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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
Zdravkova, Katerina; Ivanovic, Mirjana; Putnik, Zoran – Educational Technology Research and Development, 2012
Web users in the 21st century are no longer only passive consumers. On a contrary, they are active contributors willing to obtain, share and evolve information. In this paper we report our experience regarding the implementation of Web 2.0 concept in several Computer Ethics related courses jointly conducted at two Universities. These courses have…
Descriptors: Electronic Learning, Feedback (Response), Graduate Students, Internet
Napier, Nannette P.; Dekhane, Sonal; Smith, Stella – Journal of Asynchronous Learning Networks, 2011
This paper describes the conversion of an introductory computing course to the blended learning model at a small, public liberal arts college. Blended learning significantly reduces face-to-face instruction by incorporating rich, online learning experiences. To assess the impact of blended learning on students, survey data was collected at the…
Descriptors: Electronic Learning, Online Courses, Blended Learning, Computer Literacy
Dyson, Laurel Evelyn; Litchfield, Andrew; Lawrence, Elaine; Raban, Ryszard; Leijdekkers, Peter – Australasian Journal of Educational Technology, 2009
This article reports on an m-learning research agenda instituted at our university in order to explore how mobile technology can enhance active, experiential learning. Details of the implementation and results of four areas of m-learning are presented: mobile supported fieldwork, fostering interactivity in large lectures with mobile technology,…
Descriptors: Experiential Learning, Case Studies, Program Implementation, Curriculum Implementation
Suzuki, Katsuaki – International Journal on E-Learning, 2009
This article describes the creation of a fully online master's program for e-learning specialist training. This program is the first of its kind in Japan. As background information, Japan's general trends in e-learning are described, including activities of the e-Learning Consortium Japan and National Institute of Multimedia in Education. Such…
Descriptors: Instructional Design, Curriculum Design, Masters Programs, Foreign Countries
Wang, Yuanqiong; Braman, James – Journal of Information Systems Education, 2009
Second Life is a three-dimensional (3D) electronic environment where members can socialize, hold virtual meetings, or conduct economic transactions. Utilizing virtual environments like Second Life is believed to provide educators with a new medium for teaching and information dissemination that bypasses the normal boundaries associated with…
Descriptors: Student Surveys, Learning Motivation, Virtual Classrooms, Learning Experience
Dreher, Carl; Reiners, Torsten; Dreher, Naomi; Dreher, Heinz – Journal of Information Systems Education, 2009
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and Virtual Worlds are becoming increasingly popular in business, for example via simulations in Second Life. However the capacity of Virtual Worlds is…
Descriptors: Sociocultural Patterns, Curriculum Design, Student Projects, Student Motivation
Armstrong, Helen L. – Journal of Information Technology Education, 2009
Lack of accessibility in the design of e-learning courses continues to hinder students with vision impairment. E-learning materials are predominantly vision-centric, incorporating images, animation, and interactive media, and as a result students with acute vision impairment do not have equal opportunity to gain tertiary qualifications or skills…
Descriptors: Industry, Distance Education, Pilot Projects, Educational Environment
Grandell, Linda – Journal of Information Technology Education, 2005
Computer science is becoming increasingly important in our society. Meta skills, such as problem solving and logical and algorithmic thinking, are emphasized in every field, not only in the natural sciences. Still, largely due to gaps in tuition, common misunderstandings exist about the true nature of computer science. These are especially…
Descriptors: Assignments, Time Management, Computer Science, Internet