Welcome to this issue of Computing and Information Technology Research and Education, New Zealand (CITRENZ) Journal of Applied Computing and Information Technology (JACIT), an amalgamation of two publications from the National Advisory Committee of Computing Qualifications (NACCQ): JACIT and the Bulletin (BACIT).
Are you interested in contributing a paper to JACIT? Please refer to the guidelines and templates available on the Authors tab, and then contact the editors:
Tim D. Hunt, Dileep Rajendran, Mark Nikora, Susan Bennett, Andy Fendall
The purpose of this work was to test the hypothesis: `Off-the-shelf domestic electricity meters can be utilised to assist in monitoring the wellbeing of elderly people` Many studies have shown that it is, in theory, possible to use domestic electricity consumption to determine `activities of daily living` but the availability of systems for actual use is very limited. This work followed the Design Science Research Methodology to create a Java application running on the Google App Engine cloud service that interfaced with both electricity meters and voice and text services. The system was implemented and tested over a three month period with one older person and their carer. Results demonstrated that the technology readily succeeds in meeting the study`s initial objectives. The need for more sophisticated decision logic was apparent and a method to determine whether a home is currently occupied is likely to improve the ability to create more timely alerts.
Daniel Kempthorne, Dr. Aaron Steele
The ability to convert between binary, hexadecimal, and decimal numbering systems is a fundamental skill commonly taught to tertiary-level computing and ICT students. This paper presents the results of a multiple year investigation into the application of differing approaches for the teaching and learning of these skills. Specifically, the study compares traditional lectures, games, and group activities with student levels of academic achievement. Student prior experience with numbering system conversion is also analysed. The study reveals that, overall, the game-based approach resulted in the highest average test scores; however, when students were divided into groups with and without prior experience, the students with prior experience performed better with a traditional lecture approach.