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Ahmad, Muhammad Ovais; Liukkunen, Kari – International Association for Development of the Information Society, 2019
Providing opportunities for students to work on real-world software development projects for real customers is critical to prepare students for the IT industry. Such projects help students to understand what they will face in the industry and experience real customer interaction and challenges in collaborative work. To provide this opportunity in…
Descriptors: Computer Software, Experiential Learning, Cooperative Learning, Computer Science Education
Isomöttönen, Ville; Daniels, Mats; Cajander, Åsa; Pears, Arnold; Mcdermott, Roger – ACM Transactions on Computing Education, 2019
Literature on global employability signifies "enabling" learning environments where students encounter ill-formed and open-ended problems and are required to adapt and be creative. Varying forms of "projects," co-located and distributed, have populated computing curricula for decades and are generally deemed an answer to this…
Descriptors: Employment Qualifications, Student Projects, Student Motivation, Computer Software
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Vickers, Richard; Field, James; Melakoski, Cai – Contemporary Educational Technology, 2015
In 2013 five universities from across Europe undertook an innovative project "Media Culture 2020", combining skills and forces to develop new practices that would face the challenge of the convergence of digital media, taking full advantage of social media and cloud-based technologies. The aim of the Media Culture 2020 project was to…
Descriptors: Teacher Collaboration, Blended Learning, Social Media, Web 2.0 Technologies
Järvinen, Esa-Matti; Karsikas, Arto; Hintikka, Jouni – Journal of Technology Education, 2007
In authoritative teaching methods, whereby the teacher controls the social interaction and other classroom activities, the actions of many children are often in response to what they perceive to be the teacher's expectations and the requirements of traditional school evaluation practices, such as examinations and tests. In this kind of school…
Descriptors: Foreign Countries, Innovation, Technology Education, Ownership
Sharma, Ramesh C., Ed.; Mishra, Sanjaya, Ed. – Information Science Publishing, 2007
"Cases on Global E-Learning Practices: Successes and Pitfalls" looks into global practices of e-learning, examining the successes and failures of e-learning professionals. It provides a judicious mix of practical experiences and research in the form of case studies. Written by experts from all over the globe, this book shows how to…
Descriptors: Electronic Learning, Global Approach, Case Studies, Educational Strategies