scholarly journals COLLABORATIVE LEARNING OF USABILITY EXPERIENCES: IMPROVING UX TRAINING THROUGH EXPERIENTIAL LEARNING

Author(s):  
Audrey Girouard ◽  
Robert Biddle ◽  
Sonia Chiasson ◽  
Stephen Fai ◽  
Lois Frankel ◽  
...  

The Collaborative Learning of Usability Experiences (CLUE) training program1 is an NSERC CREATE grant that trains Canada's leaders in HCI. We aim to improve our trainees' capabilities across the disciplinary boundaries (Information Technology, Psychology, Computer Science, and Design), through collaborative professional skills development, experiential learning, and technical skills. Within human computer interaction (HCI), usability professionals employ research-based methods and principles to understand users’ conceptual models of tasks and design interfaces and experiences accordingly. There is an increased demand for skills in usability experience (UX) design and testing, yet we identify a lack of training in these skills in current graduate programs across Canada.  Even in the context of multidisciplinary HCI programs, graduates often face a usability knowledge gap, which may be due to a lack of grounding in real-world contexts, without business constraints.  

2013 ◽  
Vol 45 (2) ◽  
pp. 404-421 ◽  
Author(s):  
Daniel Churchill ◽  
Mark King ◽  
Bob Fox

Contemporary technological and social developments demand transformation of educational practices. Teachers and schools are no longer fountains of knowledge that fill students with information. Rather, their primarily role is to equip students with new literacies, competencies for productive use of information technology, and sufficient disciplinary-specific bases of conceptual knowledge. This requires changes toward student-centered practices. In such contexts, teachers are designers of learning; therefore lesson planning is replaced with a concept of ?learning design.? This paper introduces the RASE (Resources-Activity-Support-Evaluation) learning design model developed as a framework to assist teachers in designing learning modules. Central to RASE is the emphasis on the design of activities where students engage in using resources and in the production of artifacts that demonstrate learning. The paper also emphasizes the importance of ?conceptual models? as a special type of educational multimedia resource, and its role in assisting learning and application of concepts, as opposed to the ?information transfer? models. RASE is beginning to emerge as a powerful framework for transformation of teachers and their traditional practices to contemporary, relevant student-centered practices. The model is also an effective framework for productive uses of information technology in education.


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):  
Liz A. Wanless ◽  
Michael Naraine

Successfully adopting sport business analytics to enhance organization-wide business processes necessitates a combination of business acumen, modeling expertise, personnel coordination, and organizational support. Although the development of technical skills has been well mapped in analytics curricula, informing future leadership and affiliated nontechnical personnel about the sport business analytics process, specifically, remains a gap in sport management curricula. This acknowledgment should compel sport management programs to explore strategies for sport analytics training geared toward this population. Guided by experiential learning and foundational business analytics frameworks, a seven-module approach to teaching sport business analytics in sport management is advanced with a particular focus for future executives, managers, and nontechnical users in the sport industry. Concomitantly, the approach presents learning goals and outcomes, sources for instructors to review and consider, and sample assessments designed to fit within the existing sport management curricula.


Author(s):  
Seokha Koh ◽  
Sooun Lee ◽  
David C. Yen ◽  
Douglas Havelka

No industry seems to change as much or as quickly as the information technology (IT) marketplace. The skills necessary to be a successful professional in this industry change as the technology changes and as one advances through a career. The results of prior research are used to develop a field study of IT professionals’ skill sets throughout their careers. Our findings suggest that IT professionals need to have different technical skills as their careers progress, and that; in fact, they do have different technical skills at different stages in their careers.


Author(s):  
Sue Conger

In an average semester, five or more countries will be represented in the typical information technology classroom. This diversity requires fleetness to develop trust, awareness of our cultural differences and requirements, and students' free participation. It also requires understanding of components of self-esteem and how it relates to learning; bricolage and when to deviate from planned activities; and many forms of experiential learning. This chapter develops these concepts and demonstrates how to effectively weave them together in engaging students from many cultures. The benefits of the work this effort involves many students who learn today and apply tomorrow in internships, and who, years later, return with tales of successes that build on foundations of concepts and techniques learned in such courses.


Author(s):  
Maria Elisa R. Jacob

Women technologists practice careers in various fields of information technology. They traditionally are educated and trained to acquire primarily technical skills. However, in response to organizational change and industry shifts, today’s women technologists are acquiring a multitude of diverse skill sets—on top of their conventional technical skills—to excel and succeed in the workplace. This article delves into various skill sets in today’s IT workplace and how women technologists have adopted and updated their skill sets to redefine their role to align with today’s industries.


2009 ◽  
Vol 10 (6-7) ◽  
pp. 815-822 ◽  
Author(s):  
David M. Siegel

Recent criticism of American legal education has focused on its being theory-driven rather than practice driven, which either produces or reinforces a divide or gap between theory and practice. Yet two features of American legal education expressly draw upon experiential learning, one directly by sending students into experiential learning situations (legal clinics) and the other indirectly by bringing instructors who are engaged full-time in active practice into the classroom (i.e. adjunct faculty). If skills development is a feature of American legal education, to what degree can, or should, this be transplanted to other systems of legal education? Are American experiential techniques of legal education meaningful elsewhere?


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Parisa Moll-Khosrawi ◽  
Anne Kamphausen ◽  
Wolfgang Hampe ◽  
Leonie Schulte-Uentrop ◽  
Stefan Zimmermann ◽  
...  

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