TEST - Catálogo BURRF
   

Innovative practices in teaching information sciences and technology : experience reports and reflections / edited by John M. Carroll.

Colaborador(es): Tipo de material: TextoTextoEditor: Cham : Springer International Publishing : Springer, 2014Descripción: viii, 238 páginas : 30 ilustracionesTipo de contenido:
  • texto
Tipo de medio:
  • computadora
Tipo de portador:
  • recurso en línea
ISBN:
  • 9783319036564
Formatos físicos adicionales: Edición impresa:: Sin títuloClasificación LoC:
  • LB1028.43-1028.75
Recursos en línea:
Contenidos:
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.
Valoración
    Valoración media: 0.0 (0 votos)
No hay ítems correspondientes a este registro

Springer eBooks

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.

Para consulta fuera de la UANL se requiere clave de acceso remoto.

Universidad Autónoma de Nuevo León
Secretaría de Extensión y Cultura - Dirección de Bibliotecas @
Soportado en Koha