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Wu, Peter Y.; Manohar, Priyadarshan A.; Acharya, Sushil – Information Systems Education Journal, 2016
It is well known that interesting questions can stimulate thinking and invite participation. Class exercises are designed to make use of questions to engage students in active learning. In a project toward building a community skilled in software verification and validation (SV&V), we critically review and further develop course materials in…
Descriptors: Active Learning, Computer Software, Computer Science Education, Programming
Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
Wiggins, Benjamin L.; Eddy, Sarah L.; Wener-Fligner, Leah; Freisem, Karen; Grunspan, Daniel Z.; Theobald, Elli J.; Timbrook, Jerry; Crowe, Alison J. – CBE - Life Sciences Education, 2017
The primary measure used to determine relative effectiveness of in-class activities has been student performance on pre/posttests. However, in today's active-learning classrooms, learning is a social activity, requiring students to interact and learn from their peers. To develop effective active-learning exercises that engage students, it is…
Descriptors: Active Learning, Student Attitudes, Class Activities, Pretests Posttests
Altanopoulou, Panagiota; Tselios, Nikolaos; Katsanos, Christos; Georgoutsou, Maria; Panagiotaki, Maria-Antonia – Educational Technology & Society, 2015
A considerable interest in using Web 2.0 technologies such as wikis in education has been observed recently. Despite the advantages of the wiki technology, a number of questions concerning design of appropriate activities and their learning effectiveness remain open. In this paper, we present the results of three activities involving first-year…
Descriptors: Higher Education, Evidence Based Practice, Web 2.0 Technologies, Information Technology
Hargis, Jace; Jensen, Scott; Kohn, Carolynn; Normand, Matthew; Schooler, Deborah – Journal of Effective Teaching, 2008
The iPod digital music player has been available since late 2001, and even in higher education, its presence has been seen, although mostly in the hands of students and rarely for outcomes-based educational purposes. In 2004, Duke University provided free iPods to all 1,650 first year students, which subsequently enabled faculty to create learning…
Descriptors: Instructional Innovation, Learning Strategies, Handheld Devices, College Faculty

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