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Intro; Preface; Contents; Approaches to Learning; 1 Changing Minds: Multitasking During Lectures; 1.1 Introduction; 1.2 Information Foraging Theory and Multitasking; 1.3 Multitasking Is Multidisciplinary; 1.3.1 Multitasking and the Brain; 1.3.2 Action-Based Learning; 1.3.3 Gen Z and Boredom; 1.3.4 Cognitive Systems and Control; 1.3.5 Confirmation Bias and Supertaskers; 1.3.6 Academic Writing: A Bridge Too Far; 1.4 Debating the Banning of Laptops During Lectures; 1.4.1 Note-Taking; 1.5 Smartphone Dependencies; 1.6 The Survey; 1.6.1 Intrinsic Questions; 1.6.2 Extrinsic Questions.

1.6.3 Employability1.7 Conclusion; References; 2 Active Learning in Large Lectures; 2.1 Introduction; 2.2 Challenges and Motivation; 2.3 Active Learning; 2.4 Techniques and Practices; 2.5 Outcomes and Reflection; 2.6 Summary and Conclusion; References; 3 The Flipped Classroom; 3.1 Introduction; 3.2 The Module; 3.3 Motivation and Justification of the Flipped Classroom Approach; 3.4 Establishing the Flipped Classroom Approach; 3.5 What the Results Show-The Data; 3.6 Benefits of the Flipped Classroom Approach; 3.7 Issues with Flipped Classroom Approach; 3.8 Personal Reflections; 3.9 Conclusions.

6.2 What's the Point of Programming?6.3 Motivating Students; 6.3.1 Introducing the Robots; 6.3.2 Testing; 6.3.3 Single Solution; 6.3.4 Learning Attitudes; 6.3.5 Variables; 6.3.6 First Class Reflection; 6.4 Why Can't I Dive Straight into Programming?; 6.5 Language Learning; 6.5.1 Language Problems; 6.6 Cooperative Learning; 6.7 Weekly, Consistent Learning; 6.8 Incremental Programming, Incremental Learning; 6.9 Assessment Versus Learning; 6.10 Summary; References; 7 Using Graphics to Inspire Failing Students; 7.1 Introduction; 7.2 The Learning Objectives of Our CS1 and CS2 Modules.

7.3 The Module7.3.1 Drawing and Graphic Transformations; 7.3.2 Animated Clock; 7.3.3 The Game of Life; 7.3.4 Card Games; 7.3.5 Sprite Based Animation; 7.3.6 Lunar Lander; 7.3.7 Image Processing; 7.3.8 Collision Detection; 7.3.9 Boids; 7.3.10 Recursion; 7.3.11 The Relationship Between Processing and Java (and Python, Javascript and Android); 7.4 Module Assessment; 7.5 Discussion; References; 8 Best Practices for Teaching Information Systems Modelling; 8.1 Background; 8.2 Introduction; 8.3 The Pattern Language; 8.4 A Framework for the Pattern Language; 8.5 Running the Module; 8.6 Conclusion.

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