Hands-On Learning of Cloud Computing

Author(s):  
Marta Beltrán

Professionals with deep knowledge about cloud computing are in high demand in the industry these days. This knowledge should comprehend concepts related to models, technologies, techniques, frameworks, interfaces and tools needed to design, develop, deploy, integrate and manage cloud-based architectures. Universities are trying to offer different undergraduate and graduate courses teaching these contents at different levels, aimed at students' development of strong practical skills to deal with the new paradigm in real-world environments. In this chapter, a hands-on learning approach is proposed to achieve this goal, considering an essential element of this approach - the use of cloud simulators. A survey of open source cloud simulators is provided, presenting an exhaustive comparison of the existing alternatives and determining an appropriate set of criteria to decide the best simulator for each learning objective. Furthermore, two examples of hands-on contents are presented using these simulators.

Author(s):  
Lorraine S. Lee ◽  
Deniz Appelbaum ◽  
Richard Mautz III

Organizations such as the AASCB and the Pathways Commission (2012) recommend that emerging technologies be included in the accounting curriculum.  Yet the inclusion of emerging technologies represents a challenge for accounting educators due to the complexity and uncertainty associated with many technologies, as well as the rapid pace of technology change and innovation.  This paper answers the call by the Pathway Commission (2012) for additional research focused on enhancing learning experiences to better reflect current and emerging technologies. Using an experiential learning approach (Butler, Church, and Spencer (2019), we create a hands-on, learning activity focused on blockchains in order for accounting students to gain a conceptual understanding of blockchains and its applications and implications beyond bitcoins.


2020 ◽  
Vol 82 (7) ◽  
pp. 478-487
Author(s):  
Patricia Raab ◽  
Franz X. Bogner

Microplastic pollution is an environmental threat with substantial effects on ecosystems. Persistence and ubiquity are the central causes of the problems microplastics generate, especially throughout water-based food webs. To limit microplastic pollution, accountability of individuals is needed, which requires reliable information for an individual to act accordingly. Knowledge about sources, contamination, fate, and effects of microplastic in the environment may be an essential element in enhancing students' motivation and sense of responsibility. Our module “Plastic Detectives – The Search for Plastic” offers consciousness-raising tasks that involve students in hands-on learning activities. Within student-centered activities, different tasks on sources in everyday life, sinks in aquatic ecosystems, effects on marine animals, and prevention strategies for microplastics are in focus. With an appropriate overview, students may be sufficiently enabled to ponder their purchase decisions and potentially limit microplastic pollution in everyday life.


2002 ◽  
Vol 9 (3) ◽  
pp. 179-183
Author(s):  
Robin R. Smith

Sophie drapes a six-foot-long boa constrictor over her shoulders and smiles widely, pleased with her new purchase from Jimmy, the shopkeeper at the toy store. Zoë helps Joseph count out a nickel and three pennies to buy a coveted Santa Bear, and Morgan is excited about the slightly worn plaid tie he bought for his dad. These images of children engaged in hands-on learning come to mind when I think about the kindergarten mini-mall: an interactive, real-world application of many skills and concepts. Students work cooperatively to create storefronts, collect and classify items to sell at their stores, and use money as both customers and shopkeepers to make purchases. My team member, Lou Toscano, and I look forward to the start of this exciting project each spring.


10.28945/2330 ◽  
2016 ◽  
Vol 15 ◽  
pp. 001-017
Author(s):  
Svetlana Peltsverger ◽  
Guangzhi Zheng

The paper describes the development of four learning modules that focus on technical details of how a person’s privacy might be compromised in real-world scenarios. The paper shows how students benefited from the addition of hands-on learning experiences of privacy and data protection to the existing information technology courses. These learning modules raised students’ awareness of potential breaches of privacy as a user as well as a developer. The demonstration of a privacy breach in action helped students to design, configure, and implement technical solutions to prevent privacy violations. The assessment results demonstrate the strength of the technical approach.


2020 ◽  
Vol 17 (2) ◽  
pp. 93-101
Author(s):  
Yunsen Wang ◽  
Tiffany Chiu ◽  
Tawei Wang ◽  
Roger S. Debreceny

ABSTRACT This instructional resource describes a classroom exercise that assists students to understand the importance of performing interviews for auditors. The exercise allows students to practice their interview skills in the context of a business continuity problem. Students are assigned to groups of two and are randomly chosen to play the role of either an auditor or a director of information technology in a client corporation. In this setting, the auditor needs to understand the audit client's business continuity strategies and practices from the director's perspective without being able to observe or obtain detailed information. This exercise contributes to the development of students' ability to interview, which is an important soft skill in the audit process. In addition, this exercise can be administered at different levels of auditing or accounting information systems courses to bring more hands-on learning activities to the classroom.


1995 ◽  
Vol 88 (8) ◽  
pp. 690a-707
Author(s):  
Leon S. Pedrotti ◽  
John D. Chamberlain

My and José are hurrying to their morning mathematic class. They are excited! Today they are scheduled to do a mathematics-laboratory assignment. Twice a week, their classroom turns into a laboratory where they use real measuting equipment—such as a vernier caliper, a carpenter's square, or a stopwatch. They collect and analyze data. They ee just how the mathematics they learn in the classroom helps them solve real-world problems. They really like these assignments.


Procedia CIRP ◽  
2015 ◽  
Vol 32 ◽  
pp. 109-114 ◽  
Author(s):  
Fabian Nöhring ◽  
Michael Rieger ◽  
Olga Erohin ◽  
Jochen Deuse ◽  
Bernd Kuhlenkötter

Author(s):  
Saeed Foroudastan ◽  
Brigette Thompson

The Experimental Vehicles Program (EVP) was created in 2004 as an umbrella program for five different undergraduate experimental vehicle design teams. These projects consist of the Solar Vehicle, Moonbuggy, Baja SAE, Formula SAE, and Solar Boat. The goal of the EVP is to foster undergraduate student development through hands-on construction of experimental vehicles with the guidance of faculty mentors and partnerships with both national and international industry leaders. Each EVP project performs a vital function in the professional development of students. The projects provide a forgiving environment in which students can test their classroom knowledge in a real-world setting and learn important skills such as leadership, effective communication, and working as a team member. Furthermore, the students in the EVP develop highly versatile and qualified skill sets that will allow them to fill various positions within the workplace. In the past 90% of EVP graduates have been able to obtain highly regarded national and international positions upon graduation due to their real-world hands-on experience gained throughout their involvement in the EVP. Each year the EVP sponsors up to sixty interdisciplinary students that come together in peer-led teams to combine and expand upon their classroom knowledge in building innovative vehicles. The successes of the MTSU EVP have been recognized by becoming the national model for hands-on engineering education; helping engineering students take classroom knowledge and apply it to real-world situations. Students work in teams to annually design, construct, and test novel vehicle designs for participation in national and international competitions. Due to the competitive nature of each of the events, students must use cutting edge technology and design methods in order to create the best entries possible. Often times this means creating partnerships with industry leaders who help mentor the students from the design conception, the fabrication, through the manufacturing of each vehicle. These partnerships benefit both the students and the companies; students are able to create real-world contacts and gain a working knowledge of the industry that they cannot learn in the classroom. Furthermore, the students are able to use the contacts to garner equipment like solar panels and wheels. Likewise, the companies are able to receive recognition at national and international competition as program sponsors are advertised on the competition vehicles. Moreover the industries are able to build relationships with future employees who have real-world experience and who have become intimately involved with specialized technology such as “green energy”.


Author(s):  
France Jackson ◽  
Lara Cheng

Introduction Heuristic Evaluation is a usability method that requires usability experts to review and offer feedback on user interfaces based on a list of heuristics or guidelines. Heuristic Evaluations allow designers to get feedback early and quickly in the design process before a full usability test is done. Unlike many usability evaluation methods, Heuristic Evaluations are performed by usability experts as opposed to target users. That is one reason it is going to make a great challenge activity for the UX Day Challenge session. Heuristic Evaluation is a usability method often used in conjunction with usability testing. During the evaluation, usability experts evaluate an interface based on a list of heuristics or guidelines (Nielsen and Molich, 1990). There are several sets of guidelines and they are used to evaluate a myriad of interfaces from gaming (Pinelle, Wong & Stach, 2008) and virtual reality (Sutcliffe & Gault, 2004) to online shopping (Chen & Macredie, 2005). Some of the most common heuristic guidelines to choose from were created by Nielsen (Nielsen and Molich, 1990) (Nielsen, 1994), Norman (Norman, 2013), Tognazzini (Tognazzini, 1998), and Shneiderman (Shneiderman, Plaisant, Cohen and Elmqvist, 2016). Choosing the best set of guidelines and the most appropriate number of usability professions is important. Nielsen and Molich’s research found that individual evaluators only find 20-51% of the usability problems when evaluating alone. However, when the feedback of three to five evaluators is aggregated together, more usability problems can be uncovered (Nielsen and Molich, 1990). This method can be advantageous because designers can get quick feedback early for iteration before a full round of usability testing is performed. The goal of this session is to introduce this method to some and give others a refresher on how to apply this method in the real world. The Challenge For several years, UX day has offered an alternative session. The most intriguing sessions were interactive and offered hands-on training. For this UX Day Challenge session, teams of at most five participants will perform a Heuristic Evaluation of a sponsor’s website or product. During the session, participants will be introduced to Heuristic Evaluations. Topics such as how to perform one, who should perform one, and when it is appropriate to perform one will be covered. Additionally, the pros and cons of using this method will be discussed. Following the introduction to Heuristic Evaluation, teams will use the updated set of Nielson Heuristics (Nielsen, 1994) for the evaluation exercise. Although there are several sets of heuristics, Nielsen’s is one of the best known and widely accepted sets. The following Updated Nielsen Heuristics will be used:  • Visibility of system status  • Match between system and the real world  • User control and freedom  • Consistency and standards  • Error prevention  • Recognition rather than recall  • Flexibility and efficiency of use  • Aesthetic and minimalist design  • Help users recognize, diagnose, and recover from errors  • Help and documentation Following the evaluation period, teams will be asked to report their findings and recommendations to the judges and audience. The judges will deliberate and announce the winner. Conclusion This alternative session will be an opportunity to potentially expose participants to a methodology they may not use often. It will also be an opportunity to have a hands-on learning experience for students who have not formally used this methodology in the real world. Most importantly this session is in continuation of the goal to continue to bring new, interesting, and disruptive sessions to the traditional “conference” format and attract UX practitioners.


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