Positive Analysis on Vulnerability, Information Security Incidents, and the Countermeasures of Japanese Internet Service Providers

This paper includes a positive analysis to quantitatively grasp the relationship among vulnerability, information security incidents, and the countermeasures by using data based on a 2007 questionnaire survey for Japanese ISPs (Internet Service Providers). To grasp the relationships, logistic regression analysis is used. The results clarify that there are relationships between information security incidents and the countermeasures. Concretely, there is a positive relationship between information security incidents and the number of information security systems introduced as well as a negative relationship between information security incidents and information security education. It is also pointed out that (especially, local) ISPs do not execute efficient information security countermeasures/ investment concerned with systems, and it is suggested that they should positively execute information security education. In addition, to further heighten the information security level of Japanese telecommunication infrastructure, the necessity and importance of the government to implement policy to support the countermeasures of ISPs is insisted.

Adoption of iPads Paving the Way to Changes in the Knowledge Practices within a School of Vocational Teacher Education

The possibilities of mobile technology generate new demands for vocational teacher trainers to transform their approach to work and to incorporate its usage into their ordinary educational practice. This paper presents findings of a focus discussion group (FDG) session on the usage of iPads within a school of vocational teacher education (SoVTE). It aims to clarify how the teacher trainers are using iPads and what has changed in their work during the usage of iPads. The analytical framework bases on content analysis and expansive learning cycle. It was not only found what kind of a role iPads played in their daily practices but it brought also into attention how a cultural change regarding the usage of social media and mobile technology was desperately needed in the whole work community. Thus, the FGD was abducted for developing the knowledge practices of the community of the SoVTE.

Building Virtual Reality Environments for Distance Education on the Web: A Case Study in Medical Education

The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.

Convergence of ICT and Education

Information and communication technology (ICT) has become, within a very short time, one of the basic building blocks of modern society. Many countries now understanding the importance of ICT and mastering the basic skills and concepts of it as part of the core of education. Organizations, experts and practitioners in the education sector increasingly recognizing the importance of ICT in supporting educational improvement and reform. This paper addresses the convergence of ICT and education. When two technologies are converging to each other, together they will generate some great opportunities and challenges. This paper focuses on these issues. In introduction section, it explains the ICT, education, and ICT-enhanced education. In next section it describes need of ICT in education, relationship between ICT skills and education, and stages of teaching learning process. The next two sections describe opportunities and challenges in integrating ICT in education. Finally the concluding section summaries the idea and its usefulness.

Strategic Development for a Diverse Population in the Urban Core

These This paper looks into frameworks which aim at furthering the discussion of the role of regenerative design practices in a city-s historic core and the tool of urban design to achieve urban revitalization on the island of Cyprus. It also examines the region-s demographic mix, the effectiveness of its governmental coordination and the strategies of adaptive reuse and strategic investments in older areas with existing infrastructure. The two main prongs of investigation will consider the effect of the existing and proposed changes in the physical infrastructure and fabric of the city, as well as the catalytic effect of sustainable urban design practices. Through this process, the work hopes to integrate the contained potential within the existing historic core and the contributions and participation of the migrant and immigrant populations to the local economy. It also examines ways in which this coupling of factors can bring to the front the positive effects of this combined effort on an otherwise sluggish local redevelopment effort. The data for this study is being collected and organized as part of ongoing urban design and development student workshop efforts in urban planning and design education. The work is presented in graphic form and includes data collected from interviews with study area organizations and the community at large. Planning work is also based on best practices initiated by the staff of the Nicosia Master Plan task force, which coordinates holistic planning efforts for the historic center of the city of Nicosia.

A Formative Assessment Tool for Effective Feedback

In this study we present our developed formative assessment tool for students' assignments. The tool enables lecturers to define assignments for the course and assign each problem in each assignment a list of criteria and weights by which the students' work is evaluated. During assessment, the lecturers feed the scores for each criterion with justifications. When the scores of the current assignment are completely fed in, the tool automatically generates reports for both students and lecturers. The students receive a report by email including detailed description of their assessed work, their relative score and their progress across the criteria along the course timeline. This information is presented via charts generated automatically by the tool based on the scores fed in. The lecturers receive a report that includes summative (e.g., averages, standard deviations) and detailed (e.g., histogram) data of the current assignment. This information enables the lecturers to follow the class achievements and adjust the learning process accordingly. The tool was examined on two pilot groups of college students that study a course in (1) Object-Oriented Programming (2) Plane Geometry. Results reveal that most of the students were satisfied with the assessment process and the reports produced by the tool. The lecturers who used the tool were also satisfied with the reports and their contribution to the learning process.

Where has All the Physical Education Gone? Results of a Generalist Primary Schools Teachers- Survey on Teaching Physical Education

Concerns about low levels of children-s physical activity and motor skill development, prompted the Ministry of Education to trial a physical activity pilot project (PAPP) in 16 New Zealand primary schools. The project comprised professional development and training in physical education for lead teachers and introduced four physical activity coordinators to liaise with and increase physical activity opportunities in the pilot schools. A survey of generalist teachers (128 baseline, 155 post-intervention) from these schools looked at timetabled physical activity sessions and issues related to teaching physical education. The authors calculated means and standard deviations of data relating to timetabled PE sessions and used a one-way analysis of variance to determine significant differences. Results indicated time devoted to physical activity related subjects significantly increased over the course of the intervention. Teacher-s reported improved confidence and competence, which resulted in an improvement in quality physical education delivered more often.

Objectivity, Reliability and Validity of the 90º Push-Ups Test Protocol Among Male and Female Students of Sports Science Program

This study was conducted to determine the objectivity, reliability and validity of the 90º push-ups test protocol among male and female students of Sports Science Program, Faculty of Sports Science and Coaching Sultan Idris University of Education. Samples (n = 300), consisted of males (n = 168) and females (n = 132) students were randomly selected for this study. Researchers tested the 90º push-ups on the sample twice in a single trial, test and re-test protocol in the bench press test. Pearson-Product Moment Correlation method's was used to determine the value of objectivity, reliability and validity testing. The findings showed that the 900 pushups test protocol showed high consistency between the two testers with a value of r = .99. Likewise, The reliability value between test and re-test for the 90º push-ups test for the male (r=.93) and female (r=.93) students was also high. The results showed a correlation between 90º push-ups test and bench press test for boys was r = .64 and girls was r = .28. This finding indicates that the use of the 90º push-ups to test muscular strength and endurance in the upper body of males has a higher validity values than female students.

Online Collaborative Learning System Using Speech Technology

A Web-based learning tool, the Learn IN Context (LINC) system, designed and being used in some institution-s courses in mixed-mode learning, is presented in this paper. This mode combines face-to-face and distance approaches to education. LINC can achieve both collaborative and competitive learning. In order to provide both learners and tutors with a more natural way to interact with e-learning applications, a conversational interface has been included in LINC. Hence, the components and essential features of LINC+, the voice enhanced version of LINC, are described. We report evaluation experiments of LINC/LINC+ in a real use context of a computer programming course taught at the Université de Moncton (Canada). The findings show that when the learning material is delivered in the form of a collaborative and voice-enabled presentation, the majority of learners seem to be satisfied with this new media, and confirm that it does not negatively affect their cognitive load.

Designing an Online Case-Based Library for Technology Integration in Teacher Education

The purpose of this paper is to introduce an interactive online case-study library website developed in a national project. The design goal of the website is to provide interactive, enhanced, case-based and online educational resource for educators through the purpose and within the scope of a national project. The ADDIE instructional design model was used in the development of the website for interactive case-based library. This library is developed on a web-based platform, which is important in terms of manageability, accessibility, and updateability of data. Users are able to sort the displayed case-studies by their titles, dates, ratings, view counts, etc. The usability test is used and the expert opinion is taken for the evaluation of the website. This website is a tool to integrate technology into education. It is believed that this website will be beneficial for pre-service and in-service teachers in terms of their professional developments.

A Computer Aided Model for Supporting Design Education

Educating effective architect designers is an important goal of architectural education. But what contributes to students- performance, and to critical and creative thinking in architectural design education? Besides teaching architecture students how to understand logical arguments, eliminate the inadequate solutions and focus on the correct ones, it is also crucial to teach students how to focus on exploring ideas and the alternative solutions and seeking for other right answers rather than one. This paper focuses on the enhancing architectural design education and may provide implications for enhancing teaching design.

Students- uses of Wiki in Teacher Education: A Statistical Analysis

Wikis are considered to be part of Web 2.0 technologies that potentially support collaborative learning and writing. Wikis provide opportunities for multiple users to work on the same document simultaneously. Most wikis have also a page for written group discussion. Nevertheless, wikis may be used in different ways depending on the pedagogy being used, and the constraints imposed by the course design. This work explores students- uses of wiki in teacher education. The analysis is based on a taxonomy for classifying students- activities and actions carried out on the wiki. The article also discusses the implications for using wikis as collaborative writing tools in teacher education.

The State, Local Community and Participatory Governance Practices: Prospects of Change

In policy discourse of 1990s, more inclusive spaces have been constructed for realizing full and meaningful participation of common people in education. These participatory spaces provide an alternative possibility for universalizing elementary education against the backdrop of a history of entrenched forms of social and economical exclusion; inequitable education provisions; and shrinking role of the state in today-s neo-liberal times. Drawing on case-studies of bottom-up approaches to school governance, the study examines an array of innovative ways through which poor people gained a sense of identity and agency by evolving indigenous solutions to issues regarding schooling of their children. In the process, state-s institutions and practices became more accountable and responsive to educational concerns of the marginalized people. The deliberative participation emerged as an active way of experiencing deeper forms of empowerment and democracy than its passive realization as mere bearers of citizen rights.

Women's Political Participation in Korea

This paper deals with the development and obstacles of Korean women-s political participation in recent years. Since the year 1948 after the declaration of a modern state, Korea has tried to establish the democracy but still in the field of women-s political participation it meets a lot of problems such as women-s political consciousness, male dominated political culture and institutional constraints. After the introduction of quota system in the list of political party, women-s political participation began to change its configuration. More women candidates have willingly presented at elections.

M-Learning the Next Generation of Education in Cyberspace

The technology usages of high speed Internet leads to establish and start new era of online education. With the advancement of the information technology and communication systems new opportunities have been created. This leads universities to have various online education channels to meet the demand of different learners- needs. One of these channels is M-learning, which can be used to improve the online education environment. With using such mobile technology in learning both students and instructors can easily access educational courses anytime from anywhere. The paper first presents literature about mobile learning and to what extent this approach can be utilized to enhance the overall learning system. It provides a comparison between mobile learning and traditional elearning showing the wide array of benefits of the new generation of technology. The possible challenges and potential advantages of Mlearning in the online education system are also discussed.

Discrimination in Primary Education in the Slums of Turkey: Problems about Equity of Education

This study was carried out in Ankara, the capital city of Turkey, in order to determine how people living in the slums of Ankara benefit from educational equality. Within the scope of the research, interviews were made with 64 families whose children have been getting education from the primary schools of these parts and the data of the study was collected by the researcher. The results of the research demonstrate that the children getting education in the slums of Ankara can not experience educational equality and justice. The results of this study show that the opportunities of the schools in the slums of Ankara are very limited, so the individuals in these districts can not equally benefit from the education. The families are aware of the problem they are faced with. KeywordsDiscrimination, inequality, primary education, slums of Turkey.

Making Data Structures and Algorithms more Understandable by Programming Sudoku the Human Way

Data Structures and Algorithms is a module in most Computer Science or Information Technology curricula. It is one of the modules most students identify as being difficult. This paper demonstrates how programming a solution for Sudoku can make abstract concepts more concrete. The paper relates concepts of a typical Data Structures and Algorithms module to a step by step solution for Sudoku in a human type as opposed to a computer oriented solution.

The Impact of Video Games in Children-s Learning of Mathematics

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Teachers Learning about Sustainability while Co-Constructing Digital Games

Teaching and learning about sustainability is a pedagogical endeavour with various innate difficulties and increased demands. Higher education has a dual role to play in addressing this challenge: to identify and explore innovative approaches and tools for addressing the complex and value-laden nature of sustainability in more meaningful ways, and to help teachers to integrate these approaches into their practice through appropriate professional development programs. The study reported here was designed and carried out within the context of a Masters course in Environmental Education. Eight teachers were collaboratively engaged in reconstructing a digital game microworld which was deliberately designed by the researchers to be questioned and evoke critical discussion on the idea of ‘sustainable city’. The study was based on the design-based research method. The findings indicate that the teachers’ involvement in processes of co-constructing the microworld initiated discussion and reflection upon the concepts of sustainability and sustainable lifestyles.

The Hybrid Socio-Technical Approach as a Strategic Program for Social Development in Geo-disaster Prone Area in Indonesia

This paper highlights the importance of integrating social and technical approach (which is so called a “hybrid socio-technical approach") as one innovative and strategic program to support the social development in geodisaster prone area in Indonesia. Such program mainly based on public education and community participation as a partnership program by the University, local government and may also with the private company and/ or local NGO. The indigenous, simple and low cost technology has also been introduced and developed as a part of the hybrid sociotechnical system, in order to ensure the life and environmental protection, with respect to the sustainable human and social development.