Introduction To Computer Innovation
Introduction to Computer Innovation
Computer innovation refers to advancements and improvements in computer technology, systems, and applications, which often reshape industries, influence societal norms, and drive economic growth. Since the inception of computers, we have witnessed a series of transformative innovations that have enabled more complex, efficient, and accessible computing systems.
Key Areas of Computer Innovation
- Hardware Development
- Microprocessors: The development of the microprocessor was one of the first major innovations, allowing for compact, powerful, and affordable computers.
- Integrated Circuits and Chip Design: Innovations in chip technology have led to smaller, faster, and more energy-efficient devices.
- Quantum Computing: While still emerging, quantum computing promises to revolutionize problem-solving in areas like cryptography and data analysis.
- Software and Programming
- Operating Systems: Operating systems (like Windows, macOS, and Linux) have made computers more accessible, enabling a standard interface and management of resources.
- Programming Languages: Languages like Python, JavaScript, and Swift have democratized programming, making it accessible to a broader audience and fostering creativity in app development.
- Artificial Intelligence (AI): AI systems, especially machine learning, have revolutionized fields such as healthcare, finance, and logistics by enabling automated insights and predictions.
- Networking and the Internet
- Internet and World Wide Web: The invention of the internet and the web revolutionized information sharing, communication, and commerce globally.
- Cloud Computing: By allowing storage and computing to occur over the internet, cloud services have reduced costs, improved accessibility, and enabled global collaboration.
- 5G Networks: As a significant leap in mobile connectivity, 5G is set to support faster data speeds and enable the Internet of Things (IoT), impacting industries from transportation to healthcare.
- Data Science and Big Data
- Data Analytics: Analyzing large datasets has allowed organizations to make more informed decisions and predict trends, especially useful in marketing, finance, and research.
- Big Data: Handling massive volumes of data has been made possible through innovations in data storage, processing, and visualization techniques, giving rise to personalized marketing, and advanced scientific research.
- CybersecurityWith the rise in cyber threats, innovations in encryption, multi-factor authentication, and secure transaction methods are essential to protect digital assets and privacy.
- Blockchain: Originally designed for cryptocurrency, blockchain technology has expanded into areas such as secure voting, smart contracts, and transparent supply chains.
Impact of Computer Innovation
- Economy: Innovations have fueled economic growth by creating new industries, job opportunities, and improving productivity across sectors.
- Education: Educational technology has transformed learning through online courses, interactive simulations, and virtual classrooms.
- Healthcare: Computer innovations have improved diagnostics, patient management, and treatment options, resulting in better patient outcomes.
- Social and Cultural: Social media, digital entertainment, and virtual reality are examples of computer innovations shaping culture and human interaction.
Computer innovation is a dynamic, ongoing process, and with advancements in AI, quantum computing, and biotechnology, the future of computer innovation promises to push boundaries even further.
What is required Introduction To Computer Innovation
To effectively introduce the concept of computer innovation, several key components and foundational understandings are essential:
- Historical Perspective: Insight into the history of computers, starting from early computing devices to modern-day supercomputers.
- Milestones in Innovation: Key inventions, such as the microprocessor, personal computer, and the internet, and how each has impacted society.
- Programming Basics: Familiarity with simple coding concepts or languages (such as Python or JavaScript), which will be essential for understanding how innovations in software occur.
- Understanding Algorithms: Basic understanding of algorithms, their importance in computer science, and how they’re used to solve problems efficiently.
- Digital Transformation: Understanding how businesses and sectors leverage computer innovation for operational efficiency, improved customer experience, and competitive advantage.
- Types of Innovation: Knowledge of different types of innovations, such as incremental improvements, disruptive innovations, and groundbreaking technological advancements.
5. Awareness of Current and Emerging Technologies
- Key Technologies: Familiarity with recent innovations like artificial intelligence, machine learning, blockchain, quantum computing, cloud computing, and the Internet of Things (IoT).
- Trends and Predictions: Awareness of current trends and future predictions in the tech industry, which can inspire curiosity and deeper exploration.
- Impact of Innovation on Society: Examination of how computer innovations have transformed daily life, work, and society.
- Ethical Considerations: Introduction to privacy issues, cybersecurity, data rights, and the importance of ethical considerations in technological advancements.
- Problem-Solving Skills: Essential for thinking creatively and analytically about how to address challenges through technology.
- Project-Based Learning: Hands-on projects, such as developing simple programs, creating digital designs, or working with small electronics, can foster a practical understanding of computer innovation.
- Real-World Applications: Studying real-world examples, such as Google’s search algorithms, Apple’s product innovations, or Tesla’s automotive technology.
- Case Studies of Major Innovations: Delving into case studies of transformative innovations, like the development of the internet, mobile technology, and AI applications.
An introduction to computer innovation can be a mix of theoretical knowledge, practical skill-building, and exploration of real-world examples. This foundational understanding prepares individuals to engage with technology, think critically about its development, and understand its potential impact on the world.
Who is required Introduction To Computer Innovation
An introduction to computer innovation is essential for a broad range of individuals, particularly those interested in technology-driven fields or those affected by digital transformation. Here’s a breakdown of who would benefit most from an introduction to computer innovation:
- High School and College Students: Especially those in STEM fields (Science, Technology, Engineering, and Mathematics), as well as students in humanities and social sciences interested in understanding the role of technology in society.
- Aspiring Software Engineers and Developers: Gaining a foundational understanding of how computer innovations happen can help them grasp the principles behind new technologies and think critically about the tools they create.
- Business Leaders and Managers: Those in leadership roles who want to understand how technology can enhance their operations, products, and services, making them more competitive in a tech-driven market.
- Entrepreneurs and Start-up Founders: Essential for founders looking to innovate in the tech space or develop tech-enabled solutions for real-world problems.
- Healthcare Providers and Medical Professionals: With the rapid advancement of health technologies like telemedicine, AI diagnostics, and electronic health records, healthcare professionals benefit from understanding these innovations and how they might be applied or regulated.
- Finance and Banking Experts: Professionals in these industries are increasingly influenced by computer innovations in areas such as blockchain, cybersecurity, and fintech.
- Manufacturing and Logistics Managers: For industries leveraging innovations like automation, IoT, and AI, understanding these technologies can improve efficiency and resilience.
- Educators: Teachers, professors, and educational leaders benefit from understanding technology’s role, as it can help them integrate digital tools into their teaching and prepare students for tech-driven futures.
- Researchers in Technology and Innovation: Academic researchers focusing on technology, computer science, or digital transformation can use foundational knowledge of computer innovation to inform studies on emerging technologies and their implications.
- Government Regulators: Understanding computer innovation helps in creating informed policies, regulations, and frameworks around technology, including data privacy, cybersecurity, and AI ethics.
- Public Sector Leaders: As governments increasingly adopt technology for public services, understanding digital innovation helps these leaders oversee implementations that improve transparency, efficiency, and public trust.
6. The General Public and Tech Enthusiasts
- Curious Individuals and Tech Hobbyists: Many individuals enjoy staying current with technology trends, and understanding the fundamentals of computer innovation can enhance their understanding and use of new technologies.
- Consumers Concerned with Data Privacy and Ethics: Many people are affected by technology innovations in their daily lives, from smartphones to social media; understanding the basics can help them make informed choices about privacy, security, and digital behavior.
- Individuals Looking to Enter the Tech Industry: For those considering a career change, a foundation in computer innovation provides valuable context for how technology shapes modern roles and industries.
- Continuous Learners and Upskillers: Professionals upskilling in fields like data science, digital marketing, or software development need an understanding of current innovations to remain competitive.
In today’s digitally connected world, an introduction to computer innovation is beneficial for nearly everyone, given the widespread impact of technology on almost all aspects of life and work.
When is required Introduction To Computer Innovation
An introduction to computer innovation is essential at various stages of education and career development, particularly as technology’s role continues to expand. Here are key times when this introduction can be particularly beneficial:
1. Early Education (Middle School and High School)
- Middle School: Introducing computer innovation basics at this stage sparks curiosity and builds foundational digital literacy. Exposure to innovation concepts early on can inspire interest in STEM fields.
- High School: This is a critical period for career exploration, so introducing the principles of computer innovation can help students understand modern technology’s role and consider tech-related career paths.
- Undergraduate Programs: Computer innovation is crucial for students in STEM, business, and social sciences. Early college courses that introduce emerging technologies help students prepare for specialized studies or careers.
- Professional and Graduate Programs: Programs in business, law, healthcare, and public policy increasingly include digital technology and innovation as a component, helping students prepare for tech-enabled roles.
- Entry-Level Employees: New hires in tech-driven fields benefit from an introduction to industry-specific technology innovations. Many companies offer introductory training on emerging tech to help new employees adapt quickly.
- Career Development and Upskilling: Professionals advancing in their careers, especially those moving into tech leadership roles, benefit from understanding both the foundational and emerging tech to stay competitive and informed.
4. During Industry Changes and Digital Transformation Initiatives
- Organizational Transformation: When an organization undergoes digital transformation, employees across departments benefit from an introduction to new computer innovations relevant to their roles.
- Industry Disruptions: When an industry experiences significant tech disruptions—like AI in finance, automation in manufacturing, or telehealth in medicine—professionals in those fields should be introduced to the driving innovations to understand and adapt to these changes.
- Regulatory Adaptation Periods: As governments introduce new tech policies (such as data privacy laws or AI regulations), policy makers and industry professionals need a foundation in computer innovation to understand the implications and guide compliance efforts.
- Lifelong Learning: With tech constantly evolving, ongoing introductions to new innovations are essential for anyone aiming to stay informed or up-to-date with technology trends. Online courses, workshops, and certification programs help maintain this awareness.
- Shifts in Consumer Technology: As new technologies (like wearable devices, smart home gadgets, or blockchain applications) become mainstream, a basic understanding of these innovations helps individuals make informed decisions about their use.
Whether for educational development, career growth, adapting to industry changes, or keeping pace with consumer tech trends, an introduction to computer innovation is timely and relevant throughout a person’s life.
Where is required Introduction To Computer Innovation
An introduction to computer innovation is valuable in diverse settings where understanding technology’s impact and applications can provide educational, professional, and social benefits. Here are some key locations and environments where it is especially relevant:
- Schools (Middle and High Schools): Introducing computer innovation in early education fosters digital literacy, prepares students for a tech-centric world, and helps them explore potential career interests.
- Universities and Colleges: In higher education, an introduction to computer innovation is relevant across many disciplines, from computer science and engineering to business, healthcare, social sciences, and the arts.
- Technical and Vocational Schools: These institutions are ideal for hands-on training in practical applications of computer innovation, equipping students with skills for tech-intensive industries.
- Corporate Training Programs: Many companies, particularly in tech-driven industries, include innovation training in their onboarding programs or offer ongoing professional development to keep employees up to date with industry trends.
- Innovation and Research Centers: Facilities focused on tech development and research, such as Google’s Innovation Lab or Microsoft’s Research Centers, benefit from a strong foundation in computer innovation principles.
- Cross-functional Teams and Management Training: Teams that work in tech-intensive roles (such as R&D, IT, and digital marketing) or with digital transformation projects can benefit from a structured introduction to computer innovation to enable effective collaboration and strategy development.
- Libraries and Community Centres: Public spaces can serve as access points for digital literacy and technology education, especially for individuals without access to tech resources at home.
- Innovation Hubs and Co-working Spaces: In many cities, innovation hubs and maker spaces are available for entrepreneurs, freelancers, and tech enthusiasts to learn and collaborate on tech projects.
- Public Policy and Regulatory Bodies: Government agencies and regulatory institutions need a foundation in computer innovation to develop informed policies on issues like cybersecurity, data privacy, and AI ethics.
- Public Service Sectors: Areas like healthcare, transportation, and environmental services increasingly rely on technology-driven solutions. An understanding of computer innovation is essential for staff managing digital tools and tech-based public programs.
- Hospitals and Health Clinics: With innovations in digital health, telemedicine, and AI diagnostics, healthcare providers benefit from familiarity with these technologies to improve patient care and optimize operations.
- Medical Research Institutes: Facilities focusing on medical research rely on innovations like data analysis, AI, and computational biology, making a background in computer innovation crucial for medical and research professionals.
- Startup Incubators and Accelerators: Programs that support new businesses benefit from including an introduction to computer innovation, as it helps entrepreneurs understand and leverage technology to develop disruptive business models.
- Venture Capital and Investment Firms: Investment professionals who fund technology startups need to understand computer innovation to evaluate a company’s potential and viability in the tech market.
- Online Learning Platforms: Websites and apps offering courses on digital skills, such as Coursera, edX, and LinkedIn Learning, provide accessible introductions to computer innovation for a global audience.
- Corporate Virtual Training Programs: Many organizations offer remote training for distributed teams, covering topics like emerging technologies, digital transformation, and innovation strategies.
In today’s digital era, an introduction to computer innovation is valuable and applicable almost everywhere.
How is required Introduction To Computer Innovation
An effective introduction to computer innovation requires a blend of foundational concepts, hands-on practice, and exposure to real-world applications to make the subject engaging and practical. Here’s a breakdown of how to deliver a meaningful introduction:
- ations: Start with fundamental concepts, such as the history of computing, basic principles of hardware and software, and a high-level overview of how computers process information.
- Innovation Process: Include sections on the stages of technological innovation—idea generation, research and development, prototyping, and deployment—so learners understand how tech innovations evolve.
- Emerging Technologies Overview: Cover trending technologies like artificial intelligence, machine learning, blockchain, IoT, and cloud computing to highlight their relevance and applications.
- Coding Basics: Include beginner-level programming exercises (in languages like Python or JavaScript) to help learners understand how software innovation is created.
- Project-Based Learning: Assign projects where students solve real-world problems using technology, such as developing a simple app, creating a website, or working with data.
- Simulations and Labs: Use simulation tools or virtual labs that allow learners to interact with new technologies, such as setting up virtual servers, experimenting with AI models, or working in cloud environments.
- Workshops and Hackathons: Conduct collaborative coding workshops, hackathons, or maker events to encourage creative problem-solving in a team setting.
- Peer Learning and Group Projects: Encourage group activities to foster collaboration and allow students to learn from each other’s insights, skills, and approaches.
- Industry Case Studies: Present case studies of impactful innovations like the development of the smartphone, advancements in cloud computing, or AI applications in healthcare. These illustrate the innovation process and its impact on society.
- Guest Speakers and Industry Insights: Invite experts from the tech industry to share insights on innovation, trends, and the future of technology.
- Ethical Considerations: Integrate discussions on data privacy, cybersecurity, ethical AI, and responsible innovation to help learners consider the broader implications of technology.
- Societal Impact: Discuss how innovations have transformed sectors like healthcare, education, and business, emphasizing both positive impacts and challenges.
- Self-Learning Resources: Provide links to reputable online resources like documentation, tutorials, and courses (such as Code cademy, Khan Academy, or Coursera).
- Access to Software and Hardware: Offer access to development tools, software environments, and, if possible, hardware for experimentation (like microcontrollers or virtual lab environments).
- Practical Assessments: Evaluate learners through projects, presentations, or practical exams where they demonstrate their understanding of innovation principles and technical skills.
- Reflective Learning: Encourage students to document their learning journey, challenges, and insights gained, helping them internalize their experiences and better understand the innovation process.
- Stay Current with Trends: As technology evolves, so should the curriculum. Incorporate the latest trends and advancements to ensure learners receive up-to-date knowledge.
- Feedback-Driven Improvement: Regularly gather feedback from learners to refine the curriculum and make improvements that better meet their needs and interests.
This structured, multi-faceted approach ensures that an introduction to computer innovation is thorough, engaging, and impactful, equipping learners with both foundational knowledge and practical skills.
Case Study on Introduction To Computer Innovation
Case Study: Introduction to Computer Innovation for High School Students
Background
In 2020, a U.S.-based high school observed that students were graduating without a strong grasp of technological innovation or the skills necessary to succeed in tech-driven industries. Recognizing the growing importance of digital literacy and computational thinking, the school launched a program, “InnovateEd,” aimed at introducing students to the foundations of computer innovation. This program was designed for students from 10th to 12th grade and focused on hands-on learning, real-world applications, and critical thinking about technology’s role in society.
Objectives
- Enhance Digital Literacy: Equip students with foundational knowledge of computer science and technological innovation.
- Build Practical Skills: Enable students to apply what they learn through hands-on projects and real-world problem-solving.
- Foster Critical Thinking: Encourage students to think critically about technology’s ethical, social, and economic impacts.
- Prepare for Future Careers: Introduce students to various career paths in tech, fostering interest in STEM-related fields.
Program Design
- Curriculum Structure
- Module 1: Introduction to Computer Science
Basics of hardware, software, networks, and the internet. Students also explored historical innovations and their social impact, such as the creation of the World Wide Web.
- Module 2: Emerging Technologies
Students were introduced to current trends such as artificial intelligence, machine learning, cloud computing, and the Internet of Things (IoT), learning how these innovations are transforming industries.
- Module 3: Hands-On Coding
Using a beginner-friendly language like Python, students participated in coding exercises, building simple applications and gaining confidence in computational thinking.
- Module 4: Ethics and Technology
Discussions and case studies on topics like data privacy, cybersecurity, and responsible AI were integrated to help students consider the broader implications of technological advances.
- Project-Based Learning and Collaboration
- Each student worked on a semester-long project, selecting a societal problem and developing a simple tech solution. For instance, one group designed a basic web application to match volunteers with community service opportunities, while another created a prototype for an app to track and reduce food waste.
- The program included collaboration with local tech companies, giving students an opportunity to learn from industry experts.
- Guest Speakers and Industry Exposure
- Leaders from various tech sectors (such as AI, digital marketing, and cybersecurity) were invited to share their career paths and insights. This inspired students to consider how technology could intersect with fields like healthcare, environmental science, and business.
- Assessment and Feedback
- Students were evaluated based on their project work, coding assignments, and participation in ethical debates.
- Feedback sessions were held to address challenges and improve the curriculum for future iterations.
Results
- Enhanced Student Engagement and Interest
Students reported a significant increase in interest in technology and innovation. Many expressed interest in pursuing tech-related college degrees or certifications.
- Increased Technical Skills
By the end of the program, over 85% of students had developed basic coding skills and an understanding of how computer innovations are designed and applied.
- Critical Thinking Development
Through the ethics module and project-based learning, students became more aware of the responsibilities and ethical considerations associated with technology. For example, some students shared insights on data privacy and expressed concerns about AI’s impact on employment.
- Community Recognition and Support
The program garnered attention from the local community, and several tech companies expressed interest in providing internships and additional mentorship opportunities for graduates.
Key Takeaways
- Project-Based Learning was crucial in helping students apply abstract concepts to real-world scenarios, making learning both practical and meaningful.
- Early Exposure to Tech Careers through guest speakers and industry partnerships demystified the tech field and made it more accessible.
- Ethics Integration in the curriculum encouraged students to think beyond functionality and consider the societal impact of technology, a skill increasingly valued in modern tech careers.
Conclusion
The InnovateEd program exemplifies a successful approach to introducing computer innovation in high school. Through a well-structured curriculum, hands-on learning, industry collaboration, and a focus on ethics, students gained foundational skills and a nuanced understanding of the tech world, preparing them to make informed choices about their future studies and careers in technology.
White Paper on Introduction To Computer Innovation
White Paper on Introduction to Computer Innovation
Abstract
This white paper explores the essential elements of an introductory program in computer innovation, aimed at equipping students, professionals, and organizations with the foundational knowledge, technical skills, and critical thinking required in today’s rapidly evolving technological landscape. As digital transformation impacts every industry, understanding the basics of computer innovation is no longer optional but essential. This paper examines the key components of an effective introductory program, practical implementation strategies, and the long-term benefits of fostering digital literacy and innovation skills across various sectors.
1. Introduction
The advent of modern technology has transformed industries, reshaped economies, and redefined the skills required for the future workforce. However, many educational institutions and corporate training programs are struggling to keep pace with the rapid rate of technological advancement. An introductory program in computer innovation aims to bridge this gap, providing learners with a comprehensive understanding of how computers operate, how new technologies are created, and how these innovations influence and interact with society.
The growing prevalence of artificial intelligence, machine learning, cloud computing, and data-driven decision-making has necessitated a shift in foundational education. Today’s learners must not only understand basic computer operations but also comprehend the innovation processes behind these technologies. An introduction to computer innovation is crucial for:
- Educational Institutions: Preparing students with essential skills for tech-centered jobs.
- Corporate Environments: Enabling employees to work effectively in technology-enhanced roles.
- Public Sector and Policy: Informing policy makers to make responsible, tech-conscious decisions.
- Overview of Computing Fundamentals: Introduce the history, development, and future of computing, covering basics such as hardware, software, and networks.
- Emerging Technologies: Provide an understanding of key emerging technologies, including AI, machine learning, cloud computing, and the Internet of Things (IoT), along with their applications and relevance across industries.
- Basic Programming and Coding: Equip learners with beginner-level skills in programming languages, like Python, to demystify the coding process and instill computational thinking.
- Project-Based Learning: Engage learners with hands-on projects that tackle real-world challenges, such as creating a simple application or analyzing data, which reinforces practical skills and creativity.
- Industry-Specific Case Studies: Illustrate the transformative role of technology across different fields, such as healthcare, finance, and manufacturing, emphasizing real-world innovation.
- Guest Lectures and Industry Insights: Invite tech industry professionals to share their experiences and insights, providing students with an inside look at careers in technology and the impact of innovation.
- Ethics in Technology: Explore topics like data privacy, cybersecurity, and the ethical implications of AI, ensuring learners are aware of the societal impacts and responsibilities that accompany tech innovations.
- Social Implications: Discuss the broader impacts of computer innovation on society, including issues such as digital divides, automation, and employment changes.
- Structure the curriculum into flexible modules that cover theoretical concepts, technical skills, and practical applications. Modularization allows adaptation across different educational settings, from schools to corporate environments.
- Interactive Tools: Utilize digital resources like coding platforms, simulators, and virtual labs to make learning more accessible and engaging.
- Online Learning and Blended Models: Incorporate virtual learning for remote accessibility, providing flexible options that meet a variety of learning styles and needs.
- Partner with local companies, tech startups, and industry leaders to provide mentorship, internships, and job shadowing opportunities. These partnerships can foster real-world connections and help learners apply theoretical knowledge to professional settings.
- Collect feedback from students, educators, and industry experts to adapt and refine the curriculum, ensuring it remains relevant in a fast-evolving technological landscape.
5.1 Developing a Tech-Savvy Workforce
- Improving Employability: By developing tech-related skills, learners become more attractive candidates in the job market, particularly for roles requiring digital competencies.
- Boosting Innovation: Educating a generation with foundational tech knowledge fosters a culture of innovation, preparing individuals to contribute to technology-driven solutions.
- A widespread understanding of computer innovation empowers individuals to interact more confidently with digital tools, participate in technology-driven conversations, and make informed decisions regarding their digital footprint and data privacy.
- Equipping public sector leaders and policymakers with foundational tech knowledge ensures they make informed, responsible decisions regarding emerging technologies and their societal implications.
- Emphasizing ethics in technology enables learners to recognize and consider the potential negative impacts of tech innovations, encouraging responsible use and innovation practices.
- The fast-paced nature of technological innovation requires regular updates to curricula, particularly when it comes to introducing emerging technologies and staying current with industry trends.
- Schools and organizations with limited resources may face challenges in accessing the necessary tools, technology, and skilled instructors to implement a comprehensive computer innovation program.
- Designing an introductory program that is broad enough to cover essential concepts but not overwhelming remains a challenge. Curriculum designers must prioritize core areas while providing pathways for deeper learning.
7. Conclusion
An introduction to computer innovation is a vital educational initiative for modern learners, bridging the gap between foundational digital literacy and the advanced skills required in today’s tech-centric world. By implementing a curriculum that covers computing fundamentals, practical skills, real-world applications, and ethics, institutions can empower individuals to navigate, contribute to, and innovate within a digitally-driven society. The ongoing collaboration between educators, industry leaders, and policymakers will be essential in cultivating a workforce prepared to meet the demands of the future and to responsibly guide technological progress.
8. Recommendations
To maximize the effectiveness of an introductory computer innovation program:
- Encourage Modular and Flexible Learning Paths: Allow students to choose specific modules that align with their interests or career aspirations.
- Incorporate Continuous Feedback: Regular assessments and industry input will help keep the program relevant and responsive to emerging trends.
- Foster Industry Partnerships: Strengthen ties with industry leaders to provide real-world experience and mentorship opportunities.
- Promote Ethical Technology Practices: Make ethics a core component to prepare students to innovate responsibly and think critically about the societal implications of technology.
This white paper emphasizes that an introductory computer innovation curriculum is a foundational step in preparing students and professionals alike for the future, fostering an informed, skilled, and ethically conscious society. By strategically implementing this education across sectors, we can cultivate a culture of innovation, responsible tech usage, and continuous learning that aligns with the demands of the digital age.
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- ^ Jump up to:a b c Edward M. Glaser (1941). An Experiment in the Development of Critical Thinking. New York: Bureau of Publications, Teachers College, Columbia University. ISBN 978-0-404-55843-7.[page needed]
- ^ The National Assessment of College Student Learning: Identification of the Skills to be Taught, Learned, and Assessed, NCES 94–286, US Dept of Education, Addison Greenwood (Ed), Sal Carrallo (PI). See also, Critical thinking: A statement of expert consensus for purposes of educational assessment and instruction. ERIC Document No. ED 315–423
- ^ “Teaching Metacognition”. Metacognition. Retrieved 3 April 2018.
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- ^ Bailin, Sharon; Case, Roland; Coombs, Jerrold R.; Daniels, Leroi B. (May 1999). “Common misconceptions of critical thinking”. Journal of Curriculum Studies. 31 (3): 269–283. doi:10.1080/002202799183124. ISSN 0022-0272.
- ^ “Research at Human Science Lab”. Human Science Lab. Retrieved 5 March 2017.
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- ^ Research on Sociocultural Influences on Motivation and Learning, p. 46
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- ^ Dewey, John. (1910). How we think. Lexington, MA: D.C. Heath & Co.[page needed]
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- ^ “Welcome to Al-Bairaq World”. Archived from the original on 19 April 2014. Retrieved 5 July 2014.
- ^ Lion Gardiner, Redesigning Higher Education: Producing Dramatic Gains in Student Learning, in conjunction with: ERIC Clearinghouse on Higher Education, 1995
- ^ Jump up to:a b Abrami, P. C., Bernard, R. M., Borokhovski, E., Waddington, D. I., Wade, C. A., & Persson, T. (2014). “Strategies for Teaching Students to Think Critically: A Meta-Analysis”. Review of Educational Research, 1–40
- ^ Frazier, Kendrick (2017). “Humanities, Too: In New Study, History Courses in Critical Thinking Reduce Pseudoscientific Beliefs”. Skeptical Inquirer. 41 (4): 11.
- ^ Lilienfeld, Scott (2017). “Teaching Skepticism: How Early Can We Begin?”. Skeptical Inquirer. 41 (5): 30–31. Archived from the original on 10 August 2018.
- ^ Baugher, Bob; Haldeman, Philip (July–August 2019). “Teaching College Students Critical Thinking Skills by Posing as a ‘Registered Psychic'”. Skeptical Inquirer. Vol. 43, no. 4. Center for Inquiry. pp. 50–52.
- ^ Lau, Joe; Chan, Jonathan. “[F08] Cognitive biases”. Critical thinking web. Retrieved 1 February 2016.
- ^ “Critical Thinking, Moral Integrity and Citizenship”. Criticalthinking.org. Retrieved 1 February 2016.
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- ^ College of Nurses of Ontario – Professional Standards for Continuing Competencies (2006) Archived 12 September 2014 at the Wayback Machine
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- ^ Jump up to:a b Newman, D. R.; Webb, Brian; Cochrane, Clive (1995). “A content analysis method to measure critical thinking in face-to-face and computer-supported group learning”. Interpersonal Computing and Technology. 3 (September 1993): 56–77. doi:10.1111/j.1365-2648.2007.04569.x. hdl:10818/15120. PMID 18352969. S2CID 14308899.
- ^ Kuhn, D (1991). The skills of argument. Cambridge, UK: Cambridge University Press.
- ^ Koenig, M A; Harris, P L (2005). “Preschoolers mistrust ignorant and inaccurate speakers”. Child Development. 76 (6): 1261–1277. CiteSeerX 10.1.1.501.253. doi:10.1111/j.1467-8624.2005.00849.x. PMID 16274439.
- ^ Lutz, D J; Keil, F C (2002). “Early understanding of the division of cognitive labor”. Child Development. 73 (4): 1073–1084. doi:10.1111/1467-8624.00458. PMID 12146734.
- ^ Heyman, G D; Fu, G; Lee, K (2007). “Evaluating claims people make about themselves: The development of skepticism”. Child Development. 78 (2): 367–375. doi:10.1111/j.1467-8624.2007.01003.x. PMC 2570105. PMID 17381778.
- Project-Based Learning, Edutopia, March 14, 2016. Retrieved 2016-03-15
- ^ What is PBL? Buck Institute for Education. Retrieved 2016-03-15
- ^ Phan, The Anh; Phan, Nhan (2024-10-06). “Fostering Teamwork Satisfaction in Competitive Project-Based Learning Environments”. Business and Professional Communication Quarterly. doi:10.1177/23294906241278916. ISSN 2329-4906.
- ^ Yasseri, Dar; Finley, Patrick M.; Mayfield, Blayne E.; Davis, David W.; Thompson, Penny; Vogler, Jane S. (2018-06-01). “The hard work of soft skills: augmenting the project-based learning experience with interdisciplinary teamwork”. Instructional Science. 46 (3): 457–488. doi:10.1007/s11251-017-9438-9. ISSN 1573-1952. S2CID 57862265.
- ^ Bender, William N. (2012). Project-Based Learning: Differentiating Instruction for the 21st Century. Thousand Oaks, CA: Corwin Press. p. 42. ISBN 978-1-4522-7927-5.
- ^ Jump up to:a b John Dewey, Education and Experience, 1938/1997. New York. Touchstone.
- ^ Jump up to:a b Beckett, Gulbahar; Slater, Tammy (2019). Global Perspectives on Project-Based Language Learning, Teaching, and Assessment: Key Approaches, Technology Tools, and Frameworks. Oxon: Routledge. ISBN 978-0-429-78695-2.
- ^ Greeno, J. G. (2006). Learning in activity. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (pp. 79-96). New York: Cambridge University Press.
- ^ Sarrazin, Natalie R. (2018). Problem-Based Learning in the College Music Classroom. Routledge. ISBN 978-1-351-26522-5.
- ^ Markham, T. (2011). Project-Based Learning. Teacher Librarian, 39(2), 38-42.
- ^ Alcock, Marie; Michael Fisher; Allison Zmuda (2018). The Quest for Learning: How to Maximize Student Engagement. Bloomington: Solution Tree.
- ^ Blumenfeld et al 1991, EDUCATIONAL PSYCHOLOGIST, 26(3&4) 369-398 “Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning.” Phyllis C. Blumenfeld, Elliot Soloway, Ronald W. Marx, Joseph S. Krajcik, Mark Guzdial, and Annemarie Palincsar.
- ^ “Education World”.
- ^ Heick, Terry (August 2, 2018). “3 Types Of Project-Based Learning Symbolize Its Evolution”
- ^ Jump up to:a b Tierney, Gavin; Urban, Rochelle; Olabuenaga, Gina (2023). “Designing for Equity: Moving Project-Based Learning From Equity Adjacent to Equity Infused”.
- ^ Crane, Beverley (2009). Using Web 2.0 Tools in the K-12 Classroom. New York: Neal-Schuman Publishers. p. 7. ISBN 978-1-55570-653-1.
- ^ “How to use Project-Based Learning approach to build learning environments”. teachfloor.com. 2022-04-02.
- ^ “Seven Essentials for Project-Based Learning”.
- ^ Perrault, Evan K.; Albert, Cindy A. (2017-10-04). “Utilizing project-based learning to increase sustainability attitudes among students”. Applied Environmental Education & Communication. 17 (2): 96–105. doi:10.1080/1533015x.2017.1366882. ISSN 1533-015X. S2CID 148880970.
- ^ Makes Project-Based Learning a Success?. Retrieved 2013-10-29
- ^ [1]. Larmer, John (2018)
- ^ “Making China: Cultivating Entrepreneurial Living | Center on Contemporary China”.
- ^ [2] Xin Hua News, referenced 2017.
- ^ says, Droku Benbella (2024-02-29). “‘Despite challenges, schools have embraced the new curriculum’ – Economic Policy Research Centre”. Retrieved 2024-07-08.
- ^ “Teachers must be trained for new lower curriculum to succeed”. New Vision. Retrieved 2024-07-08.
- ^ “UNELTA”. UNELTA. Retrieved 2024-07-08.
- ^ Jump up to:a b Tawfik, Andrew A.; Gishbaugher, Jaclyn J.; Gatewood, Jessica; Arrington, T. Logan (2021-08-17). “How K-12 Teachers Adapt Problem-Based Learning Over Time”. Interdisciplinary Journal of Problem-Based Learning. 15 (1). doi:10.14434/ijpbl.v15i1.29662. ISSN 1541-5015.
- ^ Miller, Andrew. “Edutopia”. © 2013 The George Lucas Educational Foundation. Retrieved 22 October 2013.
- ^ Image by Mikael Häggström, MD, using source images by various authors. Source for useful context in problem-based learning: Mark A Albanese, Laura C Dast (2013-10-22). “Understanding Medical Education – Problem-based learning”. Wiley Online Library. doi:10.1002/9781118472361.ch5.
- ^ Sawyer, R. K. (2006) The Cambridge Handbook of the Learning Sciences. New York: Cambridge University Press.
- ^ Farmer, Rachel; Greene, NaKayla; Perry, Kristen H; Jong, Cindy (2019-11-11). “Environmental Explorations: Integrating Project-Based Learning and Civic Engagement Through an Afterschool Program”. Journal of Educational Research and Practice. 9 (1). doi:10.5590/JERAP.2019.09.1.30. ISSN 2167-8693.
- ^ Ramos-Ramos, Pablo; Botella Nicolás, Ana María (2022-08-31). “Teaching Dilemmas and Student Motivation in Project-based Learning in Secondary Education”. Interdisciplinary Journal of Problem-Based Learning. 16 (1). doi:10.14434/ijpbl.v16i1.33056. ISSN 1541-5015.
- ^ “Projects and Partnerships Build a Stronger Future – Edutopia”. edutopia.org.
- ACM (2007). “Computing Degrees & Careers”. ACM. Retrieved 2010-11-23.
- ^ Laplante, Phillip (2007). What Every Engineer Should Know about Software Engineering. Boca Raton: CRC. ISBN 978-0-8493-7228-5. Retrieved 2011-01-21.
- ^ Bogost, Ian (5 November 2015). “Programmers: Stop Calling Yourselves Engineers”. The Atlantic.
- ^ Jump up to:a b c d e f g h Bourque, Pierre; Fairley, Richard E. (Dick), eds. (2014). Guide to the Software Engineering Body of Knowledge Version 3.0 (SWEBOK). IEEE Computer Society.
- ^ “The history of coding and software engineering”. www.hackreactor.com. Retrieved 2021-05-06.
- ^ “Computers and Automation: The Computer Directory and Buyers’ Guide, 1965” (PDF). bitsavers.org. Retrieved 15 July 2023.
- ^ Oettinger, A. G. (1966). “President’s Letter to the ACM Membership”. Commun. ACM. 9 (8). Association for Computing Machinery: 545–546. doi:10.1145/365758.3291288. ISSN 0001-0782. S2CID 53432801.
- ^ “The origin of “software engineering””. 4 April 2013. Retrieved 17 November 2017.
- ^ Randall, Brian. “The 1968/69 NATO Software Engineering Reports”. Retrieved 17 November 2017.
- ^ Lori Cameron (October 5, 2008). “Margaret Hamilton: First Software Engineer”. Tech News. IEEE Computer Society.
- ^ Ian Sommerville (March 24, 2015). Software Engineering (10th ed.). Pearson Education Limited. ISBN 978-0-13-394303-0.
- ^ Peter, Naur; Randell, Brian (7–11 October 1968). Software Engineering: Report of a conference sponsored by the NATO Science Committee (PDF). Garmisch, Germany: Scientific Affairs Division, NATO. Retrieved 2008-12-26.
- ^ Randell, Brian (10 August 2001). “The 1968/69 NATO Software Engineering Reports”. Brian Randell’s University Homepage. The School of the Computer Sciences, Newcastle University. Retrieved 2008-10-11.
The idea for the first NATO Software Engineering Conference, and in particular that of adopting the then practically unknown term “software engineering” as its (deliberately provocative) title, I believe came originally from Professor Fritz Bauer.
- ^ 2018 International Conference on Software Engineering celebrating its 40th anniversary, and 50 years of Software engineering (31 May 2018). “ICSE 2018 – Plenary Sessions – Fred Brooks”. YouTube. Retrieved 9 August 2018.
- ^ 2018 International Conference on Software Engineering celebrating its 40th anniversary, and 50 years of Software engineering (31 May 2018). “ICSE 2018 – Plenary Sessions – Margaret Hamilton”. YouTube. Retrieved 9 August 2018.
- ^ Jump up to:a b Linda Hutz Pesante (January 1, 2003). Anthony Ralston; Edwin D. Reilly (eds.). “Software engineering institute (SEI)”. Encyclopedia of Computer Science. Chichester, West Sussex, UK: John Wiley and Sons Ltd.: 1611–1613. ISBN 978-0-470-86412-8.
(1) The institute was competitively awarded to Carnegie Mellon in December 1984 by the US Department of Defense (DoD) to improve the state of the practice of software engineering. … (2) the SEI moves mature solutions of proven value into widespread use; examples include the Capability Maturity Model (CMM) …

- ^ Jump up to:a b Joint Task Force on Computing Curricula, IEEE Computer Society, Association for Computing Machinery (23 February 2015). Software Engineering 2014: Curriculum Guidelines for Undergraduate Degree Programs in Software Engineering (PDF). A Volume of the Computing Curricula Series. IEEE Computer Society and Association for Computing Machinery.
- ^ Systems and software engineering – Vocabulary, ISO/IEC/IEEE std 24765:2010(E), 2010.
- ^ IEEE Standard Glossary of Software Engineering Terminology, IEEE std 610.12-1990, 1990.
- ^ Sommerville, Ian (2007) [1982]. “1.1.2 What is software engineering?”. Software Engineering (8th ed.). Harlow, England: Pearson Education. p. 7. ISBN 978-0-321-31379-9.
Software engineering is an engineering discipline that is concerned with all aspects of software production from the early stages of system specification to maintaining the system after it has gone into use. In this definition, there are two key phrases:
1. Engineering discipline Engineers make things work. They apply theories, methods and tools where these are appropriate [. . .] Engineers also recognize that they must work to organizational and financial constraints. [. . .]
2. All aspects of software production Software engineering is not just concerned with the technical processes of software development but also with activities such as software project management and with the development of tools, methods and theories to support software production.
- ^ “Software Engineering”. Information Processing. 71: 530–538.
- ^ “Definition of SOFTWARE ENGINEERING”. www.merriam-webster.com. Retrieved 2019-11-25.
- ^ Winters, Titus; Manshrec, Tom; Wright, Hyrum (2020). “Preface, Programming Over Time”. Software Engineering at Google. O’Reilly Media, Inc. pp. xix–xx, 6–7. ISBN 978-1-492-08279-8.
We propose that “software engineering” encompasses not just the act of writing code, but all of the tools and processes an organization uses to build and maintain that code over time. What practices can a software organization introduce that will best keep its code valuable over the long term? How can engineers make a codebase more sustainable and the software engineering discipline itself more rigorous?
- ^ Akram I. Salah (2002-04-05). “Engineering an Academic Program in Software Engineering” (PDF). 35th Annual Midwest Instruction and Computing Symposium. Retrieved 2006-09-13.: “For some, software engineering is just a glorified name for programming. If you are a programmer, you might put ‘software engineer’ on your business card—never ‘programmer’ though.”
- ^ Mills, Harlan D., J. R. Newman, and C. B. Engle, Jr., “An Undergraduate Curriculum in Software Engineering,” in Deimel, Lionel E. (1990). Software Engineering Education: SEI Conference 1990, Pittsburgh, Pennsylvania, USA, April 2–3,... Springer. ISBN 978-0-387-97274-9.,p. 26: “As a practical matter, we regard software engineering as the necessary preparation for the practicing, software development and maintenance professional. The Computer Scientist is preparing for further theoretical studies…”
- ^ Barbara Kitchevnham; David Budgen; Pearl Brereton; Stephen Linkman (2005). “Realising evidence-based software engineering”. ACM SIGSOFT Software Engineering Notes. 30 (4): 1–3. doi:10.1145/1082983.1083175.
We believe that software engineering can only advance as an engineering discipline by moving away from its current dependence upon advocacy and analysis, …
- ^ Lawrence, Snyder (2017). Fluency with information technology : skills, concepts, & capabilities ([Seventh edition] ed.). NY, NY. ISBN 978-0134448725. OCLC 960641978.
- ^ Parnas, David L. (1998). “Software Engineering Programmes are not Computer Science Programmes”. Annals of Software Engineering. 6: 19–37. doi:10.1023/A:1018949113292. S2CID 35786237., p. 19: “Rather than treat software engineering as a subfield of computer science, I treat it as an element of the set, {Civil Engineering, Mechanical Engineering, Chemical Engineering, Electrical Engineering,….}.”
- ^ Parnas, David L. (1998). “Software Engineering Programmes are not Computer Science Programmes”. Annals of Software Engineering. 6: 19–37. doi:10.1023/A:1018949113292. S2CID 35786237., p. 20: “This paper argues that the introduction of accredited professional programs in software engineering, programmes that are modelled on programmes in traditional engineering disciplines will help to increase both the quality and quantity of graduates who are well prepared, by their education, to develop trustworthy software products.”
- ^ McConnell, Steve (August 2003). Professional Software Development: Shorter Schedules, Better Projects, Superior Products, Enhanced Careers. Boston, MA: Addison-Wesley. ISBN 0-321-19367-9., p. 39: “In my opinion, the answer to that question is clear: Professional software development should be engineering. Is it? No. But should it be? Unquestionably, yes. “
- ^ Knuth, Donald (1974). “Computer Programming as an Art” (PDF). Communications of the ACM. 17 (12): 667–673. doi:10.1145/361604.361612. S2CID 207685720.Transcript of the 1974 Turing Award lecture.
- ^ Dijkstra, Edsger W; transcribed by Mario Béland (November 23, 2004) [First published December 3, 1993]. “There is still a war going on (manuscript Austin, 3 December 1993)”. E. W. Dijkstra Archive. The University of Texas at Austin, Department of Computer Sciences. Retrieved February 17, 2007.
When the term was coined in 1968 by F.L. Bauer of the Technological University of Munich, I welcomed it. [. . .] I interpreted the introduction of the term “software engineering” as an apt reflection of the fact that the design of software systems was an activity par excellence for the mathematical engineer. [. . .]. As soon the term arrived in the USA, it was relieved of all its technical content. It had to be so for in its original meaning it was totally unacceptable [. . .] In the meantime, software engineering has become an almost empty term, as was nicely demonstrated by Data General who overnight promoted all its programmers to the exalted rank of “software engineer”!
- ^ “Software Engineering | Classification of Software Requirements”. GeeksforGeeks. 2018-06-19. Retrieved 2021-05-06.
- ^ “Software Engineering | Software Design Process”. GeeksforGeeks. 2019-05-24. Retrieved 2021-05-06.
- ^ “What is Software Maintenance? Definition of Software Maintenance, Software Maintenance Meaning”. The Economic Times. Retrieved 2021-05-06.
- ^ Alain Abran; James W. Moore; Pierre Bourque; Robert Dupuis; Leonard L. Tripp, eds. (2005) [2004]. “Chapter 1: Introduction to the Guide”. Guide to the Software Engineering Body of Knowledge. IEEE Computer Society. Archived from the original on 2016-05-09. Retrieved 2010-09-13.
The total volume of cited literature is intended to be suitable for mastery through the completion of an undergraduate education plus four years of experience.
- ^ Cowling, A. J. 1999. The first decade of an undergraduate degree program in software engineering. Ann. Softw. Eng. 6, 1–4 (Apr. 1999), 61–90.
- ^ “ABET Accredited Engineering Programs”. April 3, 2007. Archived from the original on June 19, 2010. Retrieved April 3, 2007.
- ^ McConnell, Steve (July 10, 2003). Professional Software Development: Shorter Schedules, Higher Quality Products, More Successful Projects, Enhanced Careers. ISBN 978-0-321-19367-4.
- ^ Williams, N.S.W. (19–21 February 2001). “Professional Engineers Ontario’s approach to licensing software engineering practitioners”. Software Engineering Education and Training, 2001 Proceedings. 14th Conference on. Charlotte, NC: IEEE. pp. 77–78.
- ^ “NCEES Software Engineering Exam Specifications” (PDF). Archived from the original (PDF) on 2013-08-27. Retrieved 2012-04-01.
- ^ “NCEES discontinuing PE Software Engineering exam”. National Council of Examiners for Engineering and Surveying. 13 March 2018. Retrieved 6 August 2018.
- ^ Jump up to:a b Barbara Simons. “Past ACM Presidents Reflect on Their Service to ACM”. Celebrating 75 Years of Advancing Computing as a Science & Profession. Association for Computing Machinery. Retrieved May 18, 2024.
After the panels’ recommendations were submitted, ACM Council concluded that the framework of a licensed professional engineer, originally developed for civil engineers, does not match the professional industrial practice of software engineering and would preclude many of the most qualified software engineers from becoming licensed.
- ^ Jump up to:a b John C. Knight; Nancy G. Leveson (November 1, 2002). “Should software engineers be licensed?”. Communications of the ACM. 45 (11): 87–90. doi:10.1145/581571.581601.
- ^ “Software Engineering Code of Ethics“ (PDF). Retrieved 2012-03-25.
- ^ Labs, Qubit (29 November 2022). “How Many Programmers are there in the World and in the US? [2023]”. Qubit Labs. Retrieved 7 February 2023.
- ^ “Global Developer Population and Demographic Study 2016 V2”. Evans Data Corporation. Retrieved 19 January 2017.
- ^ Jump up to:a b Rosenthal, Rachel (August 4, 2020). “Tech Companies Want You to Believe America Has a Skills Gap”. Bloomberg. Retrieved October 8, 2021.
- ^ “Computer Software Engineers and Computer Programmers”. Retrieved 2009-12-17.
- ^ “Software Developers”. Occupational Outlook Handbook. U. S. Bureau of labor Statistics. 4 September 2019. Retrieved 11 December 2019.
- ^ “Computing Disciplines and Majors” (PDF). Association for Computing Machinery. Retrieved 6 September 2019.
- ^ Jump up to:a b “Software Developers: Occupational Outlook Handbook”. U.S. Bureau of Labor Statistics.
- ^ “Computer Software Engineer”. Bureau of Labor Statistics. March 19, 2010. Archived from the original on July 26, 2013. Retrieved July 20, 2012.
- ^ “Software Developers”. Bureau of Labor Statistics. January 8, 2014. Retrieved July 21, 2012.
- ^ Jump up to:a b c d e “Computer Programmers : Occupational Outlook Handbook: : U.S. Bureau of Labor Statistics”. Archived from the original on 3 May 2019. Retrieved 17 January 2017.
- ^ “Archive By Publication : Beyond the Numbers: U.S. Bureau of Labor Statistics”. www.bls.gov.
- ^ “The Soon-to-Be-Extinct Embedded Software Engineer”. designnews.com. May 10, 2018.
- ^ “hp’s Developer Portal | HP International Women’s Week: Women in Computer Science dropping since 1980s”. developers.hp.com.
- ^ “Software engineer jobs in danger due to ChatGPT-like tools? Here’s what Google CEO Sundar Pichai has to say”. Business Today. 2023-04-06. Retrieved 2023-05-12.
- ^ “ChatGPT could make these jobs obsolete”. 2023-01-25. Retrieved 2023-05-12.
- ^ Kay, Grace. “Software engineers are panicking about being replaced by AI”. Business Insider. Retrieved 2023-05-12.
- ^ Fowler, Gary. “Council Post: How Will ChatGPT Affect Jobs?”. Forbes. Retrieved 2023-05-12.
- ^ Ito, Aki. “ChatGPT spells the end of coding as we know it”. Business Insider. Retrieved 2023-05-12.
- ^ Zinkula, Aaron Mok, Jacob. “ChatGPT may be coming for our jobs. Here are the 10 roles that AI is most likely to replace”. Business Insider. Retrieved 2023-05-12.
- ^ Cohen, Mikaela (15 April 2023). “These are the tech jobs most threatened by ChatGPT and A.I.” CNBC. Retrieved 2023-05-12.
- ^ “SEI certification page”. Sei.cmu.edu. Retrieved 2012-03-25.
- ^ Wyrostek, Warren (March 14, 2008). “The Top 10 Problems with IT Certification in 2008”. InformIT. Retrieved 2009-03-03.
- ^ IEEE Computer Society. “2006 IEEE computer society report to the IFIP General Assembly” (PDF). Retrieved 2007-04-10.
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- ^ “Professional Engineers Ontario: Welcome to PEO’s website”. Peo.on.ca. Retrieved 2012-03-25.
- ^ Thibodaux, Patrick (2006-05-05). “As outsourcing gathers steam, computer science interest wanes”. Computerworld.com. Retrieved 2016-12-06.
- ^ Robert Mullins (March 13, 2007). “Software developer growth slows in North America: Study shows Asia will lead in software developer jobs by 2010”. InfoWorld. Software Development.
- ^ “Gartner Magic Quadrant” (PDF). Cognizant.com. Retrieved 2012-03-25.
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- ^ “Outstanding Research Award”. SIGSOFT. Retrieved 1 April 2024.
- ^ David Lo (SIGSOFT Awards Chair); Thomas Zimmermann (SIGSOFT Chair) (17 January 2024). “SIGSOFT Awards 2024”. ACM SIGSOFT Blog. Retrieved 1 April 2024.
- ^ “ICSE Most Influential Paper Award”. ACM SIGSOFT.
- ^ Donald J. Bagert (April 1999). “Viewpoint: taking the lead in licensing software engineers”. Communications of the ACM. 42 (4): 27–29. doi:10.1145/299157.299163.

- ^ Jump up to:a b Barry Boehm (September–October 2002). “Software engineering is a value-based contact sport”. IEEE Software. 19 (5): 95–96. doi:10.1109/MS.2002.1032863.
- ^ Dijkstra, E. W. (1988). “On the cruelty of really teaching computing science”. Retrieved 2014-01-10.
- “business manager”. Oxford English Dictionary (Online ed.). Oxford University Press. (Subscription or participating institution membership required.)
- ^ Compare: Sivagnanam, K. Jothi; Srinivasan, R. (2010). “Business Economics: Definition, Nature, Scope and Concepts”. Business Economics. New Delhi: Tata McGraw-Hill Education. p. 18. ISBN 9780070682153. Retrieved 16 October 2019.
The economic theories and methods help business manager [sic] to make efficient choices that give optimum results in business problems using techniques such as profit maximisation, demand forecasting, optimum price determination, cost minimisation, revenue forecasting and revenue maximisation.
- ^ Hilliard, Robert L.; Keith, Michael C. (1999). “See LPTV Run: Its Organization and Structure”. The Hidden Screen: Low-power Television in America. Therapy – Or Terror and Political Coercion. Armonk, New York: M.E. Sharpe. p. 50. ISBN 9780765604194. Retrieved 16 October 2019.
Any work or personnel in the categories of accountants, bookkeepers, human resources personnel, or billing clerks usually report to the business manager.
- ^ Sun, Daowei; Hyland, Paul; Cui, Haiyang (25 June 2014). “A Designed Framework for Delivering Systems Thinking Skills to Small Business Managers”. Systems. 2 (3): 297–312. doi:10.3390/systems2030297.
- ^ Sports Business Journal. “Athlete advisors Klarberg, Furst Close to Deal”, April 9, 2012.
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