scholarly journals Ethics-Based Computer Science in Bilingual and Multicultural Schools

Languages ◽  
2019 ◽  
Vol 4 (4) ◽  
pp. 87 ◽  
Author(s):  
Adena Dershowitz

For decades, schools have adapted to a technologically-dependent world—developing courses, faculty positions and curricula to begin explicitly teaching with and about technology. Recognizing the need for deepening education in this area, the Lycée Français de New York, a bilingual and multicultural school, developed the digital learning department to lead the school’s thinking and practice around technology and computer science education. Over time, the department shifted its focus from first only the use of computer applications, to an emphasis on computer programming, to a more recent era which includes technology ethics as an equally important area of study. In serving a bilingual school, the Lycée’s digital learning team adapted teaching methods for a bilingual student body. The multiculturalism of the school presents the opportunity for fertile ethics discussions, since cultural values often impact values regarding technology use.

2012 ◽  
Vol 53 (1) ◽  
pp. 47-61
Author(s):  
Dariusz Konrad Sikorski

Summary After 1946, ie. after embracing Christianity, Roman Brandstaetter would often point to the Biblical Jonah as a role model for both his life and his artistic endeavour. In the interwar period, when he was a columnist of Nowy Głos, a New York Polish-Jewish periodical, he used the penname Romanus. The ‘Roman’ Jew appears to have treated his columns as a form of an artistic and civic ‘investigation’ into scandalous cases of breaking the law, destruction of cultural values and violation of social norms. Although it his was hardly ‘a new voice’ with the potential to change the course of history, he did become an intransigent defender of free speech. Brought up on the Bible and the best traditions of Polish literature and culture, Brandstaetter, the self-appointed disciple of Adam Mickiewicz, could not but stand up to the challenge of anti-Semitic aggression.


2020 ◽  
Author(s):  
Catherine Arnott Smith ◽  
Deahan Yu ◽  
Juan Fernando Maestre ◽  
Uba Backonja ◽  
Andrew Boyd ◽  
...  

BACKGROUND Informatics tools for consumers and patients are important vehicles for facilitating engagement, and the field of consumer health informatics is an key space for exploring the potential of these tools. To understand research findings in this complex and heterogeneous field, a scoping review can help not only to identify, but to bridge, the array of diverse disciplines and publication venues involved. OBJECTIVE The goal of this systematic scoping review was to characterize the extent; range; and nature of research activity in consumer health informatics, focusing on the contributing disciplines of informatics; information science; and engineering. METHODS Four electronic databases (Compendex, LISTA, Library Literature, and INSPEC) were searched for published studies dating from January 1, 2008, to June 1, 2015. Our inclusion criteria specified that they be English-language articles describing empirical studies focusing on consumers; relate to human health; and feature technologies designed to interact directly with consumers. Clinical applications and technologies regulated by the FDA, as well as digital tools that do not provide individualized information, were excluded. RESULTS We identified 271 studies in 63 unique journals and 22 unique conference proceedings. Sixty-five percent of these studies were found in health informatics journals; 23% in information science and library science; 15% in computer science; 4% in medicine; and 5% in other fields, ranging from engineering to education. A single journal, the Journal of Medical Internet Research, was home to 36% of the studies. Sixty-two percent of these studies relied on quantitative methods, 55% on qualitative methods, and 17% were mixed-method studies. Seventy percent of studies used no specific theoretical framework; of those that did, Social Cognitive Theory appeared the most frequently, in 16 studies. Fifty-two studies identified problems with technology adoption, acceptance, or use, 38% of these barriers being machine-centered (for example, content or computer-based), and 62% user-centered, the most frequently mentioned being attitude and motivation toward technology. One hundred and twenty-six interventional studies investigated disparities or heterogeneity in treatment effects in specific populations. The most frequent disparity investigated was gender (13 studies), followed closely by race/ethnicity (11). Half the studies focused on a specific diagnosis, most commonly diabetes and cancer; 30% focused on a health behavior, usually information-seeking. Gaps were found in reporting of study design, with only 46% of studies reporting on specific methodological details. Missing details were response rates, since 59% of survey studies did not provide them; and participant retention rates, since 53% of interventional studies did not provide this information. Participant demographics were usually not reported beyond gender and age. Only 17% studies informed the reader of their theoretical basis, and only 4 studies focused on theory at the group, network, organizational or ecological levels—the majority being either health behavior or interpersonal theories. Finally, of the 131 studies describing the design of a new technology, 81% did not involve either patients or consumers in their design. In fact, while consumer and patient were necessarily core concepts in this literature, these terms were often used interchangeably. The research literature of consumer health informatics at present is scattered across research fields; only 49% of studies from these disciplines is indexed by MEDLINE and studies in computer science are siloed in a user interface that makes exploration of that literature difficult. CONCLUSIONS Few studies analyzed in this scoping review were based in theory, and very little was presented in this literature about the life context, motives for technology use, and personal characteristics of study participants.


2018 ◽  
Vol 4 (4) ◽  
pp. 149-172 ◽  
Author(s):  
Liliane S. Machado ◽  
Thaise Kelly de Lima Costa ◽  
Ronei Marcos de Moraes

O desenvolvimento de aplicações computacionais deve ser guiado pelas necessidades do cliente, considerando todas as etapas do projeto de um software. Quando estas aplicações são voltadas para educação em saúde, observa-se a necessidade de abordar aspectos relacionados a pelo menos quatro áreas: educação, saúde, estatística e computação, evidenciando a necessidade de uma abordagem multidisciplinar para a produção de ferramentas efetivas e eficientes para os problemas a que se destinam. Este artigo apresenta e discute etapas consideradas fundamentais no processo de desenvolvimento de serious games e simuladores de treinamento para a saúde baseados em realidade virtual.   PALAVRAS-CHAVE: realidade virtual; jogos em saúde; serious games.     ABSTRACT The development of computer applications must be guided by clients’ needs and must consider all step of software project. It is necessary to integrate knowledge of four areas: education, health, statistics and computer science when those applications are for education in health what makes evident the need of a multidisciplinar approach for the production of effective and efficient tools for the purpose expected. This paper presents and discusses fundamental steps for the development of serious games and training simulators for health based on virtual reality   KEYWORDS: virtual reality; games for health; serious games.     RESUMEN El desarrollo de las aplicaciones informáticas debe guiarse por las necesidades de los clientes y debe considerar todos los pasos del proyecto de software. Es necesario integrar el conocimiento de cuatro áreas: educación, salud, estadística e informática cuando esas aplicaciones son para la educación en salud, lo que hace evidente la necesidad de un enfoque multidisciplinario para la producción de herramientas eficaces y efectivas para el propósito esperado. Este artículo presenta y discute los pasos fundamentales para el desarrollo de juegos serios y simuladores de entrenamiento para la salud basados en la realidad virtual.   PALABRAS CLAVE: realidad virtual, juegos para salud, serious games.  


Author(s):  
Donald D. Davis ◽  
Debra A. Major ◽  
Janis V. Sanchez-Hucles ◽  
Sandra J. DeLoatch ◽  
Katherine A. Selgrade ◽  
...  

We describe an intervention that uses computer science (CS) faculty and students to create an inclusive learning environment. Our intervention model assumes that persistence and retention are the result of a match between student motivation and abilities and the university’s social and academic characteristics. This match in turn influences the effective integration of students with the university and, as a result, their persistence and retention (Cabrera, Castaneda, Nora, & Hengstler, 1992; Tinto, 1993). We are currently implementing and evaluating this intervention at Old Dominion University, a research intensive urban university with a culturally diverse student body, and Norfolk State University, an urban and historically black university (HBCU) that primarily emphasizes teaching.


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