SQL is taught in almost all university level database courses, yet SQL has received relatively little attention in educational research. In this study, we present a database management system independent categorization of SQL query errors that students make in an introductory database course. We base the categorization on previous literature, present a class of logical errors that has not been studied in detail, and review and complement these findings by analyzing over 33,000 SQL queries submitted by students. Our analysis verifies error findings presented in previous literature and reveals new types of errors, namely logical errors recurring in similar manners among different students. We present a listing of fundamental SQL query concepts we have identified and based our exercises on, a categorization of different errors and complications, and an operational model for designing SQL exercises.
Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education.
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