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Luse, Andy; Rursch, Julie – British Journal of Educational Technology, 2021
Engineering and technology educators continually strive for realistic, hands-on laboratory exercises to enhance their students' learning. This research describes the redesign of an undergraduate introductory computer networking course to include new weekly virtual laboratory assignments that culminate in a 'real world' final project of configuring…
Descriptors: Experiential Learning, Computer Science Education, Curriculum Design, Undergraduate Study
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Ciuffoletti, Augusto – IEEE Transactions on Education, 2021
Contribution: A technical course in a multidisciplinary university program has to provide high-level skills, with limited lecturing hours and student background. This article investigates the principles for its design and reports about a study case. Background: The overall course organization needs to address specific learning targets and teaching…
Descriptors: Curriculum Design, Course Organization, Computer Networks, Course Evaluation
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Yates, David J.; Frydenberg, Mark; Waguespack, Leslie J.; McDermott, Isabelle; OConnell, Jake; Chen, Frankie; Babb, Jeffry S. – Information Systems Education Journal, 2019
The importance of updating, expanding and improving what is taught in cybersecurity curricula is increasing as the security threat landscape becomes more dangerous, breaches become more frequent, and the number of deployed Internet of Things (IoT) devices, known for their security challenges, grows exponentially. This paper argues that a profile…
Descriptors: Information Security, Computer Security, Curriculum Design, Internet
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Borrego, Carlos; Fernández, Cristina; Blanes, Ian; Robles, Sergi – Journal of Technology and Science Education, 2017
Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to…
Descriptors: Computer Science Education, Educational Games, Learning Activities, Learning Motivation