The (weak) involvement of women in ICT and IS: the case of ISTEC-Porto

Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

João Emílio Almeida, Assistant Professor at ISTEC-Porto
Mariana Carneiro, Student at ISTEC-Porto
Mariana Silva, Student at ISTEC-Porto

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João Emílio Almeida, Mariana Carneiro, Mariana Silva , The (weak) involvement of women in ICT and IS: the case of ISTEC-Porto 

DOI: 10.31112/kriativ-tech-2021-10-51

Abstract

The aim of this article is to point out some insight at the low female presence in higher education courses related with ICT/IS. What are the reasons that lead most students to seek courses linked to new technologies, such as computing, artificial intelligence, cybersecurity, internet, and cloud computing, to be male whilst fewer female students follow that direction? To better contextualize this issue, data from the last 15 years at ISTEC-Porto are presented, where gender inequality is evident. Some of the reasons found in the literature are indicated and possible solutions to reduce this gender imbalance are pointed out.

Keywords

Gender inequality, digital inclusion, higher education, information technologies.

References

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MOOC accomplishment through gamification

Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Bruno Miguel Pinheiro, Master Degree Student at Instituto Superior de Tecnologias Avançadas
Paulo Duarte Branco, Assistant Professor at Instituto Superior de Tecnologias Avançadas, Centro de Investigação em Artes e Comunicação

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Bruno Miguel Pinheiro, Paulo Duarte Branco, MOOC accomplishment through gamification  

DOI: 10.31112/kriativ-tech-2021-10-52

Abstract

This article approaches the concept of gamification in teaching and learning contexts, mainly in Massive Open Online Courses (MOOC), to increase the motivation and commitment of students in the perseverance to complete the course. The use of game elements and concepts prompts an important factor in the way methodologies move toward for the development of student-directed courses.

Keywords

Gamification, MOOC, Motivation, Engagement, game-based learning.

References

[1] R. F. da SILVA and E. S. Correa, “Novas tecnologias e educação: a evolução do processo de ensino e aprendizagem na sociedade contemporânea,” Educ. e Linguagem, ano, vol. 1, no. 1, pp. 23–25, 2014.
[2] Statista, “Internet users by age worldwide | Statistic,” 27 de Janeiro de 2021, 2021. https://www.statista.com/statistics/272365/age-distribution-of-internet-users-worldwide/ (accessed Feb. 19, 2021).
[3] D. Cormier and G. Siemens, “Through the open door: Open courses as research, learning, and engagement,” Educ. Rev., vol. 45, pp. 30–39, 2010.
[4] W. Feng, J. Tang, and T. X. Liu, “Understanding Dropouts in MOOCs,” Proc. AAAI Conf. Artif. Intell., vol. 33, no. 01, pp. 517–524, 2019, doi: 10.1609/aaai.v33i01.3301517.
[5] D. Onah, J. Sinclair, and R. Boyatt, “Dropout Rates of Massive Open Online Courses: Behavioural Patterns,” 2014, doi: 10.13140/RG.2.1.2402.0009.
[6] K. Werbach, Level 1: Getting into the Game: An Introduction to Gamification. Wharton Digital Press, 2012.
[7] M. Khalil, M. Ebner, and W. Admiraal, “How can gamification improve MOOC student engagement,” in Proceedings of the 11th European Conference on Games Based Learning: ECGBL, 2017, pp. 819–828.
[8] N. F. Abu Bakar, A. F. Yusof, N. A. Iahad, and N. Ahmad, “Framework for embedding gamification in Massive Open Online Course (MOOC),” in 2017 International Conference on Research and Innovation in Information Systems (ICRIIS), 2017, pp. 1–5, doi: 10.1109/ICRIIS.2017.8002496.
[9] N. Spyropoulou, G. Demopoulou, C. Pierrakeas, I. Koutsonikos, and A. Kameas, “Developing a Computer Programming MOOC,” Procedia Comput. Sci., vol. 65, pp. 182–191, 2015, doi: https://doi.org/10.1016/j.procs.2015.09.107.
[10] L. N. M. Bezerra, M. Silva, and Autor, “A review of literature on the reasons that cause the high dropout rates in the MOOCS,” 2017.
[11] D. Shah, “By The Numbers: MOOCs in 2020,” Class Central, Nov. 2020. https://www.classcentral.com/report/mooc-stats-2020/.
[12] O. B. Gené, M. M. Núñez, and Á. F. Blanco, “Gamification in MOOC: Challenges, opportunities and proposals for advancing MOOC model,” in ACM International Conference Proceeding Series, 2014, pp. 215–220, doi: 10.1145/2669711.2669902.
[13] O. Borras-Gene, M. Martiñez-nunez, and Á. Fidalgo-Blanco, “New Challenges for the motivation and learning in engineering education using gamification in MOOC,” Int. J. Eng. Educ., vol. 32, no. 1, pp. 501–512, 2016.
[14] G. Zichermann and C. Cunningham, “Gamification by design implementing game mechanics in web and mobile apps,” O’Reilly Media, 2011.
[15] A. Antonaci, R. Klemke, K. Kreijns, and M. Specht, “Get Gamification of MOOC right! How to Embed the Individual and Social Aspects of MOOCs in Gamification Design.,” Int. J. Serious Games, vol. 5, no. 3, pp. 61–78, 2018, doi: 10.17083/ijsg.v5i3.255.
[16] G. Kiryakova, N. Angelova, and L. Yordanova, “Gamification in education,” 2014.
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[18] K. M. Kapp, L. Blair, and R. Mesch, The gamification of learning and instruction fieldbook: ideas into practice. Wiley, 2014.
[19] R. Hunicke, M. Leblanc, and R. Zubek, “MDA : A Formal Approach to Game Design and Game Research,” 2004.


Smart Recycle – Development of a waste collection application

Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Fábio Oliveira da Silva, Master Degree Student at Instituto Superior de Tecnologias Avançadas
Paulo Duarte Branco, Assistant Professor at Instituto Superior de Tecnologias Avançadas, Centro de Investigação em Artes e Comunicação

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Fábio Oliveira da Silva, Paulo Duarte Branco, Smart Recycle – Development of a waste collection application

DOI: 10.31112/kriativ-tech-2021-10-53

Abstract

Currently, the growing population demand for new technological resources, its housing growth and economic growth has brought to the fore a global discussion about how we should progress as a nation without affecting people's health and the planet's natural course in the coming years. Figures from 2019 indicate that each habitant produces 513.4 kilos of waste annually. The Portuguese environment agency has warned that these resources will be too destined for landfills, which will stop almost three out of five kilos (57.6%) of our urban waste.
The country's effective recycling rate is (23.7%), when compared to the targets set by the European Union for the year 2025 (55%) Portugal needs impulses and some actions to encourage smart and conscious recycling.
One of the factors addressed in this article is the uncontrolled advance of waste generated by individuals and companies, ways in which they are discarded in nature, actions that the government has taken and how the authors intend to help improve these numbers, bringing the country closer to the goals established by European Union.
Important facts about waste recycling are:

• Without some type of inspection / incentive / appropriate disposal site or help, many inhabitants choose to dispose of garbage in a simpler and easier way;
• There are not enough selective collection points in most countries/cities, or these cannot be easily found by the inhabitants;
• Access to public services for collection at home is very scarce and/or poorly managed;
• Material characteristics identification is ineffective and does not allow proper disposal;
• It is easier to use the “common trash” option if there is no incentive or any policy to raise awareness among the inhabitants;
• Correct recycling brings countless benefits not only to the inhabitants and the environment, but also to the economy and industries in general.

As a result of the study, tools in the form of mobile systems and applications with various control resources and intuitive assistants will be delivered in order to facilitate and make more pleasurable and exciting the way in which waste is characterized, disposed and reused by different organizational spheres to considerably reduce incorrect disposal and mitigate this impact on our planet thus making it healthier and less toxic for us and our future generations.

Keywords

Applications, conscious recycling, economic growth, mobile systems, sustainability, waste collection.

References

1. D. Bonino, M. T. D. Alizo, C. Pastrone and M. Spirito, "WasteApp: Smarter waste recycling for smart citizens," 2016 International Multidisciplinary Conference on Computer and Energy Science (SpliTech), Split, Croatia, 2016, pp. 1-6, doi: 10.1109/SpliTech.2016.7555951.
2. European Commission. https://ec.europa.eu/environment/waste/index.htm
3. Sa S. B¨ohm, B. Igler, R. Morales, F. Sand, and A. Ertan, “Sauberes
wiesbaden app: Introducing mobile e-participation for a clean city
project in germany,” in Proceedings of the 14th International Conference
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14. Entenda a escala de Likert e como aplica-la em sua pesquisa (pesquisado em 28/5/2021). https://mindminers.com/blog/entenda-o-que-e-escala-likert/


Overview of 5G cellular networks

Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Sérgio Pinto, Teaching Assistant at ISTEC

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Sergio Pinto, Overview of 5G cellular networks

DOI: 10.31112/kriativ-tech-2021-10-56

Abstract

The 5G technology corresponds to the 5th generation of mobile cellular networks, which, by the time this paper was written, was not yet commercially available in some countries, like Portugal. Therefore, the reason for this paper subject is to make known a general description of this new 5G technology, namely, its main improvements in respect to the previous 4th generation: the support of higher data transmission rates, enabling a network capacity/connectivity increase and the lower radio transmission latency, with their benefits for users and operators.

Keywords

5G, eMBB, mMTC, URLLC, CUPS, SBA, virtualization, cloud, slicing

References

[1] Correia, Luis M, 5G Mobile Communications, Instituto Superior Técnico / INESC-ID, University of Lisbon, Portugal

[2] Rommer S., Hedman P., Olsson M., Frid L., Sultana S., Mulligan C. (2020), 5G Core Networks, Powering Digitalization, Academic Press

[3] Pinto, Sérgio (2013), General perspective of 4G cellular networks, Kriativ.Tech journal, Edition 5, from Instituto Superior de Tecnologias Avançadas (ISTEC). Retrieved from:
http://kriativ-tech.pt/wp-content/uploads/2017/12/KriativTechEdicao005.pdf?x45251

[4] EventHelix (2017), 5G NR: The New Radio interface for 5G. Retrieved from:
https://medium.com/5g-nr/5g-nr-the-new-radio-interface-for-5g-2b769a59ea80

[5] Alepo (2019), 5G SA vs. 5G NSA: What Are The Differences? Retrieved from:
https://www.alepo.com/5g-sa-vs-5g-nsa-what-are-the-differences/

[6] Samsung (2019), 5G Core Vision, Revolutionary changes in Core with the arrival of 5G. Retrieved from:
https://image-us.samsung.com/SamsungUS/samsungbusiness/pdfs/5G_Core_Vision_Technical_Whitepaper.pdf

[7] Kosak S. (2019), Evolution of Core Network (3G vs. 4G vs. 5G). Retrieved from:
https://medium.com/@sarpkoksal/core-network-evolution-3g-vs-4g-vs-5g-7738267503c7

[8] Pinto, Sérgio (2019), General Perspective of Network Functions Virtualization, Kriativ.Tech journal, Edition 8, from Instituto Superior de Tecnologias Avançadas (ISTEC). Retrieved from:
http://www.kriativ-tech.com/?p=66135

[9] 3GPP Technical Specification (TS) 23.501 version 15.3.0 Release 15 (2017); 5G; System Architecture for the 5G System. Retrieved from: https://portal.3gpp.org/desktopmodules/Specifications/SpecificationDetails.aspx?specificationId=3144

[10] Evopedia (2021), 5G Service-Based Architecture. Retrieved from:
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[11] NGMN Alliance (2018), Service-Based Architecture in 5G. Retrieved from:
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[12] Test and Verification (2018), 5G Usage Scenarios in Non-Standalone (NSA) and Standalone (SA) Operation. Retrieved from:
https://www.testandverification.com/5g-usage-scenarios-nsa-sa

[13] Semiconductor Engineering (2019), Should We Even Be Talking About 6G? Retrieved from:
https://semiengineering.com/should-we-even-be-talking-about-6g/

[14] EAHISON (2019), Characteristics Of 5G Network And Evolution Of Antenna Requirements. Retrieved from:
http://www.eahison.com/5g-network-evolution-of-antenna-requirements.html

[15] Telit, LTE Evolution: Standardization & Deployment The long run to 5G. Retrieved from:
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[16] GoTechinicalNow, 5G Core Service-Based Architecture (SBA) Part 2. Retrieved from:
http://gotechnicalnow.com/5g-core-service-based-architecture-sba-part-2/

[17] Pathak R., A Beginners Guide for 5G Core Network Architecture. Retrieved from:
https://www.rajarshipathak.com/2020/01/beginners-guide-for-5g-core-network-architecture.html


Improving Caesar Cipher for greater security

Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

António Santos, Assistant Professor at ISTEC
Renato Vasconcelos Júnior, BSc Multimedia Engineer graduated at ISTEC

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António Santos, Renato Vasconcelos Júnior, Improving Caesar Cipher for greater security

DOI: 10.31112/kriativ-tech-2021-10-49

Abstract

Before the invention of computers all cryptographic methods were calculated manually, and as such the cryptographic methods developed during that period took into account this limitation. The Caesar Cipher method was one of the first to be used and disseminated in several countries. This method is very simple, which implies that with current means you can break your security quickly and easily. However, it has a characteristic that, given its nature, any change in the method increases its safety, and like other authors in this article, it will be shown that a small change will imply some improvement in the method's safety.

Keywords

Encryption, replacement, Caesar's Cipher, Enhancement.

References

[1] Holden, Joshua (2017). The Mathematics of Secrets: Cryptography from Caesar Ciphers to Digital Encryption, Princeton University Press, New Jersey
[2] Kahate, Atul (2003). Cryptography and network security, Tata McGraw-Hill, New Delhi,India.
[3] Kipper, G. (2004). Investigator´s Guide to Steganography. Auerbach Publications. USA.
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[5] Delfs, Hans and Knebl, Helmut (2007). Introduction to Cryptography: Principles and Applications, Second Edition, Springer-Verlag, Berlin, Germany.
[6] Singh, Simon (1999).The Code Book, Anchor Books: The Science of Secrecy from Ancient Egypt to Quantum Cryptography. Anchor Boks. New York, USA
[7] Aggarwal, Surabhi (2016). A Review on Enhancing Caesar Cipher, International Journal of Research Science & Management, 3(6).
[8] Shrivastava, Manish, Jain, Shubham and Singh, Pushkar (2016). Content Based Symmetric Key Algorithm, International Conference on Computational Modeling and Security, Procedia Computer Science 85
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[10] Cobb, C. (2004). Cryptography for Dummies. Hoboken - New Jersey - United States of America: Wiley Publishing.
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[14] Churchhouse. Robert (2004). Codes and ciphers: Julius Caesar, the Enigma and the Internet, Cambridge University Press. Cambridge, UK.
[15] Baldoni, M. W.; Ciliberto, Ciro and Cattaneo, G. M. P. (2009). Elementary Number Theory, Cryptography and Codes. Springer-Verlag, Rome, Italy.
[16] Easttom, William (2021). Modern Cryptography Applied Mathematics for Encryption and Information Security, Springer Nature Switzerland AG, Springer. Cham, Switzerland.
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[18] Sinkov, Abraham (1966), Elementary Cryptanalysis - A Mathematical Approach, Fifth Printing, The Mathematical Association of America. Washington, USA.
[19] Bowne, Samuel (2018). Hands-On Cryptography with Python, Packt Publishing, Birmingham, UK.
[20] Schneier, Bruce (1996). Applied Cryptography, Second Edition. John Wiley & Sons
[21] Musa, Sarhan M. (2018). Network Security and Cryptography: A Self-teaching Introduction. Mercury Learning & Information. Virgínia, USA
[22] Jain, Atish; Dedhia, Ronak and Patil, Abhijit (2015). Enhancing the Security of Caesar Cipher Substitution Method using a Randomized Approach for more Secure Communication. International Journal of Computer Applications. 129(13)


Gamification in Higher Education: Gamifying an Engineering Course

Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Sandra Gama, Assistant Professor at ISTEC

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Sandra Gama, Gamification in Higher Education: Gamifying an Engineering Course 

DOI: 10.31112/kriativ-tech-2021-10-55

Abstract

Research has shown that games have the potential to improve motivation, encouraging players to fulfill their quests. The process of adopting game elements in non-gaming contexts is known as gamification and has been successfully used in a variety of settings. Leveraging on this, we gamified an engineering course, including classical game elements such as leaderboard, experience points and levels. Results were very encouraging, showing increased involvement, participation, fun, motivation and satisfaction.

Keywords

Gamification, Gamification in Education, Gamified Learning, Student Engagement.

References

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