Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflect
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- Artikel-Nr.: 10509194
Beschreibung
Introduction.- The Karate Kid Method of Problem Based Learning.- Hungry Wolves, Creepy Sheepies: The Gamification of the Programmer's Classroom.- Teaching and Learning in Technical IT Courses.- Towards an Egalitarian Pedagogy for the Millennial Generation: A Reflection.- Higher Education Classroom Community Game: Together We Are Smarter.- The Tinker Toy Challenge - Peeking Under the Cloak of Invisibility in Information System Design.- Learning by Design.- Teaching Structured Analytical Thinking with Data using Visual-analytic Tools.- The Analytic Decision Game.- Cyber Forensic War Room: An Immersion into IT Aspects of Public Policy.- Semester Projects on Human-Computer Interaction as Service and Outreach.- Enterprise Integration: An Experiential Learning Model.- Immersive Learning.- Leveraging Mobile Technology to Enhance both Competition and Cooperation in an Undergraduate.- Teaching Information Security with Virtual Laboratories.- Using Video to Establish Immediacy with Students in Distance Education Courses.- Reflections on Blended Learning.- Chronicles of the Partially Distributed Team Project: Learning to Teach Students to Collaborate in Global Teams.
Eigenschaften
Breite: | 160 |
Gewicht: | 386 g |
Höhe: | 237 |
Länge: | 16 |
Seiten: | 238 |
Sprachen: | Englisch |
Autor: | John M. Carroll |
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