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Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
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Seethamraju, Ravi – Journal of Information Systems Education, 2007
Considering the increasing importance of enterprise systems in business, and their pedagogical value in demonstrating business process orientation and concepts of integration, several universities have incorporated popular enterprise system (ES) software products such as SAP R/3 into their business school curricula. This paper describes an attempt…
Descriptors: Educational Strategies, Curriculum Design, Student Attitudes, Computer Software
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Apple, Michael W.; Jungck, Susan – American Educational Research Journal, 1990
Interpreting teaching in gender and labor process terms, an ethnographic study of the use of a computer-literacy curriculum assessed the effects of these tendencies on teachers' daily lives. Teachers often used a prepackaged curriculum that deskilled them and left them bored and reliant on outside experts and purchased material. (TJH)
Descriptors: Classroom Techniques, Computer Science Education, Curriculum Evaluation, Educational Technology