◽  
Michael D. Dillon

The capstone course serves to integrate accumulated knowledge with a culminating experience or project and is a common component in undergraduate and graduate programs. The research on capstones courses shows that many capstone experiences or projects involve students working with outside clients, such as local businesses and organizations, to solve problems or develop new projects or campaigns. Such capstone experiences or projects seek to offer students real-world, career-building experience, while the clients seek to benefit from the learned academic knowledge of the students. Where the literature is scarce on client-based capstone projects is when the client is the student’s employer or career-related organization. A graduate program in administration at a public Midwestern university in the USA offers a different approach to the student–client model by requiring a degree-culminating capstone project that challenges adult students to apply their learned knowledge to solve administrative problems not for an outside client but at their place of employment or career-related organization. The researchers surveyed 66 alumni and interviewed 6 on how the capstone project had benefited their work-related learning and its impact on their employer or career-related organization. Students perceived an improvement in their ability to define and analyze administrative problems in their workplace, while the employers or organizations which implemented the project recommendations experienced positive organizational change. This case study contributes to the literature on capstone courses by examining the relevance of a work- or career-related capstone project to students and their workplace.


Author(s):  
Jennifer Louten

Student retention is a critical issue for universities, and nearly half of the students who start degree programs in science, technology, engineering, and mathematics (STEM) do not complete them. The current study tracks the progress of STEM students taking part in an entry-to-graduation program designed to build community, provide academic and social support, and promote engagement in academically purposeful activities. Although it had no effect on the number of students who changed their major, the program more than doubled the number of students who graduated in their original major. Black or Hispanic students taking part in the program also graduated at twice the rate of comparator students, largely attributable to the success of women in these groups. The results provide needed real-world insights into how to create an equitable environment that promotes the persistence and graduation of students, including those from groups historically underrepresented in STEM.


2020 ◽  
Vol 11 (2) ◽  
pp. 161-170
Author(s):  
Rochman Hadi Mustofa

AbstractBig Data has become a significant concern of the world, along with the era of digital transformation. However, there are still many young people, especially in developing countries, who are not yet aware of the security of their big data, especially personal data. Misuse of information from big data often results in violations of privacy, security, and cybercrime. This study aims to determine how aware of the younger generation of security and privacy of their big data. Data were collected qualitatively by interviews and focus group discussions (FGD) from. Respondents were undergraduate students who used social media and financial technology applications such as online shopping, digital payments, digital wallet and hotel/transportation booking applications. The results showed that students were not aware enough and understood the security or privacy of their digital data, and some respondents even gave personal data to potentially scam sites. Most students are not careful in providing big data information because they are not aware of the risks behind it, socialization is needed in the future as a step to prevent potential data theft.


2018 ◽  
Vol 4 ◽  
pp. e25485 ◽  
Author(s):  
Álvaro Briz-Redón ◽  
Ángel Serrano-Aroca

Programming a computer is an activity that can be very beneficial to undergraduate students in terms of improving their mental capabilities, collaborative attitudes and levels of engagement in learning. Despite the initial difficulties that typically arise when learning to program, there are several well-known strategies to overcome them, providing a very high benefit-cost ratio to most of the students. Moreover, the use of a programming language usually raises the interest of students to learn any specific concept, which has caused that many teachers around the world employ a programming language as a learning environment to treat almost every possible topic. Particularly, mathematics can be taught and learnt while using a suitable programming language. The R programming language is endowed with a wide range of capabilities that allow its use to learn different kind of concepts while programming. Therefore, complex subjects such as mathematics could be learnt with the help of this powerful programming language. In addition, since the R language provides numerous graphical functions, it could be very useful to acquire simultaneously basic plane geometry and programming knowledge at the undergraduate level. This paper describes the LearnGeom R package, a novel pedagogical tool, which contains multiple functions to learn geometry in R at different levels of difficulty, from the most basic geometric objects to high-complexity geometric constructions, while developing numerous programming skills.


10.28945/3216 ◽  
2008 ◽  
Author(s):  
Tanja Krunic ◽  
Ljiljana Ruzic-Dimitrijevic

The idea of the paper is to investigate how much the online user privacy is respected by website owners, and how online privacy can be improved. We first focus ourselves on issues like possibilities of misusing personal data, data collecting and user-tracking. Then we give a short report about legislation in the EU concerning user privacy. Some facts about user confidence are given as well. They are follows by a brief list of hints for the users to protect their personal data when surfing the Web. Then we give an overview of actions website owners should take in order to support user privacy. Finally, we present the results of our investigation of the condition of user privacy in practice, and give some suggestions on its improvement.


2022 ◽  
pp. 146978742110730
Author(s):  
Karin Väyrynen ◽  
Sonja Lutovac ◽  
Raimo Kaasila

Previous research has emphasized both the importance of giving and receiving peer feedback for the purpose of active learning, as well as of university students’ engagement in reflection to improve learning outcomes. However, requiring students to explicitly reflect on peer reviewing is an understudied learning activity in higher education that may contribute to the utilization of peer-feedback and promote further learning. In this study, we suggest reflection on peer reviewing as one approach to providing a platform for students to engage in reflective practices and for stimulating active learning in higher education, and to make that learning visible to the educator. We examine 26 undergraduate students’ reflections on peer-review to identify categories of reflection and what students have learnt from the peer reviewing process. Our findings reveal six different categories of reflection suggesting students’ active engagement in learning and pointing to the ways educators can direct and instruct students how to reflect. We discuss how these findings can inform university lecturers in the use of reflection upon peer reviewing as a pedagogical tool in higher education.


2020 ◽  
Vol 17 ◽  
pp. 165-182
Author(s):  
Michael Stodnick ◽  
Nancy Schreiber ◽  

In this research we employ an inter-disciplinary project that uses active learning theory to help bridge the gap between a university’s extensive liberal arts core and its business program. We believe this project will improve and enrich classroom discussions of the more complex and nuanced issues found in the application of business principles. To redress the fact that many undergraduate students do not have extensive work experience to draw on when discussing the application of business ethics principles, we present a project that uses a classic novel, Hard Times, to improve students’ abilities to contextualize and apply common business ethics frameworks. The project focuses on active learning and non-linear thinking, and aims to immerse the student in a fictional environment that models the complexity of, without being identical to, a real world business setting.


Author(s):  
Rohit Anand ◽  
Akash Sinha ◽  
Abhishek Bhardwaj ◽  
Aswin Sreeraj

This chapter deals with the security flaws of social network of things. The network of things (NoT) is a dynamic structure that is basically an interface of real world and virtual world having capabilities of collection and sharing data over a shared network. The social network of things (SNoT) is a versatile way of connecting virtual and real world. Like any other device connected to internet, objects in SNoT are also vulnerable to the various security and privacy attacks. Generally, to secure Social Network of Things in which human intervention is absent, data capturing devices must be avoided. Types of security attacks that are huge threats to NoT as well as SNoT will be discussed in the chapter. The huge collection of information without necessary security measures allows an intruder to misuse the personal data of owner. Different types of attacks with reference to the different layers are also discussed in detail. The best possible potential solutions for the security of devices in SNoT will be considered.


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