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Titlebook: Innovative Practices in Teaching Information Sciences and Technology; Experience Reports a John M. Carroll Book 2014 Springer International

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發(fā)表于 2025-3-25 07:20:30 | 只看該作者
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ion Science faculty and students are immersed in innovation. The subject matter of these disciplines changes from one year to the next; courses and curricula are in constant flux. And indeed each wave of discip978-3-319-34574-1978-3-319-03656-4
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發(fā)表于 2025-3-26 07:13:14 | 只看該作者
Partha Mukherjee,Brad Kozlek,Allan Gyorke,Cole Camplese,Bernard J. Jansen
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發(fā)表于 2025-3-26 11:41:40 | 只看該作者
Introduction,ement, self-regulated activity, and collaborative activity, and embedding teaching discourses in the values, practices, and institutions of the domain. Teaching innovation is especially critical and appropriate in computer and information sciences and engineering (CISE): . because of the need to enr
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發(fā)表于 2025-3-26 14:31:37 | 只看該作者
The Karate Kid Method of Problem Based Learning,bined with homework and laboratory drills. The challenge of teaching introductory programming courses is: the students do not know enough to work on interesting and challenging projects. As a result, they are assigned small structured (toy) problems that do not engage their curiosity and allow them
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發(fā)表于 2025-3-26 19:06:21 | 只看該作者
,Hungry Wolves, Creepy Sheepies: The Gamification of the Programmer’s Classroom,nal landscape, aiming to reach targets or catch other players. Students write programs that control individual players in the game. The programs then participate in a tournament. Students practice basic programming and algorithmic thinking, object-orientation and the role of interfaces, and are even
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