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Innovative Practices in Teaching Information Sciences and Technology 2014
- John M. Carroll:
Innovative Practices in Teaching Information Sciences and Technology, Experience Reports and Reflections. Springer 2014, ISBN 978-3-319-03655-7 - John M. Carroll:
Introduction. 1-7 - Fred Fonseca, Larry Spence:
The Karate Kid Method of Problem Based Learning. 9-17 - David T. Reitter:
Hungry Wolves, Creepy Sheepies: The Gamification of the Programmer's Classroom. 19-29 - David R. Mudgett:
Teaching and Learning in Technical IT Courses. 31-42 - Sandeep Purao:
Towards an Egalitarian Pedagogy for the Millennial Generation: A Reflection. 43-51 - Edward J. Glantz:
Higher Education Classroom Community Game. 53-62 - Irene J. Petrick:
The Tinker Toy Challenge - Peeking Under the Cloak of Invisibility in Information System Design. 63-73 - Mary Beth Rosson:
Learning by Design. 75-83 - Guoray Cai:
Teaching Structured Analytical Thinking with Data Using Visual-Analytic Tools. 85-95 - Jake Graham:
The Analytic Decision Game. 97-115 - John W. Bagby:
The Cyber Forensic War Room: An Immersion into IT Aspects of Public Policy. 117-132 - Frank E. Ritter:
Semester Projects on Human-Computer Interaction as Service and Outreach. 133-141 - Brian H. Cameron:
Enterprise Integration: An Experiential Learning Model. 143-155 - John M. Carroll:
Immersive Learning. 157-166 - Partha Mukherjee, Brad Kozlek, Allan Gyorke, Cole Camplese, Bernard J. Jansen:
Leveraging Mobile Technology to Enhance Both Competition and Cooperation in an Undergraduate STEM Course. 167-177 - Dinghao Wu, John Fulmer, Shannon Johnson:
Teaching Information Security with Virtual Laboratories. 179-192 - Gerald M. Santoro:
Using Video to Establish Immediacy with Students in Distance Education Courses. 193-205 - Eileen M. Trauth, Kayla Booth:
Reflections on Blended Learning. 207-219 - Rosalie J. Ocker:
Chronicles of the Partially Distributed Team Project. 221-238
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