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

The opportunity and the need for innovation in teaching and learning are together keenest in information technology itself: Computer and Information Science faculty and students are immersed in innovation. The subject matter of these disciplines changes from one year to the next; courses and curricu...

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Bibliographic Details
Other Authors: Carroll, John M. (Editor)
Format: eBook
Published: Cham Springer International Publishing 2014, 2014
Edition:1st ed. 2014
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
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