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Kafonek, Katherine; Richards, Tara N. – Journal of School Violence, 2017
Although gender-based violence prevention programs at institutions of higher education (IHEs) are mandated by federal legislation, research focusing on the prevalence or content of programming is limited. The present exploratory research examines campus websites for a nationally representative sample of Title IX eligible IHEs that offer at least a…
Descriptors: Gender Differences, Violence, Educational Environment, Prevention
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
de Salas, Kristy; Lewis, Ian; Dermoudy, Julian – Australian Educational Computing, 2014
Within existing ICT degrees there is a widely-held belief that content must be tailored for different "kinds" of students--often two differing student groups: a technical group requiring detailed Computer Science knowledge and a separate group requiring less technical, more strategic ICT knowledge and skills. Our institution has produced…
Descriptors: Cognitive Style, Computer Science, Information Technology, Technological Literacy