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Cheong, Christopher; Filippou, Justin; Cheong, France – Journal of Information Systems Education, 2014
Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called "gamification." Improving engagement and motivation in a learning environment is desired by many educators as traditional approaches do not seem to be as engaging as they…
Descriptors: Educational Technology, Educational Games, Student Surveys, Undergraduate Students
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Williams, Jo; Chinn, Susan J. – Journal of Information Systems Education, 2009
Increased attention to student engagement and active learning strategies have become particularly relevant in today's classroom environments. These approaches are also considered to be meaningful when teaching "net generation" students who have different styles and expectations. This study attempts to address these challenges through the…
Descriptors: Learning Strategies, Experiential Learning, Active Learning, Information Technology
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Rondeau, Patrick J.; Li, Xiaolin – Journal of Information Systems Education, 2009
Many colleges of business now assume incoming freshmen arrive on campus possessing high levels of computer skill and ability. Students are frequently offered the opportunity to take and pass a computer proficiency exam (CPE) in lieu of a freshman information technology (IT) course. While promoted as an efficient alternative, our analysis of the…
Descriptors: Information Technology, Educational Technology, Computer Literacy, Business Education