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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
New York State Education Dept., Albany. – 1988
This syllabus, which replaces the New York State Education Department publication "Mechanical Drawing and Design," is intended for use in teaching a high school course in design and drawing for production. The materials included in the guide reflect a shift away from the conventional methods of teaching design and drawing to a greater…
Descriptors: Behavioral Objectives, Decision Making, Design, Designers
Sullivan, Rick; Green, David – 1994
Teachers and students can view the world of animals together through an exploration of how-and-why questions about animals in this curriculum unit. The problem-solving and critical thinking skills of students are improved through interactive activities involving oral and written communication, mathematics, creative arts, music, dance, and creative…
Descriptors: Animals, Biology, Conservation (Environment), Creative Expression
New York State Education Dept., Albany. Bureau of Curriculum Development. – 1990
The purpose of this revised syllabus/guide is to help teachers and administrators plan and implement Course I in the State of New York Three-Year Sequence for High School Mathematics for Regents credit. Course I builds upon the State mathematics curriculum outlined in the Department's mathematics K-6, Grade 7, and Grade 8 publications. This guide…
Descriptors: Activity Units, Algebra, Calculators, Computer Assisted Instruction
PDF pending restorationHudson River Center for Program Development, Glenmont, NY. – 1995
This guide, which is intended for instructors of incarcerated youth, contains materials for use in helping incarcerated youth make the transition from incarceration to a productive life. Presented first are an overview of the project during which the guide was developed and a brief history of educational programming for incarcerated youth in New…
Descriptors: Academic Education, Behavioral Objectives, Classroom Techniques, Competency Based Education

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