Innovative Practices in Teaching Information Sciences and Technology Experience Reports and Reflections /

University teaching and learning has never been more innovative than it is now. This has been enabled by a better contemporary understanding of teaching and learning. Instructors now present situated projects and practices to their students, not just foundational principles. Lectures and structured...

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Bibliographic Details
Main Author: Carroll, John M.
Corporate Authors: SpringerLink (Online service), Knovel (Firm)
Format: Electronic eBook
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2014.
Subjects:
Online Access: Full text (Wentworth users only)
Table of Contents:
  • Introduction
  • The Karate Kid Method of Problem Based Learning
  • Hungry Wolves, Creepy Sheepies: The Gamification of the Programmer's Classroom
  • Teaching and Learning in Technical IT Courses
  • Towards an Egalitarian Pedagogy for the Millennial Generation: A Reflection
  • Higher Education Classroom Community Game: Together We Are Smarter
  • The Tinker Toy Challenge – Peeking Under the Cloak of Invisibility in Information System Design
  • Learning by Design
  • Teaching Structured Analytical Thinking with Data using Visual-analytic Tools
  • The Analytic Decision Game
  • Cyber Forensic War Room: An Immersion into IT Aspects of Public Policy
  • Semester Projects on Human-Computer Interaction as Service and Outreach
  • Enterprise Integration: An Experiential Learning Model
  • Immersive Learning
  • Leveraging Mobile Technology to Enhance both Competition and Cooperation in an Undergraduate
  • Teaching Information Security with Virtual Laboratories
  • Using Video to Establish Immediacy with Students in Distance Education Courses
  • Reflections on Blended Learning
  • Chronicles of the Partially Distributed Team Project: Learning to Teach Students to Collaborate in Global Teams.