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Parama Kwangmuang; Anucha Somabut; Pornpisut Duangngern; Sukruetai Changpetch; Chamas Dhithjaroen; Orawan Techapornpong; Paritchaya Sarakan; Sumalee Chaijaroen; Charuni Samat – Education and Information Technologies, 2025
Despite the advancements in blockchain and FinTech, more research must be done on the strategies and processes used to develop curricula for advanced professions, particularly in collaboration with industry partners. This study investigates the methods and processes used to develop an online "Blockchain & FinTech" curriculum for…
Descriptors: Artificial Intelligence, Technology Uses in Education, Information Technology, Financial Literacy
Wymbs, Cliff – Journal of Information Systems Education, 2016
The designing of a new, potentially disruptive, curricular program, is not without challenges; however, it can be rewarding for students, faculty, and employers and serve as a template for other academics to follow. To be effective, the new data analytics program should be driven by business input and academic leadership that incorporates…
Descriptors: Undergraduate Students, Business Administration Education, Educational Innovation, Curriculum Design
Butcher, Neil; Moore, Andrew; Hoosen, Sarah – Journal of Learning for Development, 2014
The Ministry of Education in Guyana has prioritised increasing the number of qualified teachers by providing opportunities to both pre- and in-service teachers to gain relevant qualifications. This paper describes the process used to redesign the teacher training curriculum in Guyana to achieve the goals of a newly-developed ICT Professional…
Descriptors: Foreign Countries, Resource Units, Computer Uses in Education, Shared Resources and Services
Hogue, Andrew; Kapralos, Bill; Desjardins, Francois – Interactive Technology and Smart Education, 2011
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
Descriptors: Foreign Countries, Computer Science Education, Information Technology, Laptop Computers
Wallace, Scott A.; McCartney, Robert; Russell, Ingrid – Computer Science Education, 2010
Project MLeXAI [Machine Learning eXperiences in Artificial Intelligence (AI)] seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense--a simple real-time strategy game…
Descriptors: Games, Intercollegiate Cooperation, Curriculum Design, Curriculum Implementation
Dreher, Carl; Reiners, Torsten; Dreher, Naomi; Dreher, Heinz – Journal of Information Systems Education, 2009
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and Virtual Worlds are becoming increasingly popular in business, for example via simulations in Second Life. However the capacity of Virtual Worlds is…
Descriptors: Sociocultural Patterns, Curriculum Design, Student Projects, Student Motivation
Seethamraju, Ravi – Journal of Information Systems Education, 2007
Considering the increasing importance of enterprise systems in business, and their pedagogical value in demonstrating business process orientation and concepts of integration, several universities have incorporated popular enterprise system (ES) software products such as SAP R/3 into their business school curricula. This paper describes an attempt…
Descriptors: Educational Strategies, Curriculum Design, Student Attitudes, Computer Software

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