TY - JOUR
T1 - Toward the visual understanding of computing curricula
AU - Takada, Shingo
AU - Cuadros-Vargas, Ernesto
AU - Impagliazzo, John
AU - Gordon, Steven
AU - Marshall, Linda
AU - Topi, Heikki
AU - van der Veer, Gerrit
AU - Waguespack, Leslie
N1 - Funding Information:
The authors would like to thank the following organizations for supporting this project: ACM, IEEE-CS, AIS, the Association for Information Technology Professionals Education Special Interest Group (AITP/EDSIG), the ACM Special Interest Group for Computer Human Interaction (SIGCHI), the Information Processing Society of Japan (IPSJ), the Chinese Computing Federation (CCF), the Latin American Computing Conference (Conferencia Latinoamericana de Informática - CLEI), ACM India, and NSPARC (Mississippi State University).
Publisher Copyright:
© 2020, The Author(s).
PY - 2020/9/1
Y1 - 2020/9/1
N2 - Various computing subdisciplines, such as computer science and software engineering, each have their own curricular guidelines. They can be very difficult to understand and compare for people such as prospective students, industry personnel, and even faculty members. This is compounded by a lack of information surrounding undergraduate computing curricular topics via visual methods. This paper describes two experimental activities where the objective is to explore the possibility of obtaining quantitative data sets necessary for visualization, one based on competencies and the other based on knowledge areas. Both activities were based on surveys. The results from the first activity showed that a consensus interpretation could be obtained for the knowledge, skills, and dispositions implied by the competency descriptions, although not as strongly for dispositions. The second activity resulted in a table of knowledge areas with minimum and maximum weights for six computing subdisciplines. Finally, this paper also shows two examples of how users can explore the various curricular guidelines through visualization.
AB - Various computing subdisciplines, such as computer science and software engineering, each have their own curricular guidelines. They can be very difficult to understand and compare for people such as prospective students, industry personnel, and even faculty members. This is compounded by a lack of information surrounding undergraduate computing curricular topics via visual methods. This paper describes two experimental activities where the objective is to explore the possibility of obtaining quantitative data sets necessary for visualization, one based on competencies and the other based on knowledge areas. Both activities were based on surveys. The results from the first activity showed that a consensus interpretation could be obtained for the knowledge, skills, and dispositions implied by the competency descriptions, although not as strongly for dispositions. The second activity resulted in a table of knowledge areas with minimum and maximum weights for six computing subdisciplines. Finally, this paper also shows two examples of how users can explore the various curricular guidelines through visualization.
KW - Computing competency
KW - Computing education
KW - Curricular visualization
KW - Global standards
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U2 - 10.1007/s10639-020-10127-1
DO - 10.1007/s10639-020-10127-1
M3 - Article
AN - SCOPUS:85084221883
SN - 1360-2357
VL - 25
SP - 4231
EP - 4270
JO - Education and Information Technologies
JF - Education and Information Technologies
IS - 5
ER -