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Peltsverger, Svetlana; Zheng, Guangzhi – Journal of Information Technology Education: Innovations in Practice, 2016
The paper describes the development of four learning modules that focus on technical details of how a person's privacy might be compromised in real-world scenarios. The paper shows how students benefited from the addition of hands-on learning experiences of privacy and data protection to the existing information technology courses. These learning…
Descriptors: Privacy, Information Technology, Learning Modules, Problem Based Learning
Aleman, Karla J.; Porter, Toccara D. – Journal of Library & Information Services In Distance Learning, 2016
Connecting with text-weary students can be a challenge in the online instructional environment. Librarians have often developed screencast videos and integrated screenshots into online learning objects to teach students basic research skills. An alternative technology, graphical interchange format (GIF), may prove to be an excellent blend of the…
Descriptors: Library Instruction, Research Skills, Skill Development, Web Based Instruction
Kavitha, R. K.; Ahmed, M. S. – Education and Information Technologies, 2015
Agile software development is an iterative and incremental methodology, where solutions evolve from self-organizing, cross-functional teams. Pair programming is a type of agile software development technique where two programmers work together with one computer for developing software. This paper reports the results of the pair programming…
Descriptors: Knowledge Management, Educational Environment, Case Studies, Programming
Sanders, Nathan E.; Faesi, Chris; Goodman, Alyssa A. – Journal of Science Education and Technology, 2014
Educational technology has attained significant importance as a mechanism for supporting experiential learning of science concepts. However, the growth of this mechanism is limited by the significant time and technical expertise needed to develop such products, particularly in specialized fields of science. We sought to test whether interactive,…
Descriptors: Computer System Design, Computer Software, Learning Modules, Instructional Innovation
Touretzky, David S. – Computer Science Education, 2013
Modern robots, like today's smartphones, are complex devices with intricate software systems. Introductory robot programming courses must evolve to reflect this reality, by teaching students to make use of the sophisticated tools their robots provide rather than reimplementing basic algorithms. This paper focuses on teaching with Tekkotsu, an open…
Descriptors: Robotics, Computer Science Education, Programming, Science Curriculum
Lee, Jungwoo; Lee, Hyejung; Park, Yongki – Educational Technology, 2013
Information and communications technology (ICT) is affecting every part of our society. Education is no exception, but here the impact of ICT is fragmented at
best. The purpose of this article is to conceptualize and develop the idea of the smart classroom that integrates emerging information technologies with advanced pedagogies. System…
Descriptors: Technology Uses in Education, Technology Integration, Classroom Environment, Classroom Design
Norton, Geoff; Taylor, Mathew; Stewart, Terry; Blackburn, Greg; Jinks, Audrey; Razdar, Bahareh; Holmes, Paul; Marastoni, Enrique – Australasian Journal of Educational Technology, 2012
The pedagogical value of problem-based and inquiry-based learning activities has led to increased use of this approach in many courses. While scenarios or case studies were initially presented to learners as text-based material, the development of modern software technology provides the opportunity to deliver scenarios as e-learning modules,…
Descriptors: Educational Technology, Active Learning, Teaching Methods, Electronic Learning
Ngai, Grace; Chan, Stephen C. F.; Leong, Hong Va; Ng, Vincent T. Y. – ACM Transactions on Computing Education, 2013
This article presents the design and development of i*CATch, a construction kit for physical and wearable computing that was designed to be scalable, plug-and-play, and to provide support for iterative and exploratory learning. It consists of a standardized construction interface that can be adapted for a wide range of soft textiles or electronic…
Descriptors: Computer System Design, Engineering Technology, Courseware, Computer Science Education
Huang, Chenn-Jung; Liu, Ming-Chou; Chang, Kuo-En; Sung, Yao-Ting; Huang, Tz-Hau; Chen, Chun-Hua; Shen, Hung-Yen; Huang, Kuo-Liang; Liao, Jia-Jian; Hu, Kai-Wen; Luo, Yun-Cheng; Chang, Tun-Yu – Educational Technology & Society, 2010
With rapid advances in the development of information technology, information access has become central to life in the 21st century. In recent years, the development of useful learning-assistance systems has become a popular topic in literature. Learners can benefit from guidance provided by a tool that assists learning when a student has trouble…
Descriptors: Electronic Learning, Feedback (Response), Information Technology, Teaching Methods
Ganesan, Nanda – Journal of Educational Technology Systems, 2008
A survey of hardware and software technologies was conducted to identify suitable technologies for the development of instructional modules representing various instructional approaches. The approaches modeled were short PowerPoint presentations, chalk-and-talk type of lectures and software tutorials. The survey focused on identifying application…
Descriptors: Multimedia Materials, Learning Experience, Teaching Methods, Learning Modules
Trigano, Philippe C.; Pacurar-Giacomini, Ecaterina – Educational Technology & Society, 2004
We are working on a method, called CEPIAH. We propose a web based system used to help teachers to design multimedia documents and to evaluate their prototypes. Our current research objectives are to create a methodology to sustain the educational hypermedia design and evaluation. A module is used to evaluate multimedia software applied in…
Descriptors: Multimedia Materials, Evaluation Criteria, Hypermedia, Teaching Methods
Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko – Simulation & Gaming, 2003
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Descriptors: Business Administration Education, Foreign Countries, Games, Computer Games