Teaching and learning computer science soft skills using soft skills

Author(s):  
Orit Hazzan ◽  
Gadi Har-Shai
Author(s):  
Muhammad Aleem ◽  
Qurat-ul-Ain Qurat-ul-Ain ◽  
Farah Shahid ◽  
Muhammad Arshad Islam ◽  
Muhammad Azhar Iqbal ◽  
...  

Author(s):  
Natasha Kurnia Tishani ◽  
Rudy Trisno

The advancement of technology in the world is marked by the industrial revolution event. Indonesia has entered the era of the industrial revolution 4.0. This incident affects the way society dwell, slowly our lives have been dominated by technology and it is possible that in the future humans will be replaced by robots. We must developing soft skills that cannot be replaced by robots through our education. Indonesia’s education itself does not prepare the next generation to deal with this event. Starting from outdated curriculum,  teachers who are afraid to explore in teaching to school buildings that still adhere to the school system in the 19th century. The study of the discussion is how human dwell in the future in this case is to study, namely primary school buildings, which can accommodate teaching and learning activities with a curriculum that suits future needs. The design method used is in form of design stages, starting from Area Analysis; Investigation of selected sites; Proposed Program;  Design Analysis: Composition of mass and the concept of mass of buildings using the Metaphor Method; Project Zoning; Application of Pattern Language Methods and Structure and Building Materials. The result of this research is an elementary school architectural building that accmodate 21st century learning. Keywords:  creativity; education; metaphorical architecture; pattern langugae;primary school  Abstrak Kemajuan teknologi didunia ditandai dengan adanya peristiwa revolusi industri. Indonesia telah memasuki era revolusi industri 4.0. Peristiwa ini memengaruhi cara masyarakat berhuni, secara perlahan kehidupan kita telah didominasi dengan teknologi dan tidak menutup kemungkinan dimasa depan manusia akan digantikan dengan robot. Lalu, bagaimana kita sebagai manusia menghadapi ini ? yaitu mengembangkan softskill yang tidak bisa digantikan oleh robot melalui pendidikan kita. Pendidikan Indonesia tidak menyiapkan generasi selanjutnya untuk menghadapi perisitiwa ini. Berawal dari kurikulum yang sudah usang, lalu para guru yang takut untuk bereksplorasi dalam mengajar hingga bangunan sekolah yang masih menganut sistem sekolah di abad-19. Lingkup pembahasan laporan ini adalah bagaimana wadah berhuni manusia dimasa depan yaitu kegiatan menuntut ilmu, yaitu bangunan sekolah dasar, yang dapat mewadahi kegiatan pembelajaran dengan kurikulum masa depan. Metode perancangan yang digunakan adalah; a) Analisis Kawasan; b) Investigasi tapak terpilih; c) Usulan program; d) Analisis Perancangan : Gubahan massa dan Konsep Massa bangunan dengan Metode Arsitektur Metafora; d) Penzoningan Pada Proyek; e) Penerapan Metode Bahasa Pola dan f) Struktur dan Material Bangunan. Hasil akhir dari penelitian ini berupa bangunan arsitektur sekolah dasar yang mewadahi kegiatan pembelajaran abad-21.


2018 ◽  
Vol 15 (2) ◽  
pp. 225-249
Author(s):  
Aries Musnandar

Best practices of formal school education, particularly in the instructional management relates to teaching and learning. Education deals with all domains of human competency. In elementary school, unfortunately, there is still a discrepancy between aim and result. Teacher misconduct will affect students’ bad character. The incorrect education process may create failure in achieving defined educational goals. It is vital for any nation to have competent educational practitioners to ensure its success in developing its students’ skills as a human capital investment of a nation. School curriculum goal is derived from the national education aims which develop students’ potentials for becoming good people in hard skills and soft skills. Therefore, the ideal teachers should understand all students’ characteristics and potentials. This research is an attempt to highlight the function of instructional management of soft skills to the success of students’ performance.  The study employs a qualitative research method with multiple case study design, in which a meaning-making activity is underlined as the first objective of interpretive research in understanding social phenomena of education activities. Such phenomena to be interpreted may be found in the practical realm, skilled know-how, and experiences. Based on findings, it is known substantively that students’ soft skills will not be developed if the instructional management focuses on academic. On the other hand, soft skills will enhance significantly students’ academic results, because soft skills will enable and improve students’ potentials to reach the best learning achievement. At last, the researcher offers soft skills formula from an Islamic perspective as a comprehensive concept for building student character to be a good man. In Islamic precepts soft skills are akhlak-adab, good character, positive behavior, spread kindness and bring many benefits to others and the environment. However, these soft skills must be placed under the guidance of Qur’an and Sunnah.


10.28945/4553 ◽  
2020 ◽  
Vol 19 ◽  
pp. 339-365
Author(s):  
Yasar Guneri Sahin ◽  
Ufuk Celikkan

Aim/Purpose: This paper investigates the gaps between industry and academia perceptions of information technology fields, such as computer science, software engineering, and computer engineering, and it identifies areas of asymmetry between curricula and industry expectations. The study mainly focuses on the skills required of IT professionals (graduated students) and on how higher education institutes equip students for industry. Background: Higher education institutes have several IT-related departments. However, it is not clear whether these departments have sufficient content to equip students with industry-related skills. Rapid advances mean that some curriculum topics are redundant before the end of a standard two- or four-year degree programs. Balancing the technical/non-technical skills and adjusting the curricula to better prepare the students for industry is a constant demand for higher education institutions. Several studies have demonstrated that a generic curriculum is inadequate to address current IT industry needs. Methodology: The study involved a comprehensive survey of IT professionals and companies using a Web-based questionnaire sent directly to individual companies, academics, and employers. 64 universities and 38 companies in 24 countries were represented by the 209 participants, of whom 99 were IT professionals, 72 academics, and 38 employers. Contribution: This paper is intended to guide academics in preparing dynamic curricula that can be easily adapted to current industry trends and technological developments, with content directly relevant to student’s careers. In addition, the results may identify the skills that students need to secure employment and the courses that will provide skills in line with current industry trends. Findings: The results indicate a lack of emphasis on personal and non-technical skills in undergraduate education compared to general computer science, software development, and coding courses. Employers’ and software experts’ responses emphasize that soft skills should not be ignored, and that, of these, analytical thinking and teamwork are the two most requested. Rather than a theoretical emphasis, courses should include hands-on projects. Rapid developments and innovations in information technologies demand that spiral and waterfall models are replaced with emerging software development models, such as Agile and Scrum development. Recommendations for Practitioners: A multidisciplinary approach should be taken to the teaching of soft skills, such as communication, ethics, leadership, and customer relations. Establishing multiple learning tracks in IT education would equip students with specialized knowledge and skills in IT. An effective communication channel should be established between students and industry. It is also important to reduce the distance between academics and students and to provide an interactive environment for technical discussions. Enterprise level computing and Framework use provide job market advantages. Recommendation for Researchers: Researchers and department heads, particularly those involved in curriculum design and accreditation, could use the results of this exemplary study to identify key topics for attention. Impact on Society: Changes of various degrees are required in the current curricula in many higher education institutions to better meet student needs. Societies and technology are dynamic in nature, and information technology-related curricula in higher education institutions should be equally dynamic. Future Research: Since technology (especially information technology) transforms and advances itself so rapidly, this study should be replicated t to investigate how these changes affect the gap between revised curricula and current industry expectations.


Author(s):  
Marcos Levano

The following chapter shows the development of a learning methodology used to validate self-directed learning generic competences and knowledge management in a competence-based model in the engineering computer science program of the Universidad Católica Temuco (UCT). The design of the methodology shows the steps and activities of the learning-by-doing process, as shown gradually in the learning results of the competence. The designed methodological process allows creating working schemes for theory-based teaching and learning, and also for practicing and experimenting. The problematology as controlled scenarios is integrated in order to answer problems in engineering, allowing the process of validation in the self-learning and knowledge management competences. Thus, the achievements in the results have allowed helping the teachers to use their learning instruments.


Author(s):  
Antonio Pérez-Carrasco ◽  
J. Ángel Velázquez-Iturbide

One concept that has proved to be especially difficult to comprehend in computer science education is recursion. This chapter provides an overview of past efforts on the teaching of recursion. The authors first introduce concepts and models about the teaching and learning of recursion. In particular, they identify models used by teachers to explain recursion (i.e. conceptual models) and models used by students in their learning process (i.e. mental models). Afterwards, they review the teaching methods used in the past. Finally, the authors survey visualization and animation systems for recursion, explaining how they support conceptual models and how they try to remove wrong mental models. They also include a comprehensive technical comparison of the systems and review the evaluations these systems have been subject to.


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